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| author | Code WvS <code-wvs@quantentunnel.de> | 2015-01-25 19:30:26 +0100 |
|---|---|---|
| committer | Code WvS <code-wvs@quantentunnel.de> | 2015-01-25 19:30:26 +0100 |
| commit | d88dbe8de21d119c57973717da8060e0ee71a2ca (patch) | |
| tree | bfa8245445157c764873f2679b79c77d07027fb5 | |
| parent | ce1ff183137873f6011b26da41e292f1f3726dad (diff) | |
| download | snap-byow-d88dbe8de21d119c57973717da8060e0ee71a2ca.tar.gz snap-byow-d88dbe8de21d119c57973717da8060e0ee71a2ca.zip | |
add compiled version for instant use
| -rw-r--r-- | bundle.js | 55047 |
1 files changed, 55047 insertions, 0 deletions
diff --git a/bundle.js b/bundle.js new file mode 100644 index 0000000..6937230 --- /dev/null +++ b/bundle.js @@ -0,0 +1,55047 @@ +(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){ +window.createGame = require('voxel-engine'); +window.highlight = require('voxel-highlight'); +window.player = require('voxel-player'); +window.voxel = require('voxel'); +window.fly = require('voxel-fly'); +window.walk = require('voxel-walk'); +window.skin = require('minecraft-skin'); + +function defaultSetup(game, avatar) { + var makeFly = fly(game); + var target = game.controls.target(); + game.flyer = makeFly(target); + + // highlight blocks when you look at them, hold <Ctrl> for block placement + var blockPosPlace, blockPosErase; + var hl = game.highlighter = highlight(game, { color: 0xff0000 }); + hl.on('highlight', function (voxelPos) { blockPosErase = voxelPos; }); + hl.on('remove', function (voxelPos) { blockPosErase = null; }); + hl.on('highlight-adjacent', function (voxelPos) { blockPosPlace = voxelPos; }); + hl.on('remove-adjacent', function (voxelPos) { blockPosPlace = null; }); + + // block interaction stuff, uses highlight data + var currentMaterial = 1; + + game.on('fire', function (target, state) { + var position = blockPosPlace; + if (position) { + game.createBlock(position, currentMaterial); + } + else { + position = blockPosErase; + if (position) game.setBlock(position, 0); + } + }); + + game.on('tick', function() { + walk.render(target.playerSkin); + var vx = Math.abs(target.velocity.x); + var vz = Math.abs(target.velocity.z); + if (vx > 0.001 || vz > 0.001) walk.stopWalking(); + else walk.startWalking(); + }); +} +window.initGame = function() { + function generator(x, y, z) { + return y === 1 ? 1 : 0; + } + + var options = { + generate: generator, + chunkDistance: 2 + }; + window.game = createGame(options); + window.gameWorld = document.createElement('div'); + window.game.appendTo(window.gameWorld); + window.createPlayer = window.player(window.game); + window.gamePlayer = createPlayer('greg.png'); + window.gamePlayer.possess(); + window.gamePlayer.yaw.position.set(2, 14, 4); + defaultSetup(window.game, window.gamePlayer); +}; + +module.exports = window.initGame; + +},{"minecraft-skin":2,"voxel":58,"voxel-engine":3,"voxel-fly":46,"voxel-highlight":51,"voxel-player":54,"voxel-walk":56}],2:[function(require,module,exports){ +var THREE + +module.exports = function(three, image, sizeRatio) { + return new Skin(three, image, sizeRatio) +} + +function Skin(three, image, opts) { + if (opts) opts.image = opts.image || image + else opts = { image: image } + if (typeof image === 'object' && !(image instanceof HTMLElement)) opts = image + THREE = three // hack until three.js fixes multiple instantiation + this.sizeRatio = opts.sizeRatio || 8 + this.scale = opts.scale || new three.Vector3(1, 1, 1) + this.fallbackImage = opts.fallbackImage || 'skin.png' + this.createCanvases() + this.charMaterial = this.getMaterial(this.skin, false) + this.charMaterialTrans = this.getMaterial(this.skin, true) + if (typeof opts.image === "string") this.fetchImage(opts.image) + if (opts.image instanceof HTMLElement) this.setImage(opts.image) + this.mesh = this.createPlayerObject() +} + +Skin.prototype.createCanvases = function() { + this.skinBig = document.createElement('canvas') + this.skinBigContext = this.skinBig.getContext('2d') + this.skinBig.width = 64 * this.sizeRatio + this.skinBig.height = 32 * this.sizeRatio + + this.skin = document.createElement('canvas') + this.skinContext = this.skin.getContext('2d') + this.skin.width = 64 + this.skin.height = 32 +} + +Skin.prototype.fetchImage = function(imageURL) { + var self = this + this.image = new Image() + this.image.crossOrigin = 'anonymous' + this.image.src = imageURL + this.image.onload = function() { + self.setImage(self.image) + } +} + +Skin.prototype.setImage = function (skin) { + this.image = skin + this.skinContext.clearRect(0, 0, 64, 32); + + this.skinContext.drawImage(skin, 0, 0); + + var imgdata = this.skinContext.getImageData(0, 0, 64, 32); + var pixels = imgdata.data; + + this.skinBigContext.clearRect(0, 0, this.skinBig.width, this.skinBig.height); + this.skinBigContext.save(); + + var isOnecolor = true; + + var colorCheckAgainst = [40, 0]; + var colorIndex = (colorCheckAgainst[0]+colorCheckAgainst[1]*64)*4; + + var isPixelDifferent = function (x, y) { + if(pixels[(x+y*64)*4+0] !== pixels[colorIndex+0] || pixels[(x+y*64)*4+1] !== pixels[colorIndex+1] || pixels[(x+y*64)*4+2] !== pixels[colorIndex+2] || pixels[(x+y*64)*4+3] !== pixels[colorIndex+3]) { + return true; + } + return false; + }; + + // Check if helmet/hat is a solid color + // Bottom row + for(var i=32; i < 64; i+=1) { + for(var j=8; j < 16; j+=1) { + if(isPixelDifferent(i, j)) { + isOnecolor = false; + break; + } + } + if(!isOnecolor) { + break; + } + } + if(!isOnecolor) { + // Top row + for(var i=40; i < 56; i+=1) { + for(var j=0; j < 8; j+=1) { + if(isPixelDifferent(i, j)) { + isOnecolor = false; + break; + } + } + if(!isOnecolor) { + break; + } + + } + } + + for(var i=0; i < 64; i+=1) { + for(var j=0; j < 32; j+=1) { + if(isOnecolor && ((i >= 32 && i < 64 && j >= 8 && j < 16) || (i >= 40 && i < 56 && j >= 0 && j < 8))) { + pixels[(i+j*64)*4+3] = 0 + } + this.skinBigContext.fillStyle = 'rgba('+pixels[(i+j*64)*4+0]+', '+pixels[(i+j*64)*4+1]+', '+pixels[(i+j*64)*4+2]+', '+pixels[(i+j*64)*4+3]/255+')'; + this.skinBigContext.fillRect(i * this.sizeRatio, j * this.sizeRatio, this.sizeRatio, this.sizeRatio); + } + } + + this.skinBigContext.restore(); + + this.skinContext.putImageData(imgdata, 0, 0); + + this.charMaterial.map.needsUpdate = true; + this.charMaterialTrans.map.needsUpdate = true; + +}; + +Skin.prototype.getMaterial = function(img, transparent) { + var texture = new THREE.Texture(img); + texture.magFilter = THREE.NearestFilter; + texture.minFilter = THREE.NearestFilter; + texture.format = transparent ? THREE.RGBAFormat : THREE.RGBFormat; + texture.needsUpdate = true; + var material = new THREE.MeshBasicMaterial({ + map : texture, + transparent : transparent ? true : false + }); + return material; +} + +Skin.prototype.UVMap = function(mesh, face, x, y, w, h, rotateBy) { + if (!rotateBy) rotateBy = 0; + var uvs = mesh.geometry.faceVertexUvs[0][face]; + var tileU = x; + var tileV = y; + var tileUvWidth = 1/64; + var tileUvHeight = 1/32; + uvs[ (0 + rotateBy) % 4 ].x = (tileU * tileUvWidth) + uvs[ (0 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight) + uvs[ (1 + rotateBy) % 4 ].x = (tileU * tileUvWidth) + uvs[ (1 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight + h * tileUvHeight) + uvs[ (2 + rotateBy) % 4 ].x = (tileU * tileUvWidth + w * tileUvWidth) + uvs[ (2 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight + h * tileUvHeight) + uvs[ (3 + rotateBy) % 4 ].x = (tileU * tileUvWidth + w * tileUvWidth) + uvs[ (3 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight) +} + +Skin.prototype.cubeFromPlanes = function (size, mat) { + var cube = new THREE.Object3D(); + var meshes = []; + for(var i=0; i < 6; i++) { + var mesh = new THREE.Mesh(new THREE.PlaneGeometry(size, size), mat); + mesh.doubleSided = true; + cube.add(mesh); + meshes.push(mesh); + } + // Front + meshes[0].rotation.x = Math.PI/2; + meshes[0].rotation.z = -Math.PI/2; + meshes[0].position.x = size/2; + + // Back + meshes[1].rotation.x = Math.PI/2; + meshes[1].rotation.z = Math.PI/2; + meshes[1].position.x = -size/2; + + // Top + meshes[2].position.y = size/2; + + // Bottom + meshes[3].rotation.y = Math.PI; + meshes[3].rotation.z = Math.PI; + meshes[3].position.y = -size/2; + + // Left + meshes[4].rotation.x = Math.PI/2; + meshes[4].position.z = size/2; + + // Right + meshes[5].rotation.x = -Math.PI/2; + meshes[5].rotation.y = Math.PI; + meshes[5].position.z = -size/2; + + return cube; +} + +//exporting these meshes for manipulation: +//leftLeg +//rightLeg +//leftArm +//rightArm +//body +//head + +Skin.prototype.createPlayerObject = function(scene) { + var headgroup = new THREE.Object3D(); + var upperbody = this.upperbody = new THREE.Object3D(); + + // Left leg + var leftleggeo = new THREE.CubeGeometry(4, 12, 4); + for(var i=0; i < 8; i+=1) { + leftleggeo.vertices[i].y -= 6; + } + var leftleg = this.leftLeg = new THREE.Mesh(leftleggeo, this.charMaterial); + leftleg.position.z = -2; + leftleg.position.y = -6; + this.UVMap(leftleg, 0, 8, 20, -4, 12); + this.UVMap(leftleg, 1, 16, 20, -4, 12); + this.UVMap(leftleg, 2, 4, 16, 4, 4, 3); + this.UVMap(leftleg, 3, 8, 20, 4, -4, 1); + this.UVMap(leftleg, 4, 12, 20, -4, 12); + this.UVMap(leftleg, 5, 4, 20, -4, 12); + + // Right leg + var rightleggeo = new THREE.CubeGeometry(4, 12, 4); + for(var i=0; i < 8; i+=1) { + rightleggeo.vertices[i].y -= 6; + } + var rightleg = this.rightLeg =new THREE.Mesh(rightleggeo, this.charMaterial); + rightleg.position.z = 2; + rightleg.position.y = -6; + this.UVMap(rightleg, 0, 4, 20, 4, 12); + this.UVMap(rightleg, 1, 12, 20, 4, 12); + this.UVMap(rightleg, 2, 8, 16, -4, 4, 3); + this.UVMap(rightleg, 3, 12, 20, -4, -4, 1); + this.UVMap(rightleg, 4, 0, 20, 4, 12); + this.UVMap(rightleg, 5, 8, 20, 4, 12); + + // Body + var bodygeo = new THREE.CubeGeometry(4, 12, 8); + var bodymesh = this.body = new THREE.Mesh(bodygeo, this.charMaterial); + this.UVMap(bodymesh, 0, 20, 20, 8, 12); + this.UVMap(bodymesh, 1, 32, 20, 8, 12); + this.UVMap(bodymesh, 2, 20, 16, 8, 4, 1); + this.UVMap(bodymesh, 3, 28, 16, 8, 4, 3); + this.UVMap(bodymesh, 4, 16, 20, 4, 12); + this.UVMap(bodymesh, 5, 28, 20, 4, 12); + upperbody.add(bodymesh); + + + // Left arm + var leftarmgeo = new THREE.CubeGeometry(4, 12, 4); + for(var i=0; i < 8; i+=1) { + leftarmgeo.vertices[i].y -= 4; + } + var leftarm = this.leftArm = new THREE.Mesh(leftarmgeo, this.charMaterial); + leftarm.position.z = -6; + leftarm.position.y = 4; + leftarm.rotation.x = Math.PI/32; + this.UVMap(leftarm, 0, 48, 20, -4, 12); + this.UVMap(leftarm, 1, 56, 20, -4, 12); + this.UVMap(leftarm, 2, 48, 16, -4, 4, 1); + this.UVMap(leftarm, 3, 52, 16, -4, 4, 3); + this.UVMap(leftarm, 4, 52, 20, -4, 12); + this.UVMap(leftarm, 5, 44, 20, -4, 12); + upperbody.add(leftarm); + + // Right arm + var rightarmgeo = new THREE.CubeGeometry(4, 12, 4); + for(var i=0; i < 8; i+=1) { + rightarmgeo.vertices[i].y -= 4; + } + var rightarm =this.rightArm = new THREE.Mesh(rightarmgeo, this.charMaterial); + rightarm.position.z = 6; + rightarm.position.y = 4; + rightarm.rotation.x = -Math.PI/32; + this.UVMap(rightarm, 0, 44, 20, 4, 12); + this.UVMap(rightarm, 1, 52, 20, 4, 12); + this.UVMap(rightarm, 2, 44, 16, 4, 4, 1); + this.UVMap(rightarm, 3, 48, 16, 4, 4, 3); + this.UVMap(rightarm, 4, 40, 20, 4, 12); + this.UVMap(rightarm, 5, 48, 20, 4, 12); + upperbody.add(rightarm); + + //Head + var headgeo = new THREE.CubeGeometry(8, 8, 8); + var headmesh = this.head = new THREE.Mesh(headgeo, this.charMaterial); + headmesh.position.y = 2; + this.UVMap(headmesh, 0, 8, 8, 8, 8); + this.UVMap(headmesh, 1, 24, 8, 8, 8); + + this.UVMap(headmesh, 2, 8, 0, 8, 8, 1); + this.UVMap(headmesh, 3, 16, 0, 8, 8, 3); + + this.UVMap(headmesh, 4, 0, 8, 8, 8); + this.UVMap(headmesh, 5, 16, 8, 8, 8); + + var unrotatedHeadMesh = new THREE.Object3D(); + unrotatedHeadMesh.rotation.y = Math.PI / 2; + unrotatedHeadMesh.add(headmesh); + + headgroup.add(unrotatedHeadMesh); + + var helmet = this.cubeFromPlanes(9, this.charMaterialTrans); + helmet.position.y = 2; + this.UVMap(helmet.children[0], 0, 32+8, 8, 8, 8); + this.UVMap(helmet.children[1], 0, 32+24, 8, 8, 8); + this.UVMap(helmet.children[2], 0, 32+8, 0, 8, 8, 1); + this.UVMap(helmet.children[3], 0, 32+16, 0, 8, 8, 3); + this.UVMap(helmet.children[4], 0, 32+0, 8, 8, 8); + this.UVMap(helmet.children[5], 0, 32+16, 8, 8, 8); + + headgroup.add(helmet); + + var ears = new THREE.Object3D(); + + var eargeo = new THREE.CubeGeometry(1, (9/8)*6, (9/8)*6); + var leftear = new THREE.Mesh(eargeo, this.charMaterial); + var rightear = new THREE.Mesh(eargeo, this.charMaterial); + + leftear.position.y = 2+(9/8)*5; + rightear.position.y = 2+(9/8)*5; + leftear.position.z = -(9/8)*5; + rightear.position.z = (9/8)*5; + + // Right ear share same geometry, same uv-maps + + this.UVMap(leftear, 0, 25, 1, 6, 6); // Front side + this.UVMap(leftear, 1, 32, 1, 6, 6); // Back side + + this.UVMap(leftear, 2, 25, 0, 6, 1, 1); // Top edge + this.UVMap(leftear, 3, 31, 0, 6, 1, 1); // Bottom edge + + this.UVMap(leftear, 4, 24, 1, 1, 6); // Left edge + this.UVMap(leftear, 5, 31, 1, 1, 6); // Right edge + + ears.add(leftear); + ears.add(rightear); + + leftear.visible = rightear.visible = false; + + headgroup.add(ears); + headgroup.position.y = 8; + + var playerModel = this.playerModel = new THREE.Object3D(); + + playerModel.add(leftleg); + playerModel.add(rightleg); + + playerModel.add(upperbody); + + var playerRotation = new THREE.Object3D(); + playerRotation.rotation.y = Math.PI / 2 + playerRotation.position.y = 12 + playerRotation.add(playerModel) + + var rotatedHead = new THREE.Object3D(); + rotatedHead.rotation.y = -Math.PI/2; + rotatedHead.add(headgroup); + + playerModel.add(rotatedHead); + playerModel.position.y = 6; + + var playerGroup = new THREE.Object3D(); + playerGroup.cameraInside = new THREE.Object3D() + playerGroup.cameraOutside = new THREE.Object3D() + + playerGroup.cameraInside.position.x = 0; + playerGroup.cameraInside.position.y = 2; + playerGroup.cameraInside.position.z = 0; + + playerGroup.head = headgroup + headgroup.add(playerGroup.cameraInside) + playerGroup.cameraInside.add(playerGroup.cameraOutside) + + playerGroup.cameraOutside.position.z = 100 + + + playerGroup.add(playerRotation); + playerGroup.scale = this.scale + return playerGroup +} +},{}],3:[function(require,module,exports){ +(function (process){ +var voxel = require('voxel') +var voxelMesh = require('voxel-mesh') +var ray = require('voxel-raycast') +var texture = require('voxel-texture') +var control = require('voxel-control') +var voxelView = require('voxel-view') +var THREE = require('three') +var Stats = require('./lib/stats') +var Detector = require('./lib/detector') +var inherits = require('inherits') +var path = require('path') +var EventEmitter = require('events').EventEmitter +if (process.browser) var interact = require('interact') +var requestAnimationFrame = require('raf') +var collisions = require('collide-3d-tilemap') +var aabb = require('aabb-3d') +var glMatrix = require('gl-matrix') +var vector = glMatrix.vec3 +var SpatialEventEmitter = require('spatial-events') +var regionChange = require('voxel-region-change') +var kb = require('kb-controls') +var physical = require('voxel-physical') +var pin = require('pin-it') +var tic = require('tic')() + +module.exports = Game + +function Game(opts) { + if (!(this instanceof Game)) return new Game(opts) + var self = this + if (!opts) opts = {} + if (process.browser && this.notCapable(opts)) return + + // is this a client or a headless server + this.isClient = Boolean( (typeof opts.isClient !== 'undefined') ? opts.isClient : process.browser ) + + if (!('generateChunks' in opts)) opts.generateChunks = true + this.generateChunks = opts.generateChunks + this.setConfigurablePositions(opts) + this.configureChunkLoading(opts) + this.setDimensions(opts) + this.THREE = THREE + this.vector = vector + this.glMatrix = glMatrix + this.arrayType = opts.arrayType || Uint8Array + this.cubeSize = 1 // backwards compat + this.chunkSize = opts.chunkSize || 32 + + // chunkDistance and removeDistance should not be set to the same thing + // as it causes lag when you go back and forth on a chunk boundary + this.chunkDistance = opts.chunkDistance || 2 + this.removeDistance = opts.removeDistance || this.chunkDistance + 1 + + this.skyColor = opts.skyColor || 0xBFD1E5 + this.antialias = opts.antialias + this.playerHeight = opts.playerHeight || 1.62 + this.meshType = opts.meshType || 'surfaceMesh' + this.mesher = opts.mesher || voxel.meshers.culled + this.materialType = opts.materialType || THREE.MeshLambertMaterial + this.materialParams = opts.materialParams || {} + this.items = [] + this.voxels = voxel(this) + this.scene = new THREE.Scene() + this.view = opts.view || new voxelView(THREE, { + width: this.width, + height: this.height, + skyColor: this.skyColor, + antialias: this.antialias + }) + this.view.bindToScene(this.scene) + this.camera = this.view.getCamera() + if (!opts.lightsDisabled) this.addLights(this.scene) + + this.fogScale = opts.fogScale || 32 + if (!opts.fogDisabled) this.scene.fog = new THREE.Fog( this.skyColor, 0.00025, this.worldWidth() * this.fogScale ) + + this.collideVoxels = collisions( + this.getBlock.bind(this), + 1, + [Infinity, Infinity, Infinity], + [-Infinity, -Infinity, -Infinity] + ) + + this.timer = this.initializeTimer((opts.tickFPS || 16)) + this.paused = false + + this.spatial = new SpatialEventEmitter + this.region = regionChange(this.spatial, aabb([0, 0, 0], [1, 1, 1]), this.chunkSize) + this.voxelRegion = regionChange(this.spatial, 1) + this.chunkRegion = regionChange(this.spatial, this.chunkSize) + this.asyncChunkGeneration = false + + // contains chunks that has had an update this tick. Will be generated right before redrawing the frame + this.chunksNeedsUpdate = {} + // contains new chunks yet to be generated. Handled by game.loadPendingChunks + this.pendingChunks = [] + + this.materials = texture({ + game: this, + texturePath: opts.texturePath || './textures/', + materialType: opts.materialType || THREE.MeshLambertMaterial, + materialParams: opts.materialParams || {}, + materialFlatColor: opts.materialFlatColor === true + }) + + this.materialNames = opts.materials || [['grass', 'dirt', 'grass_dirt'], 'brick', 'dirt'] + + self.chunkRegion.on('change', function(newChunk) { + self.removeFarChunks() + }) + + if (this.isClient) this.materials.load(this.materialNames) + + if (this.generateChunks) this.handleChunkGeneration() + + // client side only after this point + if (!this.isClient) return + + this.paused = true + this.initializeRendering(opts) + + this.showAllChunks() + + setTimeout(function() { + self.asyncChunkGeneration = 'asyncChunkGeneration' in opts ? opts.asyncChunkGeneration : true + }, 2000) + + this.initializeControls(opts) +} + +inherits(Game, EventEmitter) + +// # External API + +Game.prototype.voxelPosition = function(gamePosition) { + var _ = Math.floor + var p = gamePosition + var v = [] + v[0] = _(p[0]) + v[1] = _(p[1]) + v[2] = _(p[2]) + return v +} + +Game.prototype.cameraPosition = function() { + return this.view.cameraPosition() +} + +Game.prototype.cameraVector = function() { + return this.view.cameraVector() +} + +Game.prototype.makePhysical = function(target, envelope, blocksCreation) { + var vel = this.terminalVelocity + envelope = envelope || [2/3, 1.5, 2/3] + var obj = physical(target, this.potentialCollisionSet(), envelope, {x: vel[0], y: vel[1], z: vel[2]}) + obj.blocksCreation = !!blocksCreation + return obj +} + +Game.prototype.addItem = function(item) { + if (!item.tick) { + var newItem = physical( + item.mesh, + this.potentialCollisionSet(), + [item.size, item.size, item.size] + ) + + if (item.velocity) { + newItem.velocity.copy(item.velocity) + newItem.subjectTo(this.gravity) + } + + newItem.repr = function() { return 'debris' } + newItem.mesh = item.mesh + newItem.blocksCreation = item.blocksCreation + + item = newItem + } + + this.items.push(item) + if (item.mesh) this.scene.add(item.mesh) + return this.items[this.items.length - 1] +} + +Game.prototype.removeItem = function(item) { + var ix = this.items.indexOf(item) + if (ix < 0) return + this.items.splice(ix, 1) + if (item.mesh) this.scene.remove(item.mesh) +} + +// only intersects voxels, not items (for now) +Game.prototype.raycast = // backwards compat +Game.prototype.raycastVoxels = function(start, direction, maxDistance, epilson) { + if (!start) return this.raycastVoxels(this.cameraPosition(), this.cameraVector(), 10) + + var hitNormal = [0, 0, 0] + var hitPosition = [0, 0, 0] + var cp = start || this.cameraPosition() + var cv = direction || this.cameraVector() + var hitBlock = ray(this, cp, cv, maxDistance || 10.0, hitPosition, hitNormal, epilson || this.epilson) + if (hitBlock <= 0) return false + var adjacentPosition = [0, 0, 0] + var voxelPosition = this.voxelPosition(hitPosition) + vector.add(adjacentPosition, voxelPosition, hitNormal) + + return { + position: hitPosition, + voxel: voxelPosition, + direction: direction, + value: hitBlock, + normal: hitNormal, + adjacent: adjacentPosition + } +} + +Game.prototype.canCreateBlock = function(pos) { + pos = this.parseVectorArguments(arguments) + var floored = pos.map(function(i) { return Math.floor(i) }) + var bbox = aabb(floored, [1, 1, 1]) + + for (var i = 0, len = this.items.length; i < len; ++i) { + var item = this.items[i] + var itemInTheWay = item.blocksCreation && item.aabb && bbox.intersects(item.aabb()) + if (itemInTheWay) return false + } + + return true +} + +Game.prototype.createBlock = function(pos, val) { + if (typeof val === 'string') val = this.materials.find(val) + if (!this.canCreateBlock(pos)) return false + this.setBlock(pos, val) + return true +} + +Game.prototype.setBlock = function(pos, val) { + if (typeof val === 'string') val = this.materials.find(val) + var old = this.voxels.voxelAtPosition(pos, val) + var c = this.voxels.chunkAtPosition(pos) + var chunk = this.voxels.chunks[c.join('|')] + if (!chunk) return// todo - does self.emit('missingChunk', c.join('|')) make sense here? + this.addChunkToNextUpdate(chunk) + this.spatial.emit('change-block', pos, old, val) + this.emit('setBlock', pos, val, old) +} + +Game.prototype.getBlock = function(pos) { + pos = this.parseVectorArguments(arguments) + return this.voxels.voxelAtPosition(pos) +} + +Game.prototype.blockPosition = function(pos) { + pos = this.parseVectorArguments(arguments) + var ox = Math.floor(pos[0]) + var oy = Math.floor(pos[1]) + var oz = Math.floor(pos[2]) + return [ox, oy, oz] +} + +Game.prototype.blocks = function(low, high, iterator) { + var l = low, h = high + var d = [ h[0]-l[0], h[1]-l[1], h[2]-l[2] ] + if (!iterator) var voxels = new this.arrayType(d[0]*d[1]*d[2]) + var i = 0 + for(var z=l[2]; z<h[2]; ++z) + for(var y=l[1]; y<h[1]; ++y) + for(var x=l[0]; x<h[0]; ++x, ++i) { + if (iterator) iterator(x, y, z, i) + else voxels[i] = this.voxels.voxelAtPosition([x, y, z]) + } + if (!iterator) return {voxels: voxels, dims: d} +} + +// backwards compat +Game.prototype.createAdjacent = function(hit, val) { + this.createBlock(hit.adjacent, val) +} + +Game.prototype.appendTo = function (element) { + this.view.appendTo(element) +} + +// # Defaults/options parsing + +Game.prototype.gravity = [0, -0.0000036, 0] +Game.prototype.friction = 0.3 +Game.prototype.epilson = 1e-8 +Game.prototype.terminalVelocity = [0.9, 0.1, 0.9] + +Game.prototype.defaultButtons = { + 'W': 'forward' +, 'A': 'left' +, 'S': 'backward' +, 'D': 'right' +, '<up>': 'forward' +, '<left>': 'left' +, '<down>': 'backward' +, '<right>': 'right' +, '<mouse 1>': 'fire' +, '<mouse 3>': 'firealt' +, '<space>': 'jump' +, '<shift>': 'crouch' +, '<control>': 'alt' +} + +// used in methods that have identity function(pos) {} +Game.prototype.parseVectorArguments = function(args) { + if (!args) return false + if (args[0] instanceof Array) return args[0] + return [args[0], args[1], args[2]] +} + +Game.prototype.setConfigurablePositions = function(opts) { + var sp = opts.startingPosition + this.startingPosition = sp || [35, 1024, 35] + var wo = opts.worldOrigin + this.worldOrigin = wo || [0, 0, 0] +} + +Game.prototype.setDimensions = function(opts) { + if (opts.container) this.container = opts.container + if (opts.container && opts.container.clientHeight) { + this.height = opts.container.clientHeight + } else { + this.height = typeof window === "undefined" ? 1 : window.innerHeight + } + if (opts.container && opts.container.clientWidth) { + this.width = opts.container.clientWidth + } else { + this.width = typeof window === "undefined" ? 1 : window.innerWidth + } +} + +Game.prototype.notCapable = function(opts) { + var self = this + if( !Detector().webgl ) { + this.view = { + appendTo: function(el) { + el.appendChild(self.notCapableMessage()) + } + } + return true + } + return false +} + +Game.prototype.notCapableMessage = function() { + var wrapper = document.createElement('div') + wrapper.className = "errorMessage" + var a = document.createElement('a') + a.title = "You need WebGL and Pointer Lock (Chrome 23/Firefox 14) to play this game. Click here for more information." + a.innerHTML = a.title + a.href = "http://get.webgl.org" + wrapper.appendChild(a) + return wrapper +} + +Game.prototype.onWindowResize = function() { + var width = window.innerWidth + var height = window.innerHeight + if (this.container) { + width = this.container.clientWidth + height = this.container.clientHeight + } + this.view.resizeWindow(width, height) +} + +// # Physics/collision related methods + +Game.prototype.control = function(target) { + this.controlling = target + return this.controls.target(target) +} + +Game.prototype.potentialCollisionSet = function() { + return [{ collide: this.collideTerrain.bind(this) }] +} + +/** + * Get the position of the player under control. + * If there is no player under control, return + * current position of the game's camera. + * + * @return {Array} an [x, y, z] tuple + */ + +Game.prototype.playerPosition = function() { + var target = this.controls.target() + var position = target + ? target.avatar.position + : this.camera.localToWorld(this.camera.position.clone()) + return [position.x, position.y, position.z] +} + +Game.prototype.playerAABB = function(position) { + var pos = position || this.playerPosition() + var lower = [] + var upper = [1/2, this.playerHeight, 1/2] + var playerBottom = [1/4, this.playerHeight, 1/4] + vector.subtract(lower, pos, playerBottom) + var bbox = aabb(lower, upper) + return bbox +} + +Game.prototype.collideTerrain = function(other, bbox, vec, resting) { + var self = this + var axes = ['x', 'y', 'z'] + var vec3 = [vec.x, vec.y, vec.z] + this.collideVoxels(bbox, vec3, function hit(axis, tile, coords, dir, edge) { + if (!tile) return + if (Math.abs(vec3[axis]) < Math.abs(edge)) return + vec3[axis] = vec[axes[axis]] = edge + other.acceleration[axes[axis]] = 0 + resting[axes[axis]] = dir + other.friction[axes[(axis + 1) % 3]] = other.friction[axes[(axis + 2) % 3]] = axis === 1 ? self.friction : 1 + return true + }) +} + +// # Three.js specific methods + +Game.prototype.addStats = function() { + stats = new Stats() + stats.domElement.style.position = 'absolute' + stats.domElement.style.bottom = '0px' + document.body.appendChild( stats.domElement ) +} + +Game.prototype.addLights = function(scene) { + var ambientLight, directionalLight + ambientLight = new THREE.AmbientLight(0xcccccc) + scene.add(ambientLight) + var light = new THREE.DirectionalLight( 0xffffff , 1) + light.position.set( 1, 1, 0.5 ).normalize() + scene.add( light ) +} + +// # Chunk related methods + +Game.prototype.configureChunkLoading = function(opts) { + var self = this + if (!opts.generateChunks) return + if (!opts.generate) { + this.generate = function(x,y,z) { + return x*x+y*y+z*z <= 15*15 ? 1 : 0 // sphere world + } + } else { + this.generate = opts.generate + } + if (opts.generateVoxelChunk) { + this.generateVoxelChunk = opts.generateVoxelChunk + } else { + this.generateVoxelChunk = function(low, high) { + return voxel.generate(low, high, self.generate, self) + } + } +} + +Game.prototype.worldWidth = function() { + return this.chunkSize * 2 * this.chunkDistance +} + +Game.prototype.chunkToWorld = function(pos) { + return [ + pos[0] * this.chunkSize, + pos[1] * this.chunkSize, + pos[2] * this.chunkSize + ] +} + +Game.prototype.removeFarChunks = function(playerPosition) { + var self = this + playerPosition = playerPosition || this.playerPosition() + var nearbyChunks = this.voxels.nearbyChunks(playerPosition, this.removeDistance).map(function(chunkPos) { + return chunkPos.join('|') + }) + Object.keys(self.voxels.chunks).map(function(chunkIndex) { + if (nearbyChunks.indexOf(chunkIndex) > -1) return + var chunk = self.voxels.chunks[chunkIndex] + var mesh = self.voxels.meshes[chunkIndex] + var pendingIndex = self.pendingChunks.indexOf(chunkIndex) + if (pendingIndex !== -1) self.pendingChunks.splice(pendingIndex, 1) + if (!chunk) return + var chunkPosition = chunk.position + if (mesh) { + if (mesh.surfaceMesh) { + self.scene.remove(mesh.surfaceMesh) + mesh.surfaceMesh.geometry.dispose() + } + if (mesh.wireMesh) { + mesh.wireMesh.geometry.dispose() + self.scene.remove(mesh.wireMesh) + } + delete mesh.data + delete mesh.geometry + delete mesh.meshed + delete mesh.surfaceMesh + delete mesh.wireMesh + } + delete self.voxels.chunks[chunkIndex] + self.emit('removeChunk', chunkPosition) + }) + self.voxels.requestMissingChunks(playerPosition) +} + +Game.prototype.addChunkToNextUpdate = function(chunk) { + this.chunksNeedsUpdate[chunk.position.join('|')] = chunk +} + +Game.prototype.updateDirtyChunks = function() { + var self = this + Object.keys(this.chunksNeedsUpdate).forEach(function showChunkAtIndex(chunkIndex) { + var chunk = self.chunksNeedsUpdate[chunkIndex] + self.emit('dirtyChunkUpdate', chunk) + self.showChunk(chunk) + }) + this.chunksNeedsUpdate = {} +} + +Game.prototype.loadPendingChunks = function(count) { + var pendingChunks = this.pendingChunks + + if (!this.asyncChunkGeneration) { + count = pendingChunks.length + } else { + count = count || (pendingChunks.length * 0.1) + count = Math.max(1, Math.min(count, pendingChunks.length)) + } + + for (var i = 0; i < count; i += 1) { + var chunkPos = pendingChunks[i].split('|') + var chunk = this.voxels.generateChunk(chunkPos[0]|0, chunkPos[1]|0, chunkPos[2]|0) + + if (this.isClient) this.showChunk(chunk) + } + + if (count) pendingChunks.splice(0, count) +} + +Game.prototype.getChunkAtPosition = function(pos) { + var chunkID = this.voxels.chunkAtPosition(pos).join('|') + var chunk = this.voxels.chunks[chunkID] + return chunk +} + +Game.prototype.showAllChunks = function() { + for (var chunkIndex in this.voxels.chunks) { + this.showChunk(this.voxels.chunks[chunkIndex]) + } +} + +Game.prototype.showChunk = function(chunk) { + var chunkIndex = chunk.position.join('|') + var bounds = this.voxels.getBounds.apply(this.voxels, chunk.position) + var scale = new THREE.Vector3(1, 1, 1) + var mesh = voxelMesh(chunk, this.mesher, scale, this.THREE) + this.voxels.chunks[chunkIndex] = chunk + if (this.voxels.meshes[chunkIndex]) { + if (this.voxels.meshes[chunkIndex].surfaceMesh) this.scene.remove(this.voxels.meshes[chunkIndex].surfaceMesh) + if (this.voxels.meshes[chunkIndex].wireMesh) this.scene.remove(this.voxels.meshes[chunkIndex].wireMesh) + } + this.voxels.meshes[chunkIndex] = mesh + if (this.isClient) { + if (this.meshType === 'wireMesh') mesh.createWireMesh() + else mesh.createSurfaceMesh(this.materials.material) + this.materials.paint(mesh) + } + mesh.setPosition(bounds[0][0], bounds[0][1], bounds[0][2]) + mesh.addToScene(this.scene) + this.emit('renderChunk', chunk) + return mesh +} + +// # Debugging methods + +Game.prototype.addMarker = function(position) { + var geometry = new THREE.SphereGeometry( 0.1, 10, 10 ) + var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } ) + var mesh = new THREE.Mesh( geometry, material ) + mesh.position.copy(position) + this.scene.add(mesh) +} + +Game.prototype.addAABBMarker = function(aabb, color) { + var geometry = new THREE.CubeGeometry(aabb.width(), aabb.height(), aabb.depth()) + var material = new THREE.MeshBasicMaterial({ color: color || 0xffffff, wireframe: true, transparent: true, opacity: 0.5, side: THREE.DoubleSide }) + var mesh = new THREE.Mesh(geometry, material) + mesh.position.set(aabb.x0() + aabb.width() / 2, aabb.y0() + aabb.height() / 2, aabb.z0() + aabb.depth() / 2) + this.scene.add(mesh) + return mesh +} + +Game.prototype.addVoxelMarker = function(x, y, z, color) { + var bbox = aabb([x, y, z], [1, 1, 1]) + return this.addAABBMarker(bbox, color) +} + +Game.prototype.pin = pin + +// # Misc internal methods + +Game.prototype.onControlChange = function(gained, stream) { + this.paused = false + + if (!gained && !this.optout) { + this.buttons.disable() + return + } + + this.buttons.enable() + stream.pipe(this.controls.createWriteRotationStream()) +} + +Game.prototype.onControlOptOut = function() { + this.optout = true +} + +Game.prototype.onFire = function(state) { + this.emit('fire', this.controlling, state) +} + +Game.prototype.setInterval = tic.interval.bind(tic) +Game.prototype.setTimeout = tic.timeout.bind(tic) + +Game.prototype.tick = function(delta) { + for(var i = 0, len = this.items.length; i < len; ++i) { + this.items[i].tick(delta) + } + + if (this.materials) this.materials.tick(delta) + + if (this.pendingChunks.length) this.loadPendingChunks() + if (Object.keys(this.chunksNeedsUpdate).length > 0) this.updateDirtyChunks() + + tic.tick(delta) + + this.emit('tick', delta) + + if (!this.controls) return + var playerPos = this.playerPosition() + this.spatial.emit('position', playerPos, playerPos) +} + +Game.prototype.render = function(delta) { + this.view.render(this.scene) +} + +Game.prototype.initializeTimer = function(rate) { + var self = this + var accum = 0 + var now = 0 + var last = null + var dt = 0 + var wholeTick + + self.frameUpdated = true + self.interval = setInterval(timer, 0) + return self.interval + + function timer() { + if (self.paused) { + last = Date.now() + accum = 0 + return + } + now = Date.now() + dt = now - (last || now) + last = now + accum += dt + if (accum < rate) return + wholeTick = ((accum / rate)|0) + if (wholeTick <= 0) return + wholeTick *= rate + + self.tick(wholeTick) + accum -= wholeTick + + self.frameUpdated = true + } +} + +Game.prototype.initializeRendering = function(opts) { + var self = this + + if (!opts.statsDisabled) self.addStats() + + window.addEventListener('resize', self.onWindowResize.bind(self), false) + + requestAnimationFrame(window).on('data', function(dt) { + self.emit('prerender', dt) + self.render(dt) + self.emit('postrender', dt) + }) + if (typeof stats !== 'undefined') { + self.on('postrender', function() { + stats.update() + }) + } +} + +Game.prototype.initializeControls = function(opts) { + // player control + this.keybindings = opts.keybindings || this.defaultButtons + this.buttons = kb(document.body, this.keybindings) + this.buttons.disable() + this.optout = false + this.interact = interact(opts.interactElement || this.view.element, opts.interactMouseDrag) + this.interact + .on('attain', this.onControlChange.bind(this, true)) + .on('release', this.onControlChange.bind(this, false)) + .on('opt-out', this.onControlOptOut.bind(this)) + this.hookupControls(this.buttons, opts) +} + +Game.prototype.hookupControls = function(buttons, opts) { + opts = opts || {} + opts.controls = opts.controls || {} + opts.controls.onfire = this.onFire.bind(this) + this.controls = control(buttons, opts.controls) + this.items.push(this.controls) + this.controlling = null +} + +Game.prototype.handleChunkGeneration = function() { + var self = this + this.voxels.on('missingChunk', function(chunkPos) { + self.pendingChunks.push(chunkPos.join('|')) + }) + this.voxels.requestMissingChunks(this.worldOrigin) + this.loadPendingChunks(this.pendingChunks.length) +} + +// teardown methods +Game.prototype.destroy = function() { + clearInterval(this.timer) +} + +}).call(this,require('_process')) +},{"./lib/detector":4,"./lib/stats":5,"_process":74,"aabb-3d":6,"collide-3d-tilemap":7,"events":70,"gl-matrix":8,"inherits":9,"interact":10,"kb-controls":19,"path":73,"pin-it":24,"raf":25,"spatial-events":26,"three":28,"tic":29,"voxel":41,"voxel-control":30,"voxel-mesh":31,"voxel-physical":32,"voxel-raycast":33,"voxel-region-change":34,"voxel-texture":37,"voxel-view":39}],4:[function(require,module,exports){ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + */ + +module.exports = function() { + return { + canvas : !! window.CanvasRenderingContext2D, + webgl : ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(), + workers : !! window.Worker, + fileapi : window.File && window.FileReader && window.FileList && window.Blob, + + getWebGLErrorMessage : function () { + + var domElement = document.createElement( 'div' ); + + domElement.style.fontFamily = 'monospace'; + domElement.style.fontSize = '13px'; + domElement.style.textAlign = 'center'; + domElement.style.background = '#eee'; + domElement.style.color = '#000'; + domElement.style.padding = '1em'; + domElement.style.width = '475px'; + domElement.style.margin = '5em auto 0'; + + if ( ! this.webgl ) { + + domElement.innerHTML = window.WebGLRenderingContext ? [ + 'Your graphics card does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>.<br />', + 'Find out how to get it <a href="http://get.webgl.org/">here</a>.' + ].join( '\n' ) : [ + 'Your browser does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>.<br/>', + 'Find out how to get it <a href="http://get.webgl.org/">here</a>.' + ].join( '\n' ); + + } + + return domElement; + + }, + + addGetWebGLMessage : function ( parameters ) { + + var parent, id, domElement; + + parameters = parameters || {}; + + parent = parameters.parent !== undefined ? parameters.parent : document.body; + id = parameters.id !== undefined ? parameters.id : 'oldie'; + + domElement = Detector.getWebGLErrorMessage(); + domElement.id = id; + + parent.appendChild( domElement ); + + } + + }; +} + +},{}],5:[function(require,module,exports){ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var Stats = function () { + + var startTime = Date.now(), prevTime = startTime; + var ms = 0, msMin = Infinity, msMax = 0; + var fps = 0, fpsMin = Infinity, fpsMax = 0; + var frames = 0, mode = 0; + + var container = document.createElement( 'div' ); + container.id = 'stats'; + container.addEventListener( 'mousedown', function ( event ) { event.preventDefault(); setMode( ++ mode % 2 ) }, false ); + container.style.cssText = 'width:80px;opacity:0.9;cursor:pointer'; + + var fpsDiv = document.createElement( 'div' ); + fpsDiv.id = 'fps'; + fpsDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#002'; + container.appendChild( fpsDiv ); + + var fpsText = document.createElement( 'div' ); + fpsText.id = 'fpsText'; + fpsText.style.cssText = 'color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; + fpsText.innerHTML = 'FPS'; + fpsDiv.appendChild( fpsText ); + + var fpsGraph = document.createElement( 'div' ); + fpsGraph.id = 'fpsGraph'; + fpsGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0ff'; + fpsDiv.appendChild( fpsGraph ); + + while ( fpsGraph.children.length < 74 ) { + + var bar = document.createElement( 'span' ); + bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#113'; + fpsGraph.appendChild( bar ); + + } + + var msDiv = document.createElement( 'div' ); + msDiv.id = 'ms'; + msDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#020;display:none'; + container.appendChild( msDiv ); + + var msText = document.createElement( 'div' ); + msText.id = 'msText'; + msText.style.cssText = 'color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; + msText.innerHTML = 'MS'; + msDiv.appendChild( msText ); + + var msGraph = document.createElement( 'div' ); + msGraph.id = 'msGraph'; + msGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0f0'; + msDiv.appendChild( msGraph ); + + while ( msGraph.children.length < 74 ) { + + var bar = document.createElement( 'span' ); + bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#131'; + msGraph.appendChild( bar ); + + } + + var setMode = function ( value ) { + + mode = value; + + switch ( mode ) { + + case 0: + fpsDiv.style.display = 'block'; + msDiv.style.display = 'none'; + break; + case 1: + fpsDiv.style.display = 'none'; + msDiv.style.display = 'block'; + break; + } + + } + + var updateGraph = function ( dom, value ) { + + var child = dom.appendChild( dom.firstChild ); + child.style.height = value + 'px'; + + } + + return { + + REVISION: 11, + + domElement: container, + + setMode: setMode, + + begin: function () { + + startTime = Date.now(); + + }, + + end: function () { + + var time = Date.now(); + + ms = time - startTime; + msMin = Math.min( msMin, ms ); + msMax = Math.max( msMax, ms ); + + msText.textContent = ms + ' MS (' + msMin + '-' + msMax + ')'; + updateGraph( msGraph, Math.min( 30, 30 - ( ms / 200 ) * 30 ) ); + + frames ++; + + if ( time > prevTime + 1000 ) { + + fps = Math.round( ( frames * 1000 ) / ( time - prevTime ) ); + fpsMin = Math.min( fpsMin, fps ); + fpsMax = Math.max( fpsMax, fps ); + + fpsText.textContent = fps + ' FPS (' + fpsMin + '-' + fpsMax + ')'; + updateGraph( fpsGraph, Math.min( 30, 30 - ( fps / 100 ) * 30 ) ); + + prevTime = time; + frames = 0; + + } + + return time; + + }, + + update: function () { + + startTime = this.end(); + + } + + } + +}; + +module.exports = Stats +},{}],6:[function(require,module,exports){ +module.exports = AABB + +var vec3 = require('gl-matrix').vec3 + +function AABB(pos, vec) { + if(!(this instanceof AABB)) { + return new AABB(pos, vec) + } + + this.base = pos + this.vec = vec + + this.mag = vec3.length(this.vec) + + this.max = vec3.create() + vec3.add(this.max, this.base, this.vec) +} + +var cons = AABB + , proto = cons.prototype + +proto.width = function() { + return this.vec[0] +} + +proto.height = function() { + return this.vec[1] +} + +proto.depth = function() { + return this.vec[2] +} + +proto.x0 = function() { + return this.base[0] +} + +proto.y0 = function() { + return this.base[1] +} + +proto.z0 = function() { + return this.base[2] +} + +proto.x1 = function() { + return this.max[0] +} + +proto.y1 = function() { + return this.max[1] +} + +proto.z1 = function() { + return this.max[2] +} + +proto.translate = function(by) { + vec3.add(this.max, this.max, by) + vec3.add(this.base, this.base, by) + return this +} + +proto.expand = function(aabb) { + var max = vec3.create() + , min = vec3.create() + + vec3.max(max, aabb.max, this.max) + vec3.min(min, aabb.base, this.base) + vec3.sub(max, max, min) + + return new AABB(min, max) +} + +proto.intersects = function(aabb) { + if(aabb.base[0] > this.max[0]) return false + if(aabb.base[1] > this.max[1]) return false + if(aabb.base[2] > this.max[2]) return false + if(aabb.max[0] < this.base[0]) return false + if(aabb.max[1] < this.base[1]) return false + if(aabb.max[2] < this.base[2]) return false + + return true +} + +proto.union = function(aabb) { + if(!this.intersects(aabb)) return null + + var base_x = Math.max(aabb.base[0], this.base[0]) + , base_y = Math.max(aabb.base[1], this.base[1]) + , base_z = Math.max(aabb.base[2], this.base[2]) + , max_x = Math.min(aabb.max[0], this.max[0]) + , max_y = Math.min(aabb.max[1], this.max[1]) + , max_z = Math.min(aabb.max[2], this.max[2]) + + return new AABB([base_x, base_y, base_z], [max_x - base_x, max_y - base_y, max_z - base_z]) +} + +},{"gl-matrix":8}],7:[function(require,module,exports){ +module.exports = function(field, tilesize, dimensions, offset) { + dimensions = dimensions || [ + Math.sqrt(field.length) >> 0 + , Math.sqrt(field.length) >> 0 + , Math.sqrt(field.length) >> 0 + ] + + offset = offset || [ + 0 + , 0 + , 0 + ] + + field = typeof field === 'function' ? field : function(x, y, z) { + return this[x + y * dimensions[1] + (z * dimensions[1] * dimensions[2])] + }.bind(field) + + var coords + + coords = [0, 0, 0] + + return collide + + function collide(box, vec, oncollision) { + if(vec[0] === 0 && vec[1] === 0 && vec[2] === 0) return + + // collide x, then y + collideaxis(0) + collideaxis(1) + collideaxis(2) + + function collideaxis(i_axis) { + var j_axis = (i_axis + 1) % 3 + , k_axis = (i_axis + 2) % 3 + , posi = vec[i_axis] > 0 + , leading = box[posi ? 'max' : 'base'][i_axis] + , dir = posi ? 1 : -1 + , i_start = Math.floor(leading / tilesize) + , i_end = (Math.floor((leading + vec[i_axis]) / tilesize)) + dir + , j_start = Math.floor(box.base[j_axis] / tilesize) + , j_end = Math.ceil(box.max[j_axis] / tilesize) + , k_start = Math.floor(box.base[k_axis] / tilesize) + , k_end = Math.ceil(box.max[k_axis] / tilesize) + , done = false + , edge_vector + , edge + , tile + + // loop from the current tile coord to the dest tile coord + // -> loop on the opposite axis to get the other candidates + // -> if `oncollision` return `true` we've hit something and + // should break out of the loops entirely. + // NB: `oncollision` is where the client gets the chance + // to modify the `vec` in-flight. + // once we're done translate the box to the vec results + + var step = 0 + for(var i = i_start; !done && i !== i_end; ++step, i += dir) { + if(i < offset[i_axis] || i >= dimensions[i_axis]) continue + for(var j = j_start; !done && j !== j_end; ++j) { + if(j < offset[j_axis] || j >= dimensions[j_axis]) continue + for(var k = k_start; k !== k_end; ++k) { + if(k < offset[k_axis] || k >= dimensions[k_axis]) continue + coords[i_axis] = i + coords[j_axis] = j + coords[k_axis] = k + tile = field.apply(field, coords) + + if(tile === undefined) continue + + edge = dir > 0 ? i * tilesize : (i + 1) * tilesize + edge_vector = edge - leading + + if(oncollision(i_axis, tile, coords, dir, edge_vector)) { + done = true + break + } + } + } + } + + coords[0] = coords[1] = coords[2] = 0 + coords[i_axis] = vec[i_axis] + box.translate(coords) + } + } +} + +},{}],8:[function(require,module,exports){ +/** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.0.0 + */ + +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + +(function() { + "use strict"; + + var shim = {}; + if (typeof(exports) === 'undefined') { + if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { + shim.exports = {}; + define(function() { + return shim.exports; + }); + } else { + // gl-matrix lives in a browser, define its namespaces in global + shim.exports = window; + } + } + else { + // gl-matrix lives in commonjs, define its namespaces in exports + shim.exports = exports; + } + + (function(exports) { + /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2 Dimensional Vector + * @name vec2 + */ + +var vec2 = {}; + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ +vec2.create = function() { + return new Float32Array(2); +}; + +/** + * Creates a new vec2 initialized with values from an existing vector + * + * @param {vec2} a vector to clone + * @returns {vec2} a new 2D vector + */ +vec2.clone = function(a) { + var out = new Float32Array(2); + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Creates a new vec2 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} a new 2D vector + */ +vec2.fromValues = function(x, y) { + var out = new Float32Array(2); + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Copy the values from one vec2 to another + * + * @param {vec2} out the receiving vector + * @param {vec2} a the source vector + * @returns {vec2} out + */ +vec2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Set the components of a vec2 to the given values + * + * @param {vec2} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} out + */ +vec2.set = function(out, x, y) { + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Adds two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + return out; +}; + +/** + * Subtracts two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.sub = vec2.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; +}; + +/** + * Multiplies two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.mul = vec2.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; +}; + +/** + * Divides two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.div = vec2.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; +}; + +/** + * Returns the minimum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + return out; +}; + +/** + * Returns the maximum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + return out; +}; + +/** + * Scales a vec2 by a scalar number + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to scale + * @param {vec2} b amount to scale the vector by + * @returns {vec2} out + */ +vec2.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} distance between a and b + */ +vec2.dist = vec2.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Calculates the squared euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} squared distance between a and b + */ +vec2.sqrDist = vec2.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x*x + y*y; +}; + +/** + * Caclulates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ +vec2.len = vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Caclulates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec2.sqrLen = vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x*x + y*y; +}; + +/** + * Negates the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to negate + * @returns {vec2} out + */ +vec2.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + return out; +}; + +/** + * Normalize a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to normalize + * @returns {vec2} out + */ +vec2.normalize = function(out, a) { + var x = a[0], + y = a[1]; + var len = x*x + y*y; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; +}; + +/** + * Caclulates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ +vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; +}; + +/** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ +vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; +}; + +/** + * Performs a linear interpolation between two vec2's + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ +vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; +}; + +/** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = x * m[0] + y * m[1]; + out[1] = x * m[2] + y * m[3]; + return out; +}; + +/** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + */ +vec2.forEach = (function() { + var vec = new Float32Array(2); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec2 = vec2; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3 Dimensional Vector + * @name vec3 + */ + +var vec3 = {}; + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + return new Float32Array(3); +}; + +/** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ +vec3.clone = function(a) { + var out = new Float32Array(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ +vec3.fromValues = function(x, y, z) { + var out = new Float32Array(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ +vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ +vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; +}; + +/** + * Subtracts two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.sub = vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; +}; + +/** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.mul = vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; +}; + +/** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.div = vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; +}; + +/** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; +}; + +/** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; +}; + +/** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {vec3} b amount to scale the vector by + * @returns {vec3} out + */ +vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ +vec3.dist = vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ +vec3.sqrDist = vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; +}; + +/** + * Caclulates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.len = vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Caclulates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.sqrLen = vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ +vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; +}; + +/** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ +vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; +}; + +/** + * Caclulates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ +vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +}; + +/** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; +}; + +/** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; +}; + +/** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + return out; +}; + +/** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ +vec3.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + */ +vec3.forEach = (function() { + var vec = new Float32Array(3); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec3 = vec3; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4 Dimensional Vector + * @name vec4 + */ + +var vec4 = {}; + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + return new Float32Array(4); +}; + +/** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ +vec4.clone = function(a) { + var out = new Float32Array(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ +vec4.fromValues = function(x, y, z, w) { + var out = new Float32Array(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ +vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ +vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; +}; + +/** + * Subtracts two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.sub = vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; +}; + +/** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.mul = vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; +}; + +/** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.div = vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; +}; + +/** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; +}; + +/** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; +}; + +/** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {vec4} b amount to scale the vector by + * @returns {vec4} out + */ +vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ +vec4.dist = vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ +vec4.sqrDist = vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Caclulates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +vec4.len = vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Caclulates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec4.sqrLen = vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ +vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; +}; + +/** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ +vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + out[3] = a[3] * len; + } + return out; +}; + +/** + * Caclulates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ +vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +}; + +/** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ +vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; +}; + +/** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ +vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; +}; + +/** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ +vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + */ +vec4.forEach = (function() { + var vec = new Float32Array(4); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec4 = vec4; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x2 Matrix + * @name mat2 + */ + +var mat2 = {}; + +var mat2Identity = new Float32Array([ + 1, 0, + 0, 1 +]); + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ +mat2.create = function() { + return new Float32Array(mat2Identity); +}; + +/** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param {mat2} a matrix to clone + * @returns {mat2} a new 2x2 matrix + */ +mat2.clone = function(a) { + var out = new Float32Array(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Copy the values from one mat2 to another + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set a mat2 to the identity matrix + * + * @param {mat2} out the receiving matrix + * @returns {mat2} out + */ +mat2.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Transpose the values of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a1 = a[1]; + out[1] = a[2]; + out[2] = a1; + } else { + out[0] = a[0]; + out[1] = a[2]; + out[2] = a[1]; + out[3] = a[3]; + } + + return out; +}; + +/** + * Inverts a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + + // Calculate the determinant + det = a0 * a3 - a2 * a1; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = a3 * det; + out[1] = -a1 * det; + out[2] = -a2 * det; + out[3] = a0 * det; + + return out; +}; + +/** + * Caclulates the adjugate of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.adjoint = function(out, a) { + // Caching this value is nessecary if out == a + var a0 = a[0]; + out[0] = a[3]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a0; + + return out; +}; + +/** + * Calculates the determinant of a mat2 + * + * @param {mat2} a the source matrix + * @returns {Number} determinant of a + */ +mat2.determinant = function (a) { + return a[0] * a[3] - a[2] * a[1]; +}; + +/** + * Multiplies two mat2's + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the first operand + * @param {mat2} b the second operand + * @returns {mat2} out + */ +mat2.mul = mat2.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = a0 * b0 + a1 * b2; + out[1] = a0 * b1 + a1 * b3; + out[2] = a2 * b0 + a3 * b2; + out[3] = a2 * b1 + a3 * b3; + return out; +}; + +/** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {mat2} rad the angle to rotate the matrix by + * @returns {mat2} out + */ +mat2.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a1 * s; + out[1] = a0 * -s + a1 * c; + out[2] = a2 * c + a3 * s; + out[3] = a2 * -s + a3 * c; + return out; +}; + +/** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {mat2} v the vec2 to scale the matrix by + * @returns {mat2} out + **/ +mat2.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v1; + out[2] = a2 * v0; + out[3] = a3 * v1; + return out; +}; + +/** + * Returns a string representation of a mat2 + * + * @param {mat2} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2.str = function (a) { + return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2 = mat2; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3x3 Matrix + * @name mat3 + */ + +var mat3 = {}; + +var mat3Identity = new Float32Array([ + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 +]); + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + return new Float32Array(mat3Identity); +}; + +/** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ +mat3.clone = function(a) { + var out = new Float32Array(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ +mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; +}; + +/** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; +}; + +/** + * Caclulates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; +}; + +/** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ +mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); +}; + +/** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.mul = mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat3 = mat3; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4x4 Matrix + * @name mat4 + */ + +var mat4 = {}; + +var mat4Identity = new Float32Array([ + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 +]); + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + return new Float32Array(mat4Identity); +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new Float32Array(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Transpose the values of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; +}; + +/** + * Inverts a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = function(out, a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + 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; +}; + +/** + * Caclulates the adjugate of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.adjoint = function(out, a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; +}; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.mul = mat4.multiply = function (out, a, b) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, 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; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < GLMAT_EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + 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]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + 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; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + 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; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && + Math.abs(eyey - centery) < GLMAT_EPSILON && + Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat4 = mat4; +} +; +/* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class Quaternion + * @name quat + */ + +var quat = {}; + +var quatIdentity = new Float32Array([0, 0, 0, 1]); + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + return new Float32Array(quatIdentity); +}; + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.mul = quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {quat} b amount to scale the vector by + * @returns {quat} out + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle around the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Caclulates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = a[3]; + + var cosHalfTheta = ax * bx + ay * by + az * bz + aw * bw, + halfTheta, + sinHalfTheta, + ratioA, + ratioB; + + if (Math.abs(cosHalfTheta) >= 1.0) { + if (out !== a) { + out[0] = ax; + out[1] = ay; + out[2] = az; + out[3] = aw; + } + return out; + } + + halfTheta = Math.acos(cosHalfTheta); + sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + + if (Math.abs(sinHalfTheta) < 0.001) { + out[0] = (ax * 0.5 + bx * 0.5); + out[1] = (ay * 0.5 + by * 0.5); + out[2] = (az * 0.5 + bz * 0.5); + out[3] = (aw * 0.5 + bw * 0.5); + return out; + } + + ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta; + ratioB = Math.sin(t * halfTheta) / sinHalfTheta; + + out[0] = (ax * ratioA + bx * ratioB); + out[1] = (ay * ratioA + by * ratioB); + out[2] = (az * ratioA + bz * ratioB); + out[3] = (aw * ratioA + bw * ratioB); + + return out; +}; + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Caclulates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + */ +quat.len = quat.length = vec4.length; + +/** + * Caclulates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +quat.sqrLen = quat.squaredLength = vec4.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + */ +quat.normalize = vec4.normalize; + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.quat = quat; +} +; + + + + + + + + + + + })(shim.exports); +})(); + +},{}],9:[function(require,module,exports){ +module.exports = inherits + +function inherits (c, p, proto) { + proto = proto || {} + var e = {} + ;[c.prototype, proto].forEach(function (s) { + Object.getOwnPropertyNames(s).forEach(function (k) { + e[k] = Object.getOwnPropertyDescriptor(s, k) + }) + }) + c.prototype = Object.create(p.prototype, e) + c.super = p +} + +//function Child () { +// Child.super.call(this) +// console.error([this +// ,this.constructor +// ,this.constructor === Child +// ,this.constructor.super === Parent +// ,Object.getPrototypeOf(this) === Child.prototype +// ,Object.getPrototypeOf(Object.getPrototypeOf(this)) +// === Parent.prototype +// ,this instanceof Child +// ,this instanceof Parent]) +//} +//function Parent () {} +//inherits(Child, Parent) +//new Child + +},{}],10:[function(require,module,exports){ +var lock = require('pointer-lock') + , drag = require('drag-stream') + , full = require('fullscreen') + +var EE = require('events').EventEmitter + , Stream = require('stream').Stream + +module.exports = interact + +function interact(el, skiplock) { + var ee = new EE + , internal + + if(!lock.available() || skiplock) { + internal = usedrag(el) + } else { + internal = uselock(el, politelydeclined) + } + + ee.release = function() { internal.release && internal.release() } + ee.request = function() { internal.request && internal.request() } + ee.destroy = function() { internal.destroy && internal.destroy() } + ee.pointerAvailable = function() { return lock.available() } + ee.fullscreenAvailable = function() { return full.available() } + + forward() + + return ee + + function politelydeclined() { + ee.emit('opt-out') + internal.destroy() + internal = usedrag(el) + forward() + } + + function forward() { + internal.on('attain', function(stream) { + ee.emit('attain', stream) + }) + + internal.on('release', function() { + ee.emit('release') + }) + } +} + +function uselock(el, declined) { + var pointer = lock(el) + , fs = full(el) + + pointer.on('needs-fullscreen', function() { + fs.once('attain', function() { + pointer.request() + }) + fs.request() + }) + + pointer.on('error', declined) + + return pointer +} + +function usedrag(el) { + var ee = new EE + , d = drag(el) + , stream + + d.paused = true + + d.on('resume', function() { + stream = new Stream + stream.readable = true + stream.initial = null + }) + + d.on('data', function(datum) { + if(!stream) { + stream = new Stream + stream.readable = true + stream.initial = null + } + + if(!stream.initial) { + stream.initial = { + x: datum.dx + , y: datum.dy + , t: datum.dt + } + return ee.emit('attain', stream) + } + + if(stream.paused) { + ee.emit('release') + stream.emit('end') + stream.readable = false + stream.emit('close') + stream = null + } + + stream.emit('data', datum) + }) + + return ee +} + +},{"drag-stream":11,"events":70,"fullscreen":17,"pointer-lock":18,"stream":86}],11:[function(require,module,exports){ +module.exports = dragstream + +var Stream = require('stream') + , read = require('domnode-dom').createReadStream + , through = require('through') + +function dragstream(el) { + var body = el.ownerDocument.body + , down = read(el, 'mousedown') + , up = read(body, 'mouseup', false) + , move = read(body, 'mousemove', false) + , anchor = {x: 0, y: 0, t: 0} + , drag = through(on_move) + + // default to "paused" + drag.pause() + + down.on('data', on_down) + up.on('data', on_up) + + return move.pipe(drag) + + // listeners: + + function on_move(ev) { + if(drag.paused) return + + drag.emit('data', datum( + ev.screenX - anchor.x + , ev.screenY - anchor.y + , +new Date + )) + + anchor.x = ev.screenX + anchor.y = ev.screenY + } + + function on_down(ev) { + anchor.x = ev.screenX + anchor.y = ev.screenY + anchor.t = +new Date + drag.resume() + drag.emit('data', datum( + anchor.x + , anchor.y + , anchor.t + )) + } + + function on_up(ev) { + drag.pause() + drag.emit('data', datum( + ev.screenX - anchor.x + , ev.screenY - anchor.y + , +new Date + )) + } + + function datum(dx, dy, when) { + return { + dx: dx + , dy: dy + , dt: when - anchor.t + } + } +} + +},{"domnode-dom":12,"stream":86,"through":16}],12:[function(require,module,exports){ +module.exports = require('./lib/index') + +},{"./lib/index":13}],13:[function(require,module,exports){ +var WriteStream = require('./writable') + , ReadStream = require('./readable') + , DOMStream = {} + +DOMStream.WriteStream = WriteStream +DOMStream.ReadStream = ReadStream + +DOMStream.createAppendStream = function(el, mimetype) { + return new DOMStream.WriteStream( + el + , DOMStream.WriteStream.APPEND + , mimetype + ) +} + +DOMStream.createWriteStream = function(el, mimetype) { + return new DOMStream.WriteStream( + el + , DOMStream.WriteStream.WRITE + , mimetype + ) +} + +DOMStream.createReadStream = +DOMStream.createEventStream = function(el, type, preventDefault) { + preventDefault = preventDefault === undefined ? true : preventDefault + + return new DOMStream.ReadStream( + el + , type + , preventDefault + ) +} + +module.exports = DOMStream + + +},{"./readable":14,"./writable":15}],14:[function(require,module,exports){ +module.exports = DOMStream + +var Stream = require('stream').Stream + +var listener = function(el, type, onmsg) { + return el.addEventListener(type, onmsg, false) +} + +if(typeof $ !== 'undefined') + listener = function(el, type, onmsg) { + return el = $(el)[type](onmsg) + } + +if(typeof document !== 'undefined' && !document.createElement('div').addEventListener) + listener = function(el, type, onmsg) { + return el.attachEvent('on'+type, onmsg) + } + +function DOMStream(el, eventType, shouldPreventDefault) { + this.el = el + this.eventType = eventType + this.shouldPreventDefault = shouldPreventDefault + + var self = this + + if(el && this.eventType) + listener( + this.el + , this.eventType + , function() { return self.listen.apply(self, arguments) } + ) + + Stream.call(this) +} + +var cons = DOMStream + , proto = cons.prototype = Object.create(Stream.prototype) + +proto.constructor = cons + +proto.listen = function(ev) { + if(this.shouldPreventDefault) + ev.preventDefault ? ev.preventDefault() : (ev.returnValue = false) + + var collectData = + this.eventType === 'submit' || + this.eventType === 'change' || + this.eventType === 'keydown' || + this.eventType === 'keyup' || + this.eventType === 'input' + + if(collectData) { + if(this.el.tagName.toUpperCase() === 'FORM') + return this.handleFormSubmit(ev) + + return this.emit('data', valueFromElement(this.el)) + } + + this.emit('data', ev) +} + +proto.handleFormSubmit = function(ev) { + var elements = [] + + if(this.el.querySelectorAll) { + elements = this.el.querySelectorAll('input,textarea,select') + } else { + var inputs = {'INPUT':true, 'TEXTAREA':true, 'SELECT':true} + + var recurse = function(el) { + for(var i = 0, len = el.childNodes.length; i < len; ++i) { + if(el.childNodes[i].tagName) { + if(inputs[el.childNodes[i].tagName.toUpperCase()]) { + elements.push(el) + } else { + recurse(el.childNodes[i]) + } + } + } + } + + recurse(this.el) + } + + var output = {} + , attr + , val + + for(var i = 0, len = elements.length; i < len; ++i) { + attr = elements[i].getAttribute('name') + val = valueFromElement(elements[i]) + + if(val !== null) { + output[attr] = val + } + } + + return this.emit('data', output) +} + +function valueFromElement(el) { + switch(el.getAttribute('type')) { + case 'radio': + return el.checked ? el.value : null + case 'checkbox': + return 'data', el.checked + } + return el.value +} + +},{"stream":86}],15:[function(require,module,exports){ +module.exports = DOMStream + +var Stream = require('stream').Stream + +function DOMStream(el, mode, mimetype) { + this.el = el + this.mode = mode + this.mimetype = mimetype || 'text/html' + + Stream.call(this) +} + +var cons = DOMStream + , proto = cons.prototype = Object.create(Stream.prototype) + +proto.constructor = cons + +cons.APPEND = 0 +cons.WRITE = 1 + +proto.writable = true + +proto.setMimetype = function(mime) { + this.mimetype = mime +} + +proto.write = function(data) { + var result = (this.mode === cons.APPEND) ? this.append(data) : this.insert(data) + this.emit('data', this.el.childNodes) + return result +} + +proto.end = function() { + +} + +proto.insert = function(data) { + this.el.innerHTML = '' + return this.append(data) +} + +proto.append = function(data) { + var result = this[this.resolveMimetypeHandler()](data) + + for(var i = 0, len = result.length; i < len; ++i) { + this.el.appendChild(result[i]) + } + + return true +} + +proto.resolveMimetypeHandler = function() { + var type = this.mimetype.replace(/(\/\w)/, function(x) { + return x.slice(1).toUpperCase() + }) + type = type.charAt(0).toUpperCase() + type.slice(1) + + return 'construct'+type +} + +proto.constructTextHtml = function(data) { + var isTableFragment = /(tr|td|th)/.test(data) && !/table/.test(data) + , div + + if(isTableFragment) { + // wuh-oh. + div = document.createElement('table') + } + + div = div || document.createElement('div') + div.innerHTML = data + + return [].slice.call(div.childNodes) +} + +proto.constructTextPlain = function(data) { + var textNode = document.createTextNode(data) + + return [textNode] +} + +},{"stream":86}],16:[function(require,module,exports){ +(function (process){ +var Stream = require('stream') + +// through +// +// a stream that does nothing but re-emit the input. +// useful for aggregating a series of changing but not ending streams into one stream) + + + +exports = module.exports = through +through.through = through + +//create a readable writable stream. + +function through (write, end) { + write = write || function (data) { this.emit('data', data) } + end = end || function () { this.emit('end') } + + var ended = false, destroyed = false + var stream = new Stream(), buffer = [] + stream.buffer = buffer + stream.readable = stream.writable = true + stream.paused = false + stream.write = function (data) { + write.call(this, data) + return !stream.paused + } + + function drain() { + while(buffer.length && !stream.paused) { + var data = buffer.shift() + if(null === data) + return stream.emit('end') + else + stream.emit('data', data) + } + } + + stream.queue = function (data) { + buffer.push(data) + drain() + } + + //this will be registered as the first 'end' listener + //must call destroy next tick, to make sure we're after any + //stream piped from here. + //this is only a problem if end is not emitted synchronously. + //a nicer way to do this is to make sure this is the last listener for 'end' + + stream.on('end', function () { + stream.readable = false + if(!stream.writable) + process.nextTick(function () { + stream.destroy() + }) + }) + + function _end () { + stream.writable = false + end.call(stream) + if(!stream.readable) + stream.destroy() + } + + stream.end = function (data) { + if(ended) return + ended = true + if(arguments.length) stream.write(data) + _end() // will emit or queue + } + + stream.destroy = function () { + if(destroyed) return + destroyed = true + ended = true + buffer.length = 0 + stream.writable = stream.readable = false + stream.emit('close') + } + + stream.pause = function () { + if(stream.paused) return + stream.paused = true + stream.emit('pause') + } + stream.resume = function () { + if(stream.paused) { + stream.paused = false + } + drain() + //may have become paused again, + //as drain emits 'data'. + if(!stream.paused) + stream.emit('drain') + } + return stream +} + + +}).call(this,require('_process')) +},{"_process":74,"stream":86}],17:[function(require,module,exports){ +module.exports = fullscreen +fullscreen.available = available + +var EE = require('events').EventEmitter + +function available() { + return !!shim(document.body) +} + +function fullscreen(el) { + var ael = el.addEventListener || el.attachEvent + , doc = el.ownerDocument + , body = doc.body + , rfs = shim(el) + , ee = new EE + + var vendors = ['', 'webkit', 'moz', 'ms', 'o'] + + for(var i = 0, len = vendors.length; i < len; ++i) { + ael.call(doc, vendors[i]+'fullscreenchange', onfullscreenchange) + ael.call(doc, vendors[i]+'fullscreenerror', onfullscreenerror) + } + + ee.release = release + ee.request = request + ee.target = fullscreenelement + + if(!shim) { + setTimeout(function() { + ee.emit('error', new Error('fullscreen is not supported')) + }, 0) + } + return ee + + function onfullscreenchange() { + if(!fullscreenelement()) { + return ee.emit('release') + } + ee.emit('attain') + } + + function onfullscreenerror() { + ee.emit('error') + } + + function request() { + return rfs.call(el) + } + + function release() { + (el.exitFullscreen || + el.exitFullscreen || + el.webkitExitFullScreen || + el.webkitExitFullscreen || + el.mozExitFullScreen || + el.mozExitFullscreen || + el.msExitFullScreen || + el.msExitFullscreen || + el.oExitFullScreen || + el.oExitFullscreen).call(el) + } + + function fullscreenelement() { + return 0 || + doc.fullScreenElement || + doc.fullscreenElement || + doc.webkitFullScreenElement || + doc.webkitFullscreenElement || + doc.mozFullScreenElement || + doc.mozFullscreenElement || + doc.msFullScreenElement || + doc.msFullscreenElement || + doc.oFullScreenElement || + doc.oFullscreenElement || + null + } +} + +function shim(el) { + return (el.requestFullscreen || + el.webkitRequestFullscreen || + el.webkitRequestFullScreen || + el.mozRequestFullscreen || + el.mozRequestFullScreen || + el.msRequestFullscreen || + el.msRequestFullScreen || + el.oRequestFullscreen || + el.oRequestFullScreen) +} + +},{"events":70}],18:[function(require,module,exports){ +module.exports = pointer + +pointer.available = available + +var EE = require('events').EventEmitter + , Stream = require('stream').Stream + +function available() { + return !!shim(document.body) +} + +function pointer(el) { + var ael = el.addEventListener || el.attachEvent + , rel = el.removeEventListener || el.detachEvent + , doc = el.ownerDocument + , body = doc.body + , rpl = shim(el) + , out = {dx: 0, dy: 0, dt: 0} + , ee = new EE + , stream = null + , lastPageX, lastPageY + , needsFullscreen = false + , mouseDownMS + + ael.call(el, 'mousedown', onmousedown, false) + ael.call(el, 'mouseup', onmouseup, false) + ael.call(body, 'mousemove', onmove, false) + + var vendors = ['', 'webkit', 'moz', 'ms', 'o'] + + for(var i = 0, len = vendors.length; i < len; ++i) { + ael.call(doc, vendors[i]+'pointerlockchange', onpointerlockchange) + ael.call(doc, vendors[i]+'pointerlockerror', onpointerlockerror) + } + + ee.release = release + ee.target = pointerlockelement + ee.request = onmousedown + ee.destroy = function() { + rel.call(el, 'mouseup', onmouseup, false) + rel.call(el, 'mousedown', onmousedown, false) + rel.call(el, 'mousemove', onmove, false) + } + + if(!shim) { + setTimeout(function() { + ee.emit('error', new Error('pointer lock is not supported')) + }, 0) + } + return ee + + function onmousedown(ev) { + if(pointerlockelement()) { + return + } + mouseDownMS = +new Date + rpl.call(el) + } + + function onmouseup(ev) { + if(!needsFullscreen) { + return + } + + ee.emit('needs-fullscreen') + needsFullscreen = false + } + + function onpointerlockchange(ev) { + if(!pointerlockelement()) { + if(stream) release() + return + } + + stream = new Stream + stream.readable = true + stream.initial = {x: lastPageX, y: lastPageY, t: Date.now()} + + ee.emit('attain', stream) + } + + function onpointerlockerror(ev) { + var dt = +(new Date) - mouseDownMS + if(dt < 100) { + // we errored immediately, we need to do fullscreen first. + needsFullscreen = true + return + } + + if(stream) { + stream.emit('error', ev) + stream = null + } + } + + function release() { + ee.emit('release') + + if(stream) { + stream.emit('end') + stream.readable = false + stream.emit('close') + stream = null + } + + var pel = pointerlockelement() + if(!pel) { + return + } + + (doc.exitPointerLock || + doc.mozExitPointerLock || + doc.webkitExitPointerLock || + doc.msExitPointerLock || + doc.oExitPointerLock).call(doc) + } + + function onmove(ev) { + lastPageX = ev.pageX + lastPageY = ev.pageY + + if(!stream) return + + // we're reusing a single object + // because I'd like to avoid piling up + // a ton of objects for the garbage + // collector. + out.dx = + ev.movementX || ev.webkitMovementX || + ev.mozMovementX || ev.msMovementX || + ev.oMovementX || 0 + + out.dy = + ev.movementY || ev.webkitMovementY || + ev.mozMovementY || ev.msMovementY || + ev.oMovementY || 0 + + out.dt = Date.now() - stream.initial.t + + ee.emit('data', out) + stream.emit('data', out) + } + + function pointerlockelement() { + return 0 || + doc.pointerLockElement || + doc.mozPointerLockElement || + doc.webkitPointerLockElement || + doc.msPointerLockElement || + doc.oPointerLockElement || + null + } +} + +function shim(el) { + return el.requestPointerLock || + el.webkitRequestPointerLock || + el.mozRequestPointerLock || + el.msRequestPointerLock || + el.oRequestPointerLock || + null +} + +},{"events":70,"stream":86}],19:[function(require,module,exports){ +var ever = require('ever') + , vkey = require('vkey') + , max = Math.max + +module.exports = function(el, bindings, state) { + if(bindings === undefined || !el.ownerDocument) { + state = bindings + bindings = el + el = this.document.body + } + + var ee = ever(el) + , measured = {} + , enabled = true + + state = state || {} + + // always initialize the state. + for(var key in bindings) { + if(bindings[key] === 'enabled' || + bindings[key] === 'enable' || + bindings[key] === 'disable' || + bindings[key] === 'destroy') { + throw new Error(bindings[key]+' is reserved') + } + state[bindings[key]] = 0 + measured[key] = 1 + } + + ee.on('keyup', wrapped(onoff(kb, false))) + ee.on('keydown', wrapped(onoff(kb, true))) + ee.on('mouseup', wrapped(onoff(mouse, false))) + ee.on('mousedown', wrapped(onoff(mouse, true))) + + state.enabled = function() { + return enabled + } + + state.enable = enable_disable(true) + state.disable = enable_disable(false) + state.destroy = function() { + ee.removeAllListeners() + } + return state + + function clear() { + // always initialize the state. + for(var key in bindings) { + state[bindings[key]] = 0 + measured[key] = 1 + } + } + + function enable_disable(on_or_off) { + return function() { + clear() + enabled = on_or_off + return this + } + } + + function wrapped(fn) { + return function(ev) { + if(enabled) { + ev.preventDefault() + fn(ev) + } else { + return + } + } + } + + function onoff(find, on_or_off) { + return function(ev) { + var key = find(ev) + , binding = bindings[key] + + if(binding) { + state[binding] += on_or_off ? max(measured[key]--, 0) : -(measured[key] = 1) + + if(!on_or_off && state[binding] < 0) { + state[binding] = 0 + } + } + } + } + + function mouse(ev) { + return '<mouse '+ev.which+'>' + } + + function kb(ev) { + return vkey[ev.keyCode] || ev.char + } +} + +},{"ever":20,"vkey":23}],20:[function(require,module,exports){ +var EventEmitter = require('events').EventEmitter; + +module.exports = function (elem) { + return new Ever(elem); +}; + +function Ever (elem) { + this.element = elem; +} + +Ever.prototype = new EventEmitter; + +Ever.prototype.on = function (name, cb, useCapture) { + if (!this._events) this._events = {}; + if (!this._events[name]) this._events[name] = []; + this._events[name].push(cb); + this.element.addEventListener(name, cb, useCapture || false); + + return this; +}; +Ever.prototype.addListener = Ever.prototype.on; + +Ever.prototype.removeListener = function (type, listener, useCapture) { + if (!this._events) this._events = {}; + this.element.removeEventListener(type, listener, useCapture || false); + + var xs = this.listeners(type); + var ix = xs.indexOf(listener); + if (ix >= 0) xs.splice(ix, 1); + + return this; +}; + +Ever.prototype.removeAllListeners = function (type) { + var self = this; + function removeAll (t) { + var xs = self.listeners(t); + for (var i = 0; i < xs.length; i++) { + self.removeListener(t, xs[i]); + } + } + + if (type) { + removeAll(type) + } + else if (self._events) { + for (var key in self._events) { + if (key) removeAll(key); + } + } + return EventEmitter.prototype.removeAllListeners.apply(self, arguments); +} + +var initSignatures = require('./init.json'); + +Ever.prototype.emit = function (name, ev) { + if (typeof name === 'object') { + ev = name; + name = ev.type; + } + + if (!isEvent(ev)) { + var type = Ever.typeOf(name); + + var opts = ev || {}; + if (opts.type === undefined) opts.type = name; + + ev = document.createEvent(type + 's'); + var init = typeof ev['init' + type] === 'function' + ? 'init' + type : 'initEvent' + ; + + var sig = initSignatures[init]; + var used = {}; + var args = []; + + for (var i = 0; i < sig.length; i++) { + var key = sig[i]; + args.push(opts[key]); + used[key] = true; + } + ev[init].apply(ev, args); + + // attach remaining unused options to the object + for (var key in opts) { + if (!used[key]) ev[key] = opts[key]; + } + } + return this.element.dispatchEvent(ev); +}; + +function isEvent (ev) { + var s = Object.prototype.toString.call(ev); + return /\[object \S+Event\]/.test(s); +} + +Ever.types = require('./types.json'); +Ever.typeOf = (function () { + var types = {}; + for (var key in Ever.types) { + var ts = Ever.types[key]; + for (var i = 0; i < ts.length; i++) { + types[ts[i]] = key; + } + } + + return function (name) { + return types[name] || 'Event'; + }; +})();; + +},{"./init.json":21,"./types.json":22,"events":70}],21:[function(require,module,exports){ +module.exports={ + "initEvent" : [ + "type", + "canBubble", + "cancelable" + ], + "initUIEvent" : [ + "type", + "canBubble", + "cancelable", + "view", + "detail" + ], + "initMouseEvent" : [ + "type", + "canBubble", + "cancelable", + "view", + "detail", + "screenX", + "screenY", + "clientX", + "clientY", + "ctrlKey", + "altKey", + "shiftKey", + "metaKey", + "button", + "relatedTarget" + ], + "initMutationEvent" : [ + "type", + "canBubble", + "cancelable", + "relatedNode", + "prevValue", + "newValue", + "attrName", + "attrChange" + ] +} + +},{}],22:[function(require,module,exports){ +module.exports={ + "MouseEvent" : [ + "click", + "mousedown", + "mouseup", + "mouseover", + "mousemove", + "mouseout" + ], + "KeyBoardEvent" : [ + "keydown", + "keyup", + "keypress" + ], + "MutationEvent" : [ + "DOMSubtreeModified", + "DOMNodeInserted", + "DOMNodeRemoved", + "DOMNodeRemovedFromDocument", + "DOMNodeInsertedIntoDocument", + "DOMAttrModified", + "DOMCharacterDataModified" + ], + "HTMLEvent" : [ + "load", + "unload", + "abort", + "error", + "select", + "change", + "submit", + "reset", + "focus", + "blur", + "resize", + "scroll" + ], + "UIEvent" : [ + "DOMFocusIn", + "DOMFocusOut", + "DOMActivate" + ] +} + +},{}],23:[function(require,module,exports){ +var ua = typeof window !== 'undefined' ? window.navigator.userAgent : '' + , isOSX = /OS X/.test(ua) + , isOpera = /Opera/.test(ua) + , maybeFirefox = !/like Gecko/.test(ua) && !isOpera + +var i, output = module.exports = { + 0: isOSX ? '<menu>' : '<UNK>' +, 1: '<mouse 1>' +, 2: '<mouse 2>' +, 3: '<break>' +, 4: '<mouse 3>' +, 5: '<mouse 4>' +, 6: '<mouse 5>' +, 8: '<backspace>' +, 9: '<tab>' +, 12: '<clear>' +, 13: '<enter>' +, 16: '<shift>' +, 17: '<control>' +, 18: '<alt>' +, 19: '<pause>' +, 20: '<caps-lock>' +, 21: '<ime-hangul>' +, 23: '<ime-junja>' +, 24: '<ime-final>' +, 25: '<ime-kanji>' +, 27: '<escape>' +, 28: '<ime-convert>' +, 29: '<ime-nonconvert>' +, 30: '<ime-accept>' +, 31: '<ime-mode-change>' +, 27: '<escape>' +, 32: '<space>' +, 33: '<page-up>' +, 34: '<page-down>' +, 35: '<end>' +, 36: '<home>' +, 37: '<left>' +, 38: '<up>' +, 39: '<right>' +, 40: '<down>' +, 41: '<select>' +, 42: '<print>' +, 43: '<execute>' +, 44: '<snapshot>' +, 45: '<insert>' +, 46: '<delete>' +, 47: '<help>' +, 91: '<meta>' // meta-left -- no one handles left and right properly, so we coerce into one. +, 92: '<meta>' // meta-right +, 93: isOSX ? '<meta>' : '<menu>' // chrome,opera,safari all report this for meta-right (osx mbp). +, 95: '<sleep>' +, 106: '<num-*>' +, 107: '<num-+>' +, 108: '<num-enter>' +, 109: '<num-->' +, 110: '<num-.>' +, 111: '<num-/>' +, 144: '<num-lock>' +, 145: '<scroll-lock>' +, 160: '<shift-left>' +, 161: '<shift-right>' +, 162: '<control-left>' +, 163: '<control-right>' +, 164: '<alt-left>' +, 165: '<alt-right>' +, 166: '<browser-back>' +, 167: '<browser-forward>' +, 168: '<browser-refresh>' +, 169: '<browser-stop>' +, 170: '<browser-search>' +, 171: '<browser-favorites>' +, 172: '<browser-home>' + + // ff/osx reports '<volume-mute>' for '-' +, 173: isOSX && maybeFirefox ? '-' : '<volume-mute>' +, 174: '<volume-down>' +, 175: '<volume-up>' +, 176: '<next-track>' +, 177: '<prev-track>' +, 178: '<stop>' +, 179: '<play-pause>' +, 180: '<launch-mail>' +, 181: '<launch-media-select>' +, 182: '<launch-app 1>' +, 183: '<launch-app 2>' +, 186: ';' +, 187: '=' +, 188: ',' +, 189: '-' +, 190: '.' +, 191: '/' +, 192: '`' +, 219: '[' +, 220: '\\' +, 221: ']' +, 222: "'" +, 223: '<meta>' +, 224: '<meta>' // firefox reports meta here. +, 226: '<alt-gr>' +, 229: '<ime-process>' +, 231: isOpera ? '`' : '<unicode>' +, 246: '<attention>' +, 247: '<crsel>' +, 248: '<exsel>' +, 249: '<erase-eof>' +, 250: '<play>' +, 251: '<zoom>' +, 252: '<no-name>' +, 253: '<pa-1>' +, 254: '<clear>' +} + +for(i = 58; i < 65; ++i) { + output[i] = String.fromCharCode(i) +} + +// 0-9 +for(i = 48; i < 58; ++i) { + output[i] = (i - 48)+'' +} + +// A-Z +for(i = 65; i < 91; ++i) { + output[i] = String.fromCharCode(i) +} + +// num0-9 +for(i = 96; i < 106; ++i) { + output[i] = '<num-'+(i - 96)+'>' +} + +// F1-F24 +for(i = 112; i < 136; ++i) { + output[i] = 'F'+(i-111) +} + +},{}],24:[function(require,module,exports){ +module.exports = pin + +var pins = {} + , stack_holder = {} + , pin_holder + +function make_pin_for(name, obj) { + var container = document.createElement('div') + , header = document.createElement('h4') + , body = document.createElement('pre') + + container.style.background = 'white' + container.style.marginBottom = '4px' + container.appendChild(header) + container.appendChild(body) + header.textContents = header.innerText = obj && obj.repr ? obj.repr() : name + body.style.padding = '8px' + + + if(!pin_holder) { + pin_holder = document.createElement('div') + pin_holder.style.position = 'absolute' + pin_holder.style.top = + pin_holder.style.right = '4px' + + document.body.appendChild(pin_holder) + } + + pin_holder.appendChild(container) + + return (pins[name] = pins[name] || []).push({body: body, last: -Infinity, for_object: obj}), pins[name] +} + +function update_pin(item, into, retain, depth) { + if(!retain) into.innerHTML = '' + if(depth > 1) return + depth = depth || 0 + + switch(typeof item) { + case 'number': into.innerText += item.toFixed(3); break + case 'string': into.innerText += '"'+item+'"'; break + case 'undefined': + case 'object': + if(item) { + for(var key in item) if(item.hasOwnProperty(key)) { + into.innerText += key +':' + update_pin(item[key], into, true, depth+1) + into.innerText += '\n' + } + break + } + case 'boolean': into.innerText += ''+item; break + } +} + +function pin(item, every, obj, name) { + if(!name) Error.captureStackTrace(stack_holder) + var location = name || stack_holder.stack.split('\n').slice(2)[0].replace(/^\s+at /g, '') + , target = pins[location] || make_pin_for(location, obj) + , now = Date.now() + , every = every || 0 + + if(arguments.length < 3) target = target[0] + else { + for(var i = 0, len = target.length; i < len; ++i) { + if(target[i].for_object === obj) { + target = target[i] + break + } + } + if(i === len) { + pins[location].push(target = make_pin_for(location, obj)) + } + } + + if(now - target.last > every) { + update_pin(item, target.body) + target.last = now + } +} + +},{}],25:[function(require,module,exports){ +module.exports = raf + +var EE = require('events').EventEmitter + , global = typeof window === 'undefined' ? this : window + +var _raf = + global.requestAnimationFrame || + global.webkitRequestAnimationFrame || + global.mozRequestAnimationFrame || + global.msRequestAnimationFrame || + global.oRequestAnimationFrame || + (global.setImmediate ? function(fn, el) { + setImmediate(fn) + } : + function(fn, el) { + setTimeout(fn, 0) + }) + +function raf(el) { + var now = raf.now() + , ee = new EE + + ee.pause = function() { ee.paused = true } + ee.resume = function() { ee.paused = false } + + _raf(iter, el) + + return ee + + function iter(timestamp) { + var _now = raf.now() + , dt = _now - now + + now = _now + + ee.emit('data', dt) + + if(!ee.paused) { + _raf(iter, el) + } + } +} + +raf.polyfill = _raf +raf.now = function() { return Date.now() } + +},{"events":70}],26:[function(require,module,exports){ +module.exports = SpatialEventEmitter + +var slice = [].slice + , Tree = require('./tree') + , aabb = require('aabb-3d') + +function SpatialEventEmitter() { + this.root = null + this.infinites = {} +} + +var cons = SpatialEventEmitter + , proto = cons.prototype + +proto.size = 16 + +proto.addListener = +proto.addEventListener = +proto.on = function(event, bbox, listener) { + if(!finite(bbox)) { + (this.infinites[event] = this.infinites[event] || []).push({ + bbox: bbox + , func: listener + }) + return this + } + + (this.root = this.root || this.create_root(bbox)) + .add(event, bbox, listener) + + return this +} + +proto.once = function(event, bbox, listener) { + var self = this + + self.on(event, bbox, function once() { + listener.apply(null, arguments) + self.remove(event, once) + }) + + return self +} + +proto.removeListener = +proto.removeEventListener = +proto.remove = function(event, listener) { + if(this.root) { + this.root.remove(event, listener) + } + + if(!this.infinites[event]) { + return this + } + + for(var i = 0, len = this.infinites[event].length; i < len; ++i) { + if(this.infinites[event][i].func === listener) { + break + } + } + + if(i !== len) { + this.infinites[event].splice(i, 1) + } + + return this +} + +proto.emit = function(event, bbox/*, ...args */) { + var args = slice.call(arguments, 2) + + // support point emitting + if('0' in bbox) { + bbox = aabb(bbox, [0, 0, 0]) + } + + if(this.root) { + this.root.send(event, bbox, args) + } + + if(!this.infinites[event]) { + return this + } + + var list = this.infinites[event].slice() + for(var i = 0, len = list.length; i < len; ++i) { + if(list[i].bbox.intersects(bbox)) { + list[i].func.apply(null, args) + } + } + + return this +} + +proto.rootSize = function(size) { + proto.size = size +} + +proto.create_root = function(bbox) { + var self = this + , size = self.size + , base = [ + Math.floor(bbox.x0() / size) * size + , Math.floor(bbox.y0() / size) * size + , Math.floor(bbox.z0() / size) * size + ] + , tree_bbox = new bbox.constructor(base, [size, size, size]) + + function OurTree(size, bbox) { + Tree.call(this, size, bbox, null) + } + + OurTree.prototype = Object.create(Tree.prototype) + OurTree.prototype.constructor = OurTree + OurTree.prototype.grow = function(new_root) { + self.root = new_root + } + OurTree.prototype.min_size = size + + return new OurTree(size, tree_bbox) +} + +function finite(bbox) { + return isFinite(bbox.x0()) && + isFinite(bbox.x1()) && + isFinite(bbox.y0()) && + isFinite(bbox.y1()) && + isFinite(bbox.z0()) && + isFinite(bbox.z1()) +} + +},{"./tree":27,"aabb-3d":6}],27:[function(require,module,exports){ +module.exports = Tree + +var aabb = require('aabb-3d') + +function Tree(size, bbox, parent) { + this.listeners = {} + this.size = size + this.bbox = bbox + this.parent = parent + this.children = [] +} + +var cons = Tree + , proto = cons.prototype + +proto.add = function(event, bbox, listener) { + if(!this.parent && !this.contains(bbox)) { + return this.expand(bbox).add(event, bbox, listener) + } + + for(var i = 0, len = this.children.length; i < len; ++i) { + if(this.children[i].contains(bbox)) { + return this.children[i].add(event, bbox, listener) + } + } + + var size = this.size / 2 + + if(size > this.min_size && bbox.vec[0] < size && bbox.vec[1] < size && bbox.vec[2] < size) { + // if it fits into a child node, make that childnode + if(Math.floor(bbox.x0() / size) === Math.floor(bbox.x1() / size) && + Math.floor(bbox.y0() / size) === Math.floor(bbox.y1() / size) && + Math.floor(bbox.z0() / size) === Math.floor(bbox.z1() / size)) { + var inst = new this.constructor( + size + , aabb([ + Math.floor(bbox.x0() / size) * size + , Math.floor(bbox.y0() / size) * size + , Math.floor(bbox.z0() / size) * size + ] + , [size, size, size] + ) + , this + ) + this.children.push(inst) + return inst.add(event, bbox, listener) + } + } + + (this.listeners[event] = this.listeners[event] || []) + .push({bbox: bbox, func: listener}) +} + +proto.contains = function(bbox) { + return bbox.x0() >= this.bbox.x0() && + bbox.y0() >= this.bbox.y0() && + bbox.z0() >= this.bbox.z0() && + bbox.x1() <= this.bbox.x1() && + bbox.y1() <= this.bbox.y1() && + bbox.z1() <= this.bbox.z1() +} + +proto.expand = function(bbox) { + var size = this.size + , new_size = size * 2 + , expanded = this.bbox.expand(bbox) + , new_i = Math.floor(bbox.x0() / size) + , new_j = Math.floor(bbox.y0() / size) + , new_k = Math.floor(bbox.z0() / size) + , cur_i = Math.floor(this.bbox.x0() / size) + , cur_j = Math.floor(this.bbox.y0() / size) + , cur_k = Math.floor(this.bbox.z0() / size) + , new_base = [ + new_i - cur_i >= 0 ? cur_i : cur_i - 1 + , new_j - cur_j >= 0 ? cur_j : cur_j - 1 + , new_k - cur_k >= 0 ? cur_k : cur_k - 1 + ].map(function(ii) { return ii * size }) + , new_bbox = aabb(new_base, [new_size, new_size, new_size]) + , new_root = new this.constructor(new_size, new_bbox) + , self = this + + this.parent = new_root + this.grow(this.parent) + + new_root.children.push(self) + + return new_root +} + +proto.remove = function(event, listener) { + var list = this.listeners[event] + if(list) { + for(var i = 0, len = list.length; i < len; ++i) { + if(list[i].func === listener) + break + } + + if(i !== len) { + list.splice(i, 1) + } + } + for(var i = 0, len = this.children.length; i < len; ++i) { + this.children[i].remove(event, listener) + } +} + +proto.send = function(event, bbox, args) { + for(var i = 0, len = this.children.length; i < len; ++i) { + if(bbox.intersects(this.children[i].bbox)) { + this.children[i].send(event, bbox, args) + } + } + + var list = this.listeners[event] + if(!list) { + return + } + + for(var i = 0, len = list.length; i < len; ++i) { + if(list[i].bbox.intersects(bbox)) { + list[i].func.apply(null, args) + } + } +} + +},{"aabb-3d":6}],28:[function(require,module,exports){ +(function (process){ +
+var window = window || {};
+var self = self || {};
+
+// High-resulution counter: emulate window.performance.now() for THREE.CLOCK
+if( window.performance === undefined ) {
+
+ window.performance = { };
+
+}
+
+if( window.performance.now === undefined ) {
+
+ window.performance.now = function () {
+
+ var time = process.hrtime();
+ return ( time[0] + time[1] / 1e9 ) * 1000;
+
+ };
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ */
+
+var THREE = THREE || { REVISION: '56' };
+
+self.console = self.console || {
+
+ info: function () {},
+ log: function () {},
+ debug: function () {},
+ warn: function () {},
+ error: function () {}
+
+};
+
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
+
+String.prototype.trim = String.prototype.trim || function () {
+
+ return this.replace( /^\s+|\s+$/g, '' );
+
+};
+
+// based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
+THREE.extend = function ( obj, source ) {
+
+ // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
+ if ( Object.keys ) {
+
+ var keys = Object.keys( source );
+
+ for (var i = 0, il = keys.length; i < il; i++) {
+
+ var prop = keys[i];
+ Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
+
+ }
+
+ } else {
+
+ var safeHasOwnProperty = {}.hasOwnProperty;
+
+ for ( var prop in source ) {
+
+ if ( safeHasOwnProperty.call( source, prop ) ) {
+
+ obj[prop] = source[prop];
+
+ }
+
+ }
+
+ }
+
+ return obj;
+
+};
+
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+
+( function () {
+
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+ for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+
+ window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+ window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+ }
+
+ if ( window.requestAnimationFrame === undefined ) {
+
+ window.requestAnimationFrame = function ( callback ) {
+
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
+
+ };
+
+ }
+
+ window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
+
+}() );
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( value ) {
+
+ if ( value !== undefined ) this.set( value );
+
+ return this;
+
+};
+
+THREE.extend( THREE.Color.prototype, {
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ switch ( typeof value ) {
+
+ case "number":
+ this.setHex( value );
+ break;
+
+ case "string":
+ this.setStyle( value );
+ break;
+
+ }
+
+ },
+
+ 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;
+
+ },
+
+ setHSV: function ( h, s, v ) {
+
+ console.log( 'DEPRECATED: Color\'s .setHSV() will be removed. Use .setHSL( h, s, l ) instead.' );
+ return this.setHSL(h,s*v/((h=(2-s)*v)<1?h:2-h),h/2); // https://gist.github.com/xpansive/1337890
+
+ },
+
+ setHSL: function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var hue2rgb = function ( 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;
+
+ };
+
+ 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 ) {
+
+ // rgb(255,0,0)
+
+ if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
+
+ 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;
+
+ return this;
+
+ }
+
+ // rgb(100%,0%,0%)
+
+ if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
+
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ return this;
+
+ }
+
+ // #ff0000
+
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ], 16 ) );
+
+ return this;
+
+ }
+
+ // #f00
+
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
+
+ }
+
+ // red
+
+ if ( /^(\w+)$/i.test( style ) ) {
+
+ this.setHex( THREE.ColorKeywords[ style ] );
+
+ return this;
+
+ }
+
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color ) {
+
+ this.r = color.r * color.r;
+ this.g = color.g * color.g;
+ this.b = color.b * color.b;
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color ) {
+
+ this.r = Math.sqrt( color.r );
+ this.g = Math.sqrt( color.g );
+ this.b = Math.sqrt( color.b );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function () {
+
+ var hsl = { h: 0, s: 0, l: 0 };
+
+ return function () {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ };
+
+ }(),
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+} );
+
+THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
+"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
+"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
+"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
+"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
+"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
+"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
+"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
+"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
+"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
+"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
+"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
+"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
+"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
+"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
+"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
+"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
+"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
+"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
+"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
+"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
+"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
+"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
+"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.extend( THREE.Quaternion.prototype, {
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ copy: function ( q ) {
+
+ this.x = q.x;
+ this.y = q.y;
+ this.z = q.z;
+ this.w = q.w;
+
+ return this;
+
+ },
+
+ setFromEuler: function ( v, order ) {
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( v.x / 2 );
+ var c2 = Math.cos( v.y / 2 );
+ var c3 = Math.cos( v.z / 2 );
+ var s1 = Math.sin( v.x / 2 );
+ var s2 = Math.sin( v.y / 2 );
+ var s3 = Math.sin( v.z / 2 );
+
+ if ( order === undefined || 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;
+
+ }
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+ // axis have to be normalized
+
+ var halfAngle = angle / 2,
+ s = Math.sin( halfAngle );
+
+ this.x = axis.x * s;
+ this.y = axis.y * s;
+ this.z = axis.z * s;
+ this.w = Math.cos( halfAngle );
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements,
+
+ m11 = te[0], m12 = te[4], m13 = te[8],
+ m21 = te[1], m22 = te[5], m23 = te[9],
+ m31 = te[2], m32 = te[6], m33 = te[10],
+
+ trace = m11 + m22 + m33,
+ s;
+
+ if ( trace > 0 ) {
+
+ s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this.w = 0.25 / s;
+ this.x = ( m32 - m23 ) * s;
+ this.y = ( m13 - m31 ) * s;
+ this.z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this.w = (m32 - m23 ) / s;
+ this.x = 0.25 * s;
+ this.y = (m12 + m21 ) / s;
+ this.z = (m13 + m31 ) / s;
+
+ } else if ( m22 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this.w = (m13 - m31 ) / s;
+ this.x = (m12 + m21 ) / s;
+ this.y = 0.25 * s;
+ this.z = (m23 + m32 ) / s;
+
+ } else {
+
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this.w = ( m21 - m12 ) / s;
+ this.x = ( m13 + m31 ) / s;
+ this.y = ( m23 + m32 ) / s;
+ this.z = 0.25 * s;
+
+ }
+
+ return this;
+
+ },
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this.x *= -1;
+ this.y *= -1;
+ this.z *= -1;
+
+ return this;
+
+ },
+
+ 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;
+
+ }
+
+ return this;
+
+ },
+
+ multiply: function ( q, p ) {
+
+ if ( p !== undefined ) {
+
+ console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
+
+ }
+
+ return this.multiplyQuaternions( this, q );
+
+ },
+
+ multiplyQuaternions: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
+ var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+ this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
+
+ },
+
+ slerp: function ( qb, t ) {
+
+ var x = this.x, y = this.y, z = this.z, w = this.w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this.w = -qb.w;
+ this.x = -qb.x;
+ this.y = -qb.y;
+ this.z = -qb.z;
+
+ cosHalfTheta = -cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this.w = w;
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ }
+
+ var 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,
+ 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;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Quaternion( this.x, this.y, this.z, this.w );
+
+ }
+
+} );
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+ return qm.copy( qa ).slerp( qb, t );
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.extend( THREE.Vector2.prototype, {
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector2\'s .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;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector2\'s .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;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+
+ return this;
+
+ },
+
+ divideScalar: function ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+
+ } else {
+
+ this.set( 0, 0 );
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function() {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ 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 );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector2( this.x, this.y );
+
+ }
+
+} );
+/**
+ * @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
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+THREE.extend( THREE.Vector3.prototype, {
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ 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( 'DEPRECATED: Vector3\'s .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;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .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;
+
+ },
+
+ 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( 'DEPRECATED: Vector3\'s .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 ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+
+ 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;
+
+ },
+
+ 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 ) {
+
+ // input: THREE.Matrix4 affine matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
+
+ return this;
+
+ },
+
+ applyProjection: function ( m ) {
+
+ // input: THREE.Matrix4 projection matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+ var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
+
+ this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
+ this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
+ this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
+
+ return this;
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ var x = this.x;
+ 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;
+
+ },
+
+ applyEuler: function () {
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( v, eulerOrder ) {
+
+ var quaternion = q1.setFromEuler( v, eulerOrder );
+
+ this.applyQuaternion( quaternion );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ var quaternion = q1.setFromAxisAngle( axis, angle );
+
+ this.applyQuaternion( quaternion );
+
+ return this;
+
+ };
+
+ }(),
+
+ transformDirection: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[0] * x + e[4] * y + e[8] * z;
+ this.y = e[1] * x + e[5] * y + e[9] * z;
+ this.z = e[2] * x + e[6] * y + e[10] * z;
+
+ this.normalize();
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ cross: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
+
+ }
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ crossVectors: function ( a, b ) {
+
+ this.x = a.y * b.z - a.z * b.y;
+ this.y = a.z * b.x - a.x * b.z;
+ this.z = a.x * b.y - a.y * b.x;
+
+ return this;
+
+ },
+
+ projectOnVector: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function( vector ) {
+
+ v1.copy( vector ).normalize();
+ var d = this.dot( v1 );
+ return this.copy( v1 ).multiplyScalar( d );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function( planeNormal ) {
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( vector ) {
+
+ v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
+
+ return this.subVectors( v1, this );
+
+ }
+
+ }(),
+
+ angleTo: function ( v ) {
+
+ var theta = this.dot( v ) / ( this.length() * v.length() );
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( THREE.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;
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ this.x = m.elements[12];
+ this.y = m.elements[13];
+ this.z = m.elements[14];
+
+ return this;
+
+ },
+
+ setEulerFromRotationMatrix: function ( m, order ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ var te = m.elements;
+ var m11 = te[0], m12 = te[4], m13 = te[8];
+ var m21 = te[1], m22 = te[5], m23 = te[9];
+ var m31 = te[2], m32 = te[6], m33 = te[10];
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.y = Math.asin( clamp( m13 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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 ) );
+
+ 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;
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ // q is assumed to be normalized
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+ var sqx = q.x * q.x;
+ var sqy = q.y * q.y;
+ var sqz = q.z * q.z;
+ var sqw = q.w * q.w;
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+ this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YXZ' ) {
+
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZXY' ) {
+
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZYX' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+ this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YZX' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+ this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+
+ } else if ( order === 'XZY' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+ this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+
+ }
+
+ return this;
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
+ var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
+ var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y, this.z ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector3( this.x, this.y, this.z );
+
+ }
+
+} );
+/**
+ * @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
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.extend( THREE.Vector4.prototype, {
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( "index is out of range: " + index );
+
+ }
+
+ },
+
+ 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( 'DEPRECATED: Vector4\'s .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;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'DEPRECATED: Vector4\'s .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;
+
+ },
+
+ 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 ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+ this.w *= s;
+
+ 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 ( s ) {
+
+ if ( s !== 0 ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+ this.w /= s;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[0], m12 = te[4], m13 = te[8],
+ m21 = te[1], m22 = te[5], m23 = te[9],
+ m31 = te[2], m32 = te[6], m33 = te[10];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else { // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w > v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w < v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ if ( this.w < min.w ) {
+
+ this.w = min.w;
+
+ } else if ( this.w > max.w ) {
+
+ this.w = max.w;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function() {
+
+ return this.multiplyScalar( -1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ toArray: function () {
+
+ return [ this.x, this.y, this.z, this.w ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+ }
+
+} );
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
+
+};
+
+THREE.extend( THREE.Box2.prototype, {
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var point = points[ 0 ];
+
+ this.min.copy( point );
+ this.max.copy( point );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ point = points[ i ];
+
+ if ( point.x < this.min.x ) {
+
+ this.min.x = point.x;
+
+ } else if ( point.x > this.max.x ) {
+
+ this.max.x = point.x;
+
+ }
+
+ if ( point.y < this.min.y ) {
+
+ this.min.y = point.y;
+
+ } else if ( point.y > this.max.y ) {
+
+ this.max.y = point.y;
+
+ }
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function() {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return 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;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector2(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function() {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( 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 );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box2().copy( this );
+
+ }
+
+} );
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
+
+};
+
+THREE.extend( THREE.Box3.prototype, {
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var point = points[ 0 ];
+
+ this.min.copy( point );
+ this.max.copy( point );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ point = points[ i ];
+
+ if ( point.x < this.min.x ) {
+
+ this.min.x = point.x;
+
+ } else if ( point.x > this.max.x ) {
+
+ this.max.x = point.x;
+
+ }
+
+ if ( point.y < this.min.y ) {
+
+ this.min.y = point.y;
+
+ } else if ( point.y > this.max.y ) {
+
+ this.max.y = point.y;
+
+ }
+
+ if ( point.z < this.min.z ) {
+
+ this.min.z = point.z;
+
+ } else if ( point.z > this.max.z ) {
+
+ this.max.z = point.z;
+
+ }
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return 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;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector3(
+ ( 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 )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ getBoundingSphere: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Sphere();
+
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
+
+ return result;
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ applyMatrix4: function() {
+
+ var points = [
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ ];
+
+ return function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.makeEmpty();
+ this.setFromPoints( points );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box3().copy( this );
+
+ }
+
+} );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ this.elements = new Float32Array(9);
+
+ this.set(
+
+ ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
+ n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
+ n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
+
+ );
+};
+
+THREE.extend( THREE.Matrix3.prototype, {
+
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ var te = this.elements;
+
+ te[0] = n11; te[3] = n12; te[6] = n13;
+ te[1] = n21; te[4] = n22; te[7] = n23;
+ te[2] = n31; te[5] = n32; te[8] = n33;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[0], me[3], me[6],
+ me[1], me[4], me[7],
+ me[2], me[5], me[8]
+
+ );
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+
+ },
+
+ multiplyVector3Array: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( a ) {
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ v1.x = a[ i ];
+ v1.y = a[ i + 1 ];
+ v1.z = a[ i + 2 ];
+
+ v1.applyMatrix3(this);
+
+ a[ i ] = v1.x;
+ a[ i + 1 ] = v1.y;
+ a[ i + 2 ] = v1.z;
+
+ }
+
+ return a;
+
+ };
+
+ }(),
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[0] *= s; te[3] *= s; te[6] *= s;
+ te[1] *= s; te[4] *= s; te[7] *= s;
+ te[2] *= s; te[5] *= s; te[8] *= s;
+
+ return this;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var a = te[0], b = te[1], c = te[2],
+ d = te[3], e = te[4], f = te[5],
+ g = te[6], h = te[7], i = te[8];
+
+ return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
+
+ },
+
+ getInverse: function ( matrix, throwOnInvertible ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+ var te = this.elements;
+
+ te[ 0 ] = me[10] * me[5] - me[6] * me[9];
+ te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
+ te[ 2 ] = me[6] * me[1] - me[2] * me[5];
+ te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
+ te[ 4 ] = me[10] * me[0] - me[2] * me[8];
+ te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
+ te[ 6 ] = me[9] * me[4] - me[5] * me[8];
+ te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
+ te[ 8 ] = me[5] * me[0] - me[1] * me[4];
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1.0 / det );
+
+ return this;
+
+ },
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[1]; m[1] = m[3]; m[3] = tmp;
+ tmp = m[2]; m[2] = m[6]; m[6] = tmp;
+ tmp = m[5]; m[5] = m[7]; m[7] = tmp;
+
+ return this;
+
+ },
+
+ getNormalMatrix: function ( m ) {
+
+ // input: THREE.Matrix4
+
+ this.getInverse( m ).transpose();
+
+ return this;
+
+ },
+
+ 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;
+
+ },
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix3(
+
+ te[0], te[3], te[6],
+ te[1], te[4], te[7],
+ te[2], te[5], te[8]
+
+ );
+
+ }
+
+} );
+/**
+ * @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://exocortex.com
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements = new Float32Array( 16 );
+
+ // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
+ // we should not support semi specification of Matrix4, it is just weird.
+
+ te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
+ te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
+ te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
+ te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
+
+};
+
+THREE.extend( THREE.Matrix4.prototype, {
+
+ 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;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[0], me[4], me[8], me[12],
+ me[1], me[5], me[9], me[13],
+ me[2], me[6], me[10], me[14],
+ me[3], me[7], me[11], me[15]
+
+ );
+
+ return this;
+
+ },
+
+ setRotationFromEuler: function ( v, order ) {
+
+ var te = this.elements;
+
+ var x = v.x, y = v.y, z = v.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = - c * f;
+ te[8] = d;
+
+ te[1] = af + be * d;
+ te[5] = ae - bf * d;
+ te[9] = - b * c;
+
+ te[2] = bf - ae * d;
+ te[6] = be + af * d;
+ te[10] = a * c;
+
+ } else if ( order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce + df * b;
+ te[4] = de * b - cf;
+ te[8] = a * d;
+
+ te[1] = a * f;
+ te[5] = a * e;
+ te[9] = - b;
+
+ te[2] = cf * b - de;
+ te[6] = df + ce * b;
+ te[10] = a * c;
+
+ } else if ( order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce - df * b;
+ te[4] = - a * f;
+ te[8] = de + cf * b;
+
+ te[1] = cf + de * b;
+ te[5] = a * e;
+ te[9] = df - ce * b;
+
+ te[2] = - a * d;
+ te[6] = b;
+ te[10] = a * c;
+
+ } else if ( order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = be * d - af;
+ te[8] = ae * d + bf;
+
+ te[1] = c * f;
+ te[5] = bf * d + ae;
+ te[9] = af * d - be;
+
+ te[2] = - d;
+ te[6] = b * c;
+ te[10] = a * c;
+
+ } else if ( order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = bd - ac * f;
+ te[8] = bc * f + ad;
+
+ te[1] = f;
+ te[5] = a * e;
+ te[9] = - b * e;
+
+ te[2] = - d * e;
+ te[6] = ad * f + bc;
+ te[10] = ac - bd * f;
+
+ } else if ( order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = - f;
+ te[8] = d * e;
+
+ te[1] = ac * f + bd;
+ te[5] = a * e;
+ te[9] = ad * f - bc;
+
+ te[2] = bc * f - ad;
+ te[6] = b * e;
+ te[10] = bd * f + ac;
+
+ }
+
+ return this;
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[0] = 1 - ( yy + zz );
+ te[4] = xy - wz;
+ te[8] = xz + wy;
+
+ te[1] = xy + wz;
+ te[5] = 1 - ( xx + zz );
+ te[9] = yz - wx;
+
+ te[2] = xz - wy;
+ te[6] = yz + wx;
+ te[10] = 1 - ( xx + yy );
+
+ return this;
+
+ },
+
+ lookAt: function() {
+
+ var x = new THREE.Vector3();
+ var y = new THREE.Vector3();
+ var z = new THREE.Vector3();
+
+ return function ( eye, target, up ) {
+
+ var te = this.elements;
+
+ z.subVectors( eye, target ).normalize();
+
+ if ( z.length() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.crossVectors( up, z ).normalize();
+
+ if ( x.length() === 0 ) {
+
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
+
+ }
+
+ y.crossVectors( z, x );
+
+
+ te[0] = x.x; te[4] = y.x; te[8] = z.x;
+ te[1] = x.y; te[5] = y.y; te[9] = z.y;
+ te[2] = x.z; te[6] = y.z; te[10] = z.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ multiply: function ( m, n ) {
+
+ if ( n !== undefined ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
+
+ }
+
+ return this.multiplyMatrices( this, m );
+
+ },
+
+ multiplyMatrices: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
+ var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
+ var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
+ var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
+
+ var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
+ var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
+ var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
+ var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
+
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiplyMatrices( a, b );
+
+ r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
+ r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
+ r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
+ r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
+ te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
+ te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
+ te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
+
+ },
+
+ multiplyVector4: function ( vector ) {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ multiplyVector3Array: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( a ) {
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ v1.x = a[ i ];
+ v1.y = a[ i + 1 ];
+ v1.z = a[ i + 2 ];
+
+ v1.applyProjection( this );
+
+ a[ i ] = v1.x;
+ a[ i + 1 ] = v1.y;
+ a[ i + 2 ] = v1.z;
+
+ }
+
+ return a;
+
+ };
+
+ }(),
+
+ rotateAxis: function ( v ) {
+
+ var te = this.elements;
+ var vx = v.x, vy = v.y, vz = v.z;
+
+ v.x = vx * te[0] + vy * te[4] + vz * te[8];
+ v.y = vx * te[1] + vy * te[5] + vz * te[9];
+ v.z = vx * te[2] + vy * te[6] + vz * te[10];
+
+ v.normalize();
+
+ return v;
+
+ },
+
+ crossVector: function ( a ) {
+
+ var te = this.elements;
+ var v = new THREE.Vector4();
+
+ v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
+ v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
+ v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
+
+ v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
+
+ return v;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
+ var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
+ var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
+ var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ +n14 * n23 * n32
+ -n13 * n24 * n32
+ -n14 * n22 * n33
+ +n12 * n24 * n33
+ +n13 * n22 * n34
+ -n12 * n23 * n34
+ ) +
+ n42 * (
+ +n11 * n23 * n34
+ -n11 * n24 * n33
+ +n14 * n21 * n33
+ -n13 * n21 * n34
+ +n13 * n24 * n31
+ -n14 * n23 * n31
+ ) +
+ n43 * (
+ +n11 * n24 * n32
+ -n11 * n22 * n34
+ -n14 * n21 * n32
+ +n12 * n21 * n34
+ +n14 * n22 * n31
+ -n12 * n24 * n31
+ ) +
+ n44 * (
+ -n13 * n22 * n31
+ -n11 * n23 * n32
+ +n11 * n22 * n33
+ +n13 * n21 * n32
+ -n12 * n21 * n33
+ +n12 * n23 * n31
+ )
+
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[1]; te[1] = te[4]; te[4] = tmp;
+ tmp = te[2]; te[2] = te[8]; te[8] = tmp;
+ tmp = te[6]; te[6] = te[9]; te[9] = tmp;
+
+ tmp = te[3]; te[3] = te[12]; te[12] = tmp;
+ tmp = te[7]; te[7] = te[13]; te[13] = tmp;
+ tmp = te[11]; te[11] = te[14]; te[14] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArray: function ( flat ) {
+
+ var te = this.elements;
+ flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+ flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+ flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+ flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ flattenToArrayOffset: function( flat, offset ) {
+
+ var te = this.elements;
+ flat[ offset ] = te[0];
+ flat[ offset + 1 ] = te[1];
+ flat[ offset + 2 ] = te[2];
+ flat[ offset + 3 ] = te[3];
+
+ flat[ offset + 4 ] = te[4];
+ flat[ offset + 5 ] = te[5];
+ flat[ offset + 6 ] = te[6];
+ flat[ offset + 7 ] = te[7];
+
+ flat[ offset + 8 ] = te[8];
+ flat[ offset + 9 ] = te[9];
+ flat[ offset + 10 ] = te[10];
+ flat[ offset + 11 ] = te[11];
+
+ flat[ offset + 12 ] = te[12];
+ flat[ offset + 13 ] = te[13];
+ flat[ offset + 14 ] = te[14];
+ flat[ offset + 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ getPosition: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
+
+ var te = this.elements;
+ return v1.set( te[12], te[13], te[14] );
+
+ };
+
+ }(),
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[12] = v.x;
+ te[13] = v.y;
+ te[14] = v.z;
+
+ return this;
+
+ },
+
+ getInverse: function ( m, throwOnInvertible ) {
+
+ // 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], n12 = me[4], n13 = me[8], n14 = me[12];
+ var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
+ var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
+ var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
+
+ te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
+ te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
+ te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
+ te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
+ te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
+ te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
+ te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
+ te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
+ te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
+ te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
+ te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
+ te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
+ te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
+ te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
+ te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
+ te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
+
+ if ( det == 0 ) {
+
+ var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+ }
+
+ this.multiplyScalar( 1 / det );
+
+ return this;
+
+ },
+
+ compose: function() {
+
+ var mRotation = new THREE.Matrix4(),
+ mScale = new THREE.Matrix4();
+
+ return function ( translation, rotation, scale ) {
+
+ var te = this.elements;
+
+ mRotation.identity();
+ mRotation.setRotationFromQuaternion( rotation );
+
+ mScale.makeScale( scale.x, scale.y, scale.z );
+
+ this.multiplyMatrices( mRotation, mScale );
+
+ te[12] = translation.x;
+ te[13] = translation.y;
+ te[14] = translation.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ decompose: function() {
+
+ var x = new THREE.Vector3(),
+ y = new THREE.Vector3(),
+ z = new THREE.Vector3(),
+ matrix = new THREE.Matrix4();
+
+ return function ( translation, rotation, scale ) {
+
+ var te = this.elements;
+
+ // grab the axis vectors
+ x.set( te[0], te[1], te[2] );
+ y.set( te[4], te[5], te[6] );
+ z.set( te[8], te[9], te[10] );
+
+ translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
+ rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
+ scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+ scale.x = x.length();
+ scale.y = y.length();
+ scale.z = z.length();
+
+ translation.x = te[12];
+ translation.y = te[13];
+ translation.z = te[14];
+
+ // scale the rotation part
+
+ matrix.copy( this );
+
+ matrix.elements[0] /= scale.x;
+ matrix.elements[1] /= scale.x;
+ matrix.elements[2] /= scale.x;
+
+ matrix.elements[4] /= scale.y;
+ matrix.elements[5] /= scale.y;
+ matrix.elements[6] /= scale.y;
+
+ matrix.elements[8] /= scale.z;
+ matrix.elements[9] /= scale.z;
+ matrix.elements[10] /= scale.z;
+
+ rotation.setFromRotationMatrix( matrix );
+
+ return [ translation, rotation, scale ];
+
+ };
+
+ }(),
+
+ extractPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[12] = me[12];
+ te[13] = me[13];
+ te[14] = me[14];
+
+ return this;
+
+ },
+
+ extractRotation: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
+ var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
+ var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
+
+ te[0] = me[0] * scaleX;
+ te[1] = me[1] * scaleX;
+ te[2] = me[2] * scaleX;
+
+ te[4] = me[4] * scaleY;
+ te[5] = me[5] * scaleY;
+ te[6] = me[6] * scaleY;
+
+ te[8] = me[8] * scaleZ;
+ te[9] = me[9] * scaleZ;
+ te[10] = me[10] * scaleZ;
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
+ te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
+ te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
+ te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
+
+ return this;
+
+ },
+
+ rotateX: function ( angle ) {
+
+ var te = this.elements;
+ var m12 = te[4];
+ var m22 = te[5];
+ var m32 = te[6];
+ var m42 = te[7];
+ var m13 = te[8];
+ var m23 = te[9];
+ var m33 = te[10];
+ var m43 = te[11];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[4] = c * m12 + s * m13;
+ te[5] = c * m22 + s * m23;
+ te[6] = c * m32 + s * m33;
+ te[7] = c * m42 + s * m43;
+
+ te[8] = c * m13 - s * m12;
+ te[9] = c * m23 - s * m22;
+ te[10] = c * m33 - s * m32;
+ te[11] = c * m43 - s * m42;
+
+ return this;
+
+ },
+
+ rotateY: function ( angle ) {
+
+ var te = this.elements;
+ var m11 = te[0];
+ var m21 = te[1];
+ var m31 = te[2];
+ var m41 = te[3];
+ var m13 = te[8];
+ var m23 = te[9];
+ var m33 = te[10];
+ var m43 = te[11];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[0] = c * m11 - s * m13;
+ te[1] = c * m21 - s * m23;
+ te[2] = c * m31 - s * m33;
+ te[3] = c * m41 - s * m43;
+
+ te[8] = c * m13 + s * m11;
+ te[9] = c * m23 + s * m21;
+ te[10] = c * m33 + s * m31;
+ te[11] = c * m43 + s * m41;
+
+ return this;
+
+ },
+
+ rotateZ: function ( angle ) {
+
+ var te = this.elements;
+ var m11 = te[0];
+ var m21 = te[1];
+ var m31 = te[2];
+ var m41 = te[3];
+ var m12 = te[4];
+ var m22 = te[5];
+ var m32 = te[6];
+ var m42 = te[7];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[0] = c * m11 + s * m12;
+ te[1] = c * m21 + s * m22;
+ te[2] = c * m31 + s * m32;
+ te[3] = c * m41 + s * m42;
+
+ te[4] = c * m12 - s * m11;
+ te[5] = c * m22 - s * m21;
+ te[6] = c * m32 - s * m31;
+ te[7] = c * m42 - s * m41;
+
+ return this;
+
+ },
+
+ rotateByAxis: function ( axis, angle ) {
+
+ var te = this.elements;
+
+ // optimize by checking axis
+
+ if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
+
+ return this.rotateX( angle );
+
+ } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
+
+ return this.rotateY( angle );
+
+ } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
+
+ return this.rotateZ( angle );
+
+ }
+
+ var x = axis.x, y = axis.y, z = axis.z;
+ var n = Math.sqrt(x * x + y * y + z * z);
+
+ x /= n;
+ y /= n;
+ z /= n;
+
+ var xx = x * x, yy = y * y, zz = z * z;
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var oneMinusCosine = 1 - c;
+ var xy = x * y * oneMinusCosine;
+ var xz = x * z * oneMinusCosine;
+ var yz = y * z * oneMinusCosine;
+ var xs = x * s;
+ var ys = y * s;
+ var zs = z * s;
+
+ var r11 = xx + (1 - xx) * c;
+ var r21 = xy + zs;
+ var r31 = xz - ys;
+ var r12 = xy - zs;
+ var r22 = yy + (1 - yy) * c;
+ var r32 = yz + xs;
+ var r13 = xz + ys;
+ var r23 = yz - xs;
+ var r33 = zz + (1 - zz) * c;
+
+ var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
+ var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
+ var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
+
+ te[0] = r11 * m11 + r21 * m12 + r31 * m13;
+ te[1] = r11 * m21 + r21 * m22 + r31 * m23;
+ te[2] = r11 * m31 + r21 * m32 + r31 * m33;
+ te[3] = r11 * m41 + r21 * m42 + r31 * m43;
+
+ te[4] = r12 * m11 + r22 * m12 + r32 * m13;
+ te[5] = r12 * m21 + r22 * m22 + r32 * m23;
+ te[6] = r12 * m31 + r22 * m32 + r32 * m33;
+ te[7] = r12 * m41 + r22 * m42 + r32 * m43;
+
+ te[8] = r13 * m11 + r23 * m12 + r33 * m13;
+ te[9] = r13 * m21 + r23 * m22 + r33 * m23;
+ te[10] = r13 * m31 + r23 * m32 + r33 * m33;
+ te[11] = r13 * m41 + r23 * m42 + r33 * m43;
+
+ return this;
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[0] *= x; te[4] *= y; te[8] *= z;
+ te[1] *= x; te[5] *= y; te[9] *= z;
+ te[2] *= x; te[6] *= y; te[10] *= z;
+ te[3] *= x; te[7] *= y; te[11] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+ var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+ var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+ },
+
+ makeTranslation: function ( x, y, z ) {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, -s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ -s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, -s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
+ te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
+ te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
+ te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = 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;
+
+ },
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix4(
+
+ te[0], te[4], te[8], te[12],
+ te[1], te[5], te[9], te[13],
+ te[2], te[6], te[10], te[14],
+ te[3], te[7], te[11], te[15]
+
+ );
+
+ }
+
+} );
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.extend( THREE.Ray.prototype, {
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+ },
+
+ recast: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( t ) {
+
+ this.origin.copy( this.at( t, v1 ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ },
+
+ distanceToPoint: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceTo( point );
+
+ };
+
+ }(),
+
+ isIntersectionSphere: function( sphere ) {
+
+ return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
+
+ },
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the line and plane are non-perpendicular, if they
+ // eventually they will intersect.
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator != 0 ) {
+
+ return true;
+
+ }
+
+ // line is coplanar, return origin
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ 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;
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ return t;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === undefined ) {
+
+ return undefined;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+
+ return this;
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Ray().copy( this );
+
+ }
+
+} );
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.extend( THREE.Sphere.prototype, {
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+ },
+
+ setFromCenterAndPoints: function ( center, points ) {
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ var radiusSq = center.distanceToSquared( points[ i ] );
+ maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
+
+ }
+
+ this.center = center;
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return 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 );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ getBoundingBox: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Sphere().copy( this );
+
+ }
+
+} );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+ this.planes = [
+
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+ ];
+
+};
+
+THREE.extend( THREE.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;
+
+ },
+
+ copy: function ( frustum ) {
+
+ var planes = this.planes;
+
+ for( var i = 0; i < 6; i ++ ) {
+
+ planes[i].copy( frustum.planes[i] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromMatrix: function ( m ) {
+
+ var planes = this.planes;
+ var me = m.elements;
+ var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
+ var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
+ var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
+ var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ return this;
+
+ },
+
+ intersectsObject: function () {
+
+ var center = new THREE.Vector3();
+
+ return function ( object ) {
+
+ // this method is expanded inlined for performance reasons.
+
+ var matrix = object.matrixWorld;
+ var planes = this.planes;
+ var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+ center.getPositionFromMatrix( matrix );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ };
+
+ }(),
+
+ 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;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Frustum().copy( this );
+
+ }
+
+} );
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+ this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.extend( THREE.Plane.prototype, {
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function() {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( 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;
+
+ };
+
+ }(),
+
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.constant *= -1;
+ this.normal.negate();
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ isIntersectionLine: 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 );
+
+ },
+
+ intersectLine: function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( line, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ var direction = line.delta( v1 );
+
+ var denominator = this.normal.dot( direction );
+
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if( this.distanceToPoint( line.start ) == 0 ) {
+
+ return result.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if( t < 0 || t > 1 ) {
+
+ return undefined;
+
+ }
+
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+ };
+
+ }(),
+
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ applyMatrix4: function() {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
+ var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
+
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Plane().copy( this );
+
+ }
+
+} );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Math = {
+
+ // Clamp value to range <a, b>
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range <a, inf)
+
+ clampBottom: function ( x, a ) {
+
+ return x < a ? a : x;
+
+ },
+
+ // Linear mapping from range <a1, a2> to range <b1, b2>
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*(3 - 2*x);
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*x*(x*(x*6 - 15) + 10);
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // 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() );
+
+ },
+
+ sign: function ( x ) {
+
+ return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
+
+ },
+
+ degToRad: function() {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function() {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }()
+
+};
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( !nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint != oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ linearDistance, realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function() {
+
+ var v0 = new THREE.Vector3();
+
+ return function( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+ };
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function() {
+
+ var v0 = new THREE.Vector3(),
+ v1 = new THREE.Vector3(),
+ v2 = new THREE.Vector3();
+
+ return function ( point, a, b, c, optionalTarget ) {
+
+ v0.subVectors( c, a );
+ v1.subVectors( b, a );
+ v2.subVectors( point, a );
+
+ var dot00 = v0.dot( v0 );
+ var dot01 = v0.dot( v1 );
+ var dot02 = v0.dot( v2 );
+ var dot11 = v1.dot( v1 );
+ var dot12 = v1.dot( v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ // colinear or singular triangle
+ if( denom == 0 ) {
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( -2, -1, -1 );
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycoordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+ };
+
+}();
+
+THREE.Triangle.containsPoint = function() {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point, a, b, c ) {
+
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+ };
+
+}();
+
+THREE.extend( THREE.Triangle.prototype, {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[i0] );
+ this.b.copy( points[i1] );
+ this.c.copy( points[i2] );
+
+ return this;
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function() {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
+
+ return v0.cross( v1 ).length() * 0.5;
+
+ };
+
+ }(),
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Triangle().copy( this );
+
+ }
+
+} );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Vertex = function ( v ) {
+
+ console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
+ return v;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+ console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
+ return new THREE.Vector2( u, v );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.extend( THREE.Clock.prototype, {
+
+ start: function () {
+
+ this.startTime = window.performance !== undefined && window.performance.now !== undefined
+ ? window.performance.now()
+ : Date.now();
+
+ this.oldTime = this.startTime;
+ this.running = true;
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = window.performance !== undefined && window.performance.now !== undefined
+ ? window.performance.now()
+ : Date.now();
+
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+} );
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {
+
+ var listeners = {};
+
+ this.addEventListener = function ( type, listener ) {
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ };
+
+ this.removeEventListener = function ( type, listener ) {
+
+ var index = listeners[ type ].indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listeners[ type ].splice( index, 1 );
+
+ }
+
+ };
+
+ this.dispatchEvent = function ( event ) {
+
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
+
+ listenerArray[ i ].call( this, event );
+
+ }
+
+ }
+
+ };
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if( this.ray.direction.lengthSq() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ };
+
+ var sphere = new THREE.Sphere();
+ var localRay = new THREE.Ray();
+ var facePlane = new THREE.Plane();
+ var intersectPoint = new THREE.Vector3();
+ var matrixPosition = new THREE.Vector3();
+
+ var inverseMatrix = new THREE.Matrix4();
+
+ var descSort = function ( a, b ) {
+
+ return a.distance - b.distance;
+
+ };
+
+ var intersectObject = function ( object, raycaster, intersects ) {
+
+ if ( object instanceof THREE.Particle ) {
+
+ matrixPosition.getPositionFromMatrix( object.matrixWorld );
+ var distance = raycaster.ray.distanceToPoint( matrixPosition );
+
+ if ( distance > object.scale.x ) {
+
+ return intersects;
+
+ }
+
+ intersects.push( {
+
+ distance: distance,
+ point: object.position,
+ face: null,
+ object: object
+
+ } );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // Checking boundingSphere distance to ray
+ matrixPosition.getPositionFromMatrix( object.matrixWorld );
+ sphere.set(
+ matrixPosition,
+ object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
+
+ if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
+
+ return intersects;
+
+ }
+
+ // Checking faces
+
+ var geometry = object.geometry;
+ var vertices = geometry.vertices;
+
+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+ var side = object.material.side;
+
+ var a, b, c, d;
+ var precision = raycaster.precision;
+
+ object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
+ inverseMatrix.getInverse( object.matrixWorld );
+
+ localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ var face = geometry.faces[ f ];
+
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
+
+ if ( material === undefined ) continue;
+
+ facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
+
+ var planeDistance = localRay.distanceToPlane( facePlane );
+
+ // bail if raycaster and plane are parallel
+ if ( Math.abs( planeDistance ) < precision ) continue;
+
+ // if negative distance, then plane is behind raycaster
+ if ( planeDistance < 0 ) continue;
+
+ // check if we hit the wrong side of a single sided face
+ side = material.side;
+ if( side !== THREE.DoubleSide ) {
+
+ var planeSign = localRay.direction.dot( facePlane.normal );
+
+ if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
+
+ }
+
+ // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
+ if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
+
+ intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
+
+ if ( face instanceof THREE.Face3 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+ d = vertices[ face.d ];
+
+ if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
+ ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
+
+ } else {
+
+ // This is added because if we call out of this if/else group when none of the cases
+ // match it will add a point to the intersection list erroneously.
+ throw Error( "face type not supported" );
+
+ }
+
+ intersects.push( {
+
+ distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
+ point: raycaster.ray.at( planeDistance ),
+ face: face,
+ faceIndex: f,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ };
+
+ var intersectDescendants = function ( object, raycaster, intersects ) {
+
+ var descendants = object.getDescendants();
+
+ for ( var i = 0, l = descendants.length; i < l; i ++ ) {
+
+ intersectObject( descendants[ i ], raycaster, intersects );
+
+ }
+ };
+
+ //
+
+ THREE.Raycaster.prototype.precision = 0.0001;
+
+ THREE.Raycaster.prototype.set = function ( origin, direction ) {
+
+ this.ray.set( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if( this.ray.direction.length() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ };
+
+ THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
+
+ var intersects = [];
+
+ if ( recursive === true ) {
+
+ intersectDescendants( object, this, intersects );
+
+ }
+
+ intersectObject( object, this, intersects );
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+ THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
+
+ var intersects = [];
+
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ intersectObject( objects[ i ], this, intersects );
+
+ if ( recursive === true ) {
+
+ intersectDescendants( objects[ i ], this, intersects );
+
+ }
+ }
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+}( THREE ) );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Object3D = function () {
+
+ this.id = THREE.Object3DIdCount ++;
+
+ this.name = '';
+ this.properties = {};
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = new THREE.Vector3( 0, 1, 0 );
+
+ this.position = new THREE.Vector3();
+ this.rotation = new THREE.Vector3();
+ this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+ this.scale = new THREE.Vector3( 1, 1, 1 );
+
+ this.renderDepth = null;
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+ this.matrixRotationWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = true;
+
+ this.quaternion = new THREE.Quaternion();
+ this.useQuaternion = false;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+
+ this._vector = new THREE.Vector3();
+
+};
+
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.scale.getScaleFromMatrix( this.matrix );
+
+ var mat = new THREE.Matrix4().extractRotation( this.matrix );
+ this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
+
+ this.position.getPositionFromMatrix( this.matrix );
+
+ },
+
+ translate: function ( distance, axis ) {
+
+ this.matrix.rotateAxis( axis );
+ this.position.add( axis.multiplyScalar( distance ) );
+
+ },
+
+ translateX: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 1, 0, 0 ) );
+
+ },
+
+ translateY: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 0, 1, 0 ) );
+
+ },
+
+ translateZ: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 0, 0, 1 ) );
+
+ },
+
+ localToWorld: function ( vector ) {
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ },
+
+ worldToLocal: function ( vector ) {
+
+ return vector.applyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
+
+ },
+
+ lookAt: function ( vector ) {
+
+ // TODO: Add hierarchy support.
+
+ this.matrix.lookAt( vector, this.position, this.up );
+
+ if ( this.rotationAutoUpdate ) {
+
+ if ( this.useQuaternion === false ) {
+
+ this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+ } else {
+
+ this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+ }
+
+ }
+
+ },
+
+ add: function ( object ) {
+
+ if ( object === this ) {
+
+ console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+ return;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== undefined ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ this.children.push( object );
+
+ // add to scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__addObject( object );
+
+ }
+
+ }
+
+ },
+
+ remove: function ( object ) {
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+ this.children.splice( index, 1 );
+
+ // remove from scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__removeObject( object );
+
+ }
+
+ }
+
+ },
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ getChildByName: function ( name, recursive ) {
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child.name === name ) {
+
+ return child;
+
+ }
+
+ if ( recursive === true ) {
+
+ child = child.getChildByName( name, recursive );
+
+ if ( child !== undefined ) {
+
+ return child;
+
+ }
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getDescendants: function ( array ) {
+
+ if ( array === undefined ) array = [];
+
+ Array.prototype.push.apply( array, this.children );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].getDescendants( array );
+
+ }
+
+ return array;
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.setPosition( this.position );
+
+ if ( this.useQuaternion === false ) {
+
+ this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
+
+ } else {
+
+ this.matrix.setRotationFromQuaternion( this.quaternion );
+
+ }
+
+ if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
+
+ this.matrix.scale( this.scale );
+
+ }
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === undefined ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ clone: function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+ object.eulerOrder = this.eulerOrder;
+ object.scale.copy( this.scale );
+
+ object.renderDepth = this.renderDepth;
+
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+ object.matrix.copy( this.matrix );
+ object.matrixWorld.copy( this.matrixWorld );
+ object.matrixRotationWorld.copy( this.matrixRotationWorld );
+
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+ object.quaternion.copy( this.quaternion );
+ object.useQuaternion = this.useQuaternion;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.Object3D.__m1 = new THREE.Matrix4();
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+THREE.Object3DIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author julianwa / https://github.com/julianwa
+ */
+
+THREE.Projector = function () {
+
+ var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
+ _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
+ _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+ _face4Count, _face4Pool = [], _face4PoolLength = 0,
+ _line, _lineCount, _linePool = [], _linePoolLength = 0,
+ _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+ _renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+ _vector3 = new THREE.Vector3(),
+ _vector4 = new THREE.Vector4(),
+
+ _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
+ _boundingBox = new THREE.Box3(),
+ _points3 = new Array( 3 ),
+ _points4 = new Array( 4 ),
+
+ _viewMatrix = new THREE.Matrix4(),
+ _viewProjectionMatrix = new THREE.Matrix4(),
+
+ _modelMatrix,
+ _modelViewProjectionMatrix = new THREE.Matrix4(),
+
+ _normalMatrix = new THREE.Matrix3(),
+ _normalViewMatrix = new THREE.Matrix3(),
+
+ _centroid = new THREE.Vector3(),
+
+ _frustum = new THREE.Frustum(),
+
+ _clippedVertex1PositionScreen = new THREE.Vector4(),
+ _clippedVertex2PositionScreen = new THREE.Vector4();
+
+ this.projectVector = function ( vector, camera ) {
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+
+ return vector.applyProjection( _viewProjectionMatrix );
+
+ };
+
+ this.unprojectVector = function ( vector, camera ) {
+
+ camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+ _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );
+
+ return vector.applyProjection( _viewProjectionMatrix );
+
+ };
+
+ this.pickingRay = function ( vector, camera ) {
+
+ // set two vectors with opposing z values
+ vector.z = -1.0;
+ var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
+
+ this.unprojectVector( vector, camera );
+ this.unprojectVector( end, camera );
+
+ // find direction from vector to end
+ end.sub( vector ).normalize();
+
+ return new THREE.Raycaster( vector, end );
+
+ };
+
+ var projectGraph = function ( root, sortObjects ) {
+
+ _objectCount = 0;
+
+ _renderData.objects.length = 0;
+ _renderData.sprites.length = 0;
+ _renderData.lights.length = 0;
+
+ var projectObject = function ( parent ) {
+
+ for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+ var object = parent.children[ c ];
+
+ if ( object.visible === false ) continue;
+
+ if ( object instanceof THREE.Light ) {
+
+ _renderData.lights.push( object );
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ // TODO: Find an elegant and performant solution and remove this dupe code.
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.sprites.push( _object );
+
+ } else {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _viewProjectionMatrix );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ projectObject( object );
+
+ }
+
+ };
+
+ projectObject( root );
+
+ if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+ var visible = false,
+ o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
+ geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
+ v1, v2, v3, v4, isFaceMaterial, objectMaterials;
+
+ _face3Count = 0;
+ _face4Count = 0;
+ _lineCount = 0;
+ _particleCount = 0;
+
+ _renderData.elements.length = 0;
+
+ scene.updateMatrixWorld();
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
+
+ _normalViewMatrix.getInverse( _viewMatrix );
+ _normalViewMatrix.transpose();
+
+ _frustum.setFromMatrix( _viewProjectionMatrix );
+
+ _renderData = projectGraph( scene, sortObjects );
+
+ for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+ object = _renderData.objects[ o ].object;
+
+ _modelMatrix = object.matrixWorld;
+
+ _vertexCount = 0;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+
+ vertices = geometry.vertices;
+ faces = geometry.faces;
+ faceVertexUvs = geometry.faceVertexUvs;
+
+ _normalMatrix.getInverse( _modelMatrix );
+ _normalMatrix.transpose();
+
+ isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ objectMaterials = isFaceMaterial === true ? object.material : null;
+
+ for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+ _vertex = getNextVertexInPool();
+
+ _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
+ _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
+
+ _vertex.positionScreen.x /= _vertex.positionScreen.w;
+ _vertex.positionScreen.y /= _vertex.positionScreen.w;
+ _vertex.positionScreen.z /= _vertex.positionScreen.w;
+
+ _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
+ _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
+ _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
+
+ }
+
+ for ( f = 0, fl = faces.length; f < fl; f ++ ) {
+
+ face = faces[ f ];
+
+ var material = isFaceMaterial === true
+ ? objectMaterials.materials[ face.materialIndex ]
+ : object.material;
+
+ if ( material === undefined ) continue;
+
+ var side = material.side;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+
+ _points3[ 0 ] = v1.positionScreen;
+ _points3[ 1 ] = v2.positionScreen;
+ _points3[ 2 ] = v3.positionScreen;
+
+ if ( v1.visible === true || v2.visible === true || v3.visible === true ||
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
+
+ visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace3InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+ v4 = _vertexPool[ face.d ];
+
+ _points4[ 0 ] = v1.positionScreen;
+ _points4[ 1 ] = v2.positionScreen;
+ _points4[ 2 ] = v3.positionScreen;
+ _points4[ 3 ] = v4.positionScreen;
+
+ if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {
+
+ visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+ ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+ ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace4InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+ _face.v4.copy( v4 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ }
+
+ _face.normalModel.copy( face.normal );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+ _face.normalModel.negate();
+
+ }
+
+ _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+ _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
+
+ _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
+
+ faceVertexNormals = face.vertexNormals;
+
+ for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
+
+ var normalModel = _face.vertexNormalsModel[ n ];
+ normalModel.copy( faceVertexNormals[ n ] );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+ normalModel.negate();
+
+ }
+
+ normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+ var normalModelView = _face.vertexNormalsModelView[ n ];
+ normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
+
+ }
+
+ _face.vertexNormalsLength = faceVertexNormals.length;
+
+ for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+ uvs = faceVertexUvs[ c ][ f ];
+
+ if ( uvs === undefined ) continue;
+
+ for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+ _face.uvs[ c ][ u ] = uvs[ u ];
+
+ }
+
+ }
+
+ _face.color = face.color;
+ _face.material = material;
+
+ _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
+
+ _face.z = _centroid.z;
+
+ _renderData.elements.push( _face );
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
+
+ vertices = object.geometry.vertices;
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+ // Handle LineStrip and LinePieces
+ var step = object.type === THREE.LinePieces ? 2 : 1;
+
+ for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+ if ( ( v + 1 ) % step > 0 ) continue;
+
+ v2 = _vertexPool[ _vertexCount - 2 ];
+
+ _clippedVertex1PositionScreen.copy( v1.positionScreen );
+ _clippedVertex2PositionScreen.copy( v2.positionScreen );
+
+ if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
+
+ // Perform the perspective divide
+ _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
+ _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
+
+ _line = getNextLineInPool();
+ _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+ _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+ _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+ _line.material = object.material;
+
+ _renderData.elements.push( _line );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+ object = _renderData.sprites[ o ].object;
+
+ _modelMatrix = object.matrixWorld;
+
+ if ( object instanceof THREE.Particle ) {
+
+ _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
+ _vector4.applyMatrix4( _viewProjectionMatrix );
+
+ _vector4.z /= _vector4.w;
+
+ if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+ _particle = getNextParticleInPool();
+ _particle.object = object;
+ _particle.x = _vector4.x / _vector4.w;
+ _particle.y = _vector4.y / _vector4.w;
+ _particle.z = _vector4.z;
+
+ _particle.rotation = object.rotation.z;
+
+ _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+ _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+ _particle.material = object.material;
+
+ _renderData.elements.push( _particle );
+
+ }
+
+ }
+
+ }
+
+ if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ // Pools
+
+ function getNextObjectInPool() {
+
+ if ( _objectCount === _objectPoolLength ) {
+
+ var object = new THREE.RenderableObject();
+ _objectPool.push( object );
+ _objectPoolLength ++;
+ _objectCount ++;
+ return object;
+
+ }
+
+ return _objectPool[ _objectCount ++ ];
+
+ }
+
+ function getNextVertexInPool() {
+
+ if ( _vertexCount === _vertexPoolLength ) {
+
+ var vertex = new THREE.RenderableVertex();
+ _vertexPool.push( vertex );
+ _vertexPoolLength ++;
+ _vertexCount ++;
+ return vertex;
+
+ }
+
+ return _vertexPool[ _vertexCount ++ ];
+
+ }
+
+ function getNextFace3InPool() {
+
+ if ( _face3Count === _face3PoolLength ) {
+
+ var face = new THREE.RenderableFace3();
+ _face3Pool.push( face );
+ _face3PoolLength ++;
+ _face3Count ++;
+ return face;
+
+ }
+
+ return _face3Pool[ _face3Count ++ ];
+
+
+ }
+
+ function getNextFace4InPool() {
+
+ if ( _face4Count === _face4PoolLength ) {
+
+ var face = new THREE.RenderableFace4();
+ _face4Pool.push( face );
+ _face4PoolLength ++;
+ _face4Count ++;
+ return face;
+
+ }
+
+ return _face4Pool[ _face4Count ++ ];
+
+ }
+
+ function getNextLineInPool() {
+
+ if ( _lineCount === _linePoolLength ) {
+
+ var line = new THREE.RenderableLine();
+ _linePool.push( line );
+ _linePoolLength ++;
+ _lineCount ++
+ return line;
+
+ }
+
+ return _linePool[ _lineCount ++ ];
+
+ }
+
+ function getNextParticleInPool() {
+
+ if ( _particleCount === _particlePoolLength ) {
+
+ var particle = new THREE.RenderableParticle();
+ _particlePool.push( particle );
+ _particlePoolLength ++;
+ _particleCount ++
+ return particle;
+
+ }
+
+ return _particlePool[ _particleCount ++ ];
+
+ }
+
+ //
+
+ function painterSort( a, b ) {
+
+ return b.z - a.z;
+
+ }
+
+ function clipLine( s1, s2 ) {
+
+ var alpha1 = 0, alpha2 = 1,
+
+ // Calculate the boundary coordinate of each vertex for the near and far clip planes,
+ // Z = -1 and Z = +1, respectively.
+ bc1near = s1.z + s1.w,
+ bc2near = s2.z + s2.w,
+ bc1far = - s1.z + s1.w,
+ bc2far = - s2.z + s2.w;
+
+ if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+ // Both vertices lie entirely within all clip planes.
+ return true;
+
+ } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+ // Both vertices lie entirely outside one of the clip planes.
+ return false;
+
+ } else {
+
+ // The line segment spans at least one clip plane.
+
+ if ( bc1near < 0 ) {
+
+ // v1 lies outside the near plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+ } else if ( bc2near < 0 ) {
+
+ // v2 lies outside the near plane, v1 inside
+ alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+ }
+
+ if ( bc1far < 0 ) {
+
+ // v1 lies outside the far plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+ } else if ( bc2far < 0 ) {
+
+ // v2 lies outside the far plane, v2 inside
+ alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+ }
+
+ if ( alpha2 < alpha1 ) {
+
+ // The line segment spans two boundaries, but is outside both of them.
+ // (This can't happen when we're only clipping against just near/far but good
+ // to leave the check here for future usage if other clip planes are added.)
+ return false;
+
+ } else {
+
+ // Update the s1 and s2 vertices to match the clipped line segment.
+ s1.lerp( s2, alpha1 );
+ s2.lerp( s1, 1 - alpha2 );
+
+ return true;
+
+ }
+
+ }
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ var face = new THREE.Face3( this.a, this.b, this.c );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+ this.d = d;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+ constructor: THREE.Face4,
+
+ clone: function () {
+
+ var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @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://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ this.id = THREE.GeometryIdCount ++;
+
+ this.name = '';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+ this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+ this.faces = [];
+
+ this.faceUvs = [[]];
+ this.faceVertexUvs = [[]];
+
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.tangentsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+
+ this.buffersNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3().getInverse( matrix ).transpose();
+
+ 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();
+
+ }
+
+ face.centroid.applyMatrix4( matrix );
+
+ }
+
+ },
+
+ computeCentroids: function () {
+
+ var f, fl, face;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ face.centroid.set( 0, 0, 0 );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.centroid.add( this.vertices[ face.a ] );
+ face.centroid.add( this.vertices[ face.b ] );
+ face.centroid.add( this.vertices[ face.c ] );
+ face.centroid.divideScalar( 3 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.centroid.add( this.vertices[ face.a ] );
+ face.centroid.add( this.vertices[ face.b ] );
+ face.centroid.add( this.vertices[ face.c ] );
+ face.centroid.add( this.vertices[ face.d ] );
+ face.centroid.divideScalar( 4 );
+
+ }
+
+ }
+
+ },
+
+ computeFaceNormals: function () {
+
+ var cb = new THREE.Vector3(), ab = new THREE.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 ) {
+
+ var v, vl, f, fl, face, vertices;
+
+ // create internal buffers for reuse when calling this method repeatedly
+ // (otherwise memory allocation / deallocation every frame is big resource hog)
+
+ if ( this.__tmpVertices === undefined ) {
+
+ this.__tmpVertices = new Array( this.vertices.length );
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ }
+
+ }
+
+ } else {
+
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].set( 0, 0, 0 );
+
+ }
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC, vD;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+ db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ 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 if ( face instanceof THREE.Face4 ) {
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+ vD = this.vertices[ face.d ];
+
+ // abd
+
+ db.subVectors( vD, vB );
+ ab.subVectors( vA, vB );
+ db.cross( ab );
+
+ vertices[ face.a ].add( db );
+ vertices[ face.b ].add( db );
+ vertices[ face.d ].add( db );
+
+ // bcd
+
+ dc.subVectors( vD, vC );
+ bc.subVectors( vB, vC );
+ dc.cross( bc );
+
+ vertices[ face.b ].add( dc );
+ vertices[ face.c ].add( dc );
+ vertices[ face.d ].add( dc );
+
+ }
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
+ vertices[ face.d ].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 ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+ face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+ }
+
+ }
+
+ },
+
+ 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 THREE.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 ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = new THREE.Vector3();
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ } else {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.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 );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ } else {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+ vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+ }
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, il, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r );
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+ if ( face instanceof THREE.Face3 ) {
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+ handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+ }
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( face.vertexNormals[ i ], t );
+ test = tmp2.dot( tan2[ vertexIndex ] );
+ w = (test < 0.0) ? -1.0 : 1.0;
+
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+
+ },
+
+ computeLineDistances: function ( ) {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i,il, face;
+ var indices, k, j, jl, u;
+
+ // reset cache of vertices as it now will be changing.
+ this.__tmpVertices = undefined;
+
+ 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 ) ].join( '_' );
+
+ 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 ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ indices = [ face.a, face.b, face.c ];
+
+ var dupIndex = -1;
+
+ // if any duplicate vertices are found in a Face3
+ // we have to remove the face as nothing can be saved
+ for ( var n = 0; n < 3; n ++ ) {
+ if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
+
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
+
+ }
+ }
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+ face.d = changes[ face.d ];
+
+ // check dups in (a, b, c, d) and convert to -> face3
+
+ indices = [ face.a, face.b, face.c, face.d ];
+
+ var dupIndex = -1;
+
+ for ( var n = 0; n < 4; n ++ ) {
+
+ if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
+
+ // if more than one duplicated vertex is found
+ // we can't generate any valid Face3's, thus
+ // we need to remove this face complete.
+ if ( dupIndex >= 0 ) {
+
+ faceIndicesToRemove.push( i );
+
+ }
+
+ dupIndex = n;
+
+ }
+ }
+
+ if ( dupIndex >= 0 ) {
+
+ indices.splice( dupIndex, 1 );
+
+ var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ u = this.faceVertexUvs[ j ][ i ];
+
+ if ( u ) {
+ u.splice( dupIndex, 1 );
+ }
+
+ }
+
+ if( face.vertexNormals && face.vertexNormals.length > 0) {
+
+ newFace.vertexNormals = face.vertexNormals;
+ newFace.vertexNormals.splice( dupIndex, 1 );
+
+ }
+
+ if( face.vertexColors && face.vertexColors.length > 0 ) {
+
+ newFace.vertexColors = face.vertexColors;
+ newFace.vertexColors.splice( dupIndex, 1 );
+ }
+
+ this.faces[ i ] = newFace;
+ }
+
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+
+ this.faces.splice( i, 1 );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ this.faceVertexUvs[ j ].splice( i, 1 );
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.Geometry();
+
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ geometry.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = this.faces;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ geometry.faces.push( faces[ i ].clone() );
+
+ }
+
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+ var uv = uvs[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.GeometryIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ this.id = THREE.GeometryIdCount ++;
+
+ // attributes
+
+ this.attributes = {};
+
+ // attributes typed arrays are kept only if dynamic flag is set
+
+ this.dynamic = false;
+
+ // offsets for chunks when using indexed elements
+
+ this.offsets = [];
+
+ // boundings
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ // for compatibility
+
+ this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor : THREE.BufferGeometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var positionArray;
+ var normalArray;
+
+ if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+ if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+ if ( positionArray !== undefined ) {
+
+ matrix.multiplyVector3Array( positionArray );
+ this.verticesNeedUpdate = true;
+
+ }
+
+ if ( normalArray !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3();
+ normalMatrix.getInverse( matrix ).transpose();
+
+ normalMatrix.multiplyVector3Array( normalArray );
+
+ this.normalizeNormals();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+ var x, y, z;
+
+ if( positions.length >= 3 ) {
+ bb.min.x = bb.max.x = positions[ 0 ];
+ bb.min.y = bb.max.y = positions[ 1 ];
+ bb.min.z = bb.max.z = positions[ 2 ];
+ }
+
+ for ( var i = 3, il = positions.length; i < il; i += 3 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+
+ // bounding box
+
+ if ( x < bb.min.x ) {
+
+ bb.min.x = x;
+
+ } else if ( x > bb.max.x ) {
+
+ bb.max.x = x;
+
+ }
+
+ if ( y < bb.min.y ) {
+
+ bb.min.y = y;
+
+ } else if ( y > bb.max.y ) {
+
+ bb.max.y = y;
+
+ }
+
+ if ( z < bb.min.z ) {
+
+ bb.min.z = z;
+
+ } else if ( z > bb.max.z ) {
+
+ bb.max.z = z;
+
+ }
+
+ }
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var radiusSq, maxRadiusSq = 0;
+ var x, y, z;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+
+ radiusSq = x * x + y * y + z * z;
+ if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ }
+
+ },
+
+ computeVertexNormals: function () {
+
+ if ( this.attributes[ "position" ] ) {
+
+ var i, il;
+ var j, jl;
+
+ var nVertexElements = this.attributes[ "position" ].array.length;
+
+ if ( this.attributes[ "normal" ] === undefined ) {
+
+ this.attributes[ "normal" ] = {
+
+ itemSize: 3,
+ array: new Float32Array( nVertexElements ),
+ numItems: nVertexElements
+
+ };
+
+ } else {
+
+ // reset existing normals to zero
+
+ for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+ this.attributes[ "normal" ].array[ i ] = 0;
+
+ }
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+
+ var vA, vB, vC, x, y, z,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( this.attributes[ "index" ] ) {
+
+ var indices = this.attributes[ "index" ].array;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = index + indices[ i ];
+ vB = index + indices[ i + 1 ];
+ vC = index + indices[ i + 2 ];
+
+ x = positions[ vA * 3 ];
+ y = positions[ vA * 3 + 1 ];
+ z = positions[ vA * 3 + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ vB * 3 ];
+ y = positions[ vB * 3 + 1 ];
+ z = positions[ vB * 3 + 2 ];
+ pB.set( x, y, z );
+
+ x = positions[ vC * 3 ];
+ y = positions[ vC * 3 + 1 ];
+ z = positions[ vC * 3 + 2 ];
+ pC.set( x, y, z );
+
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
+
+ normals[ vA * 3 ] += cb.x;
+ normals[ vA * 3 + 1 ] += cb.y;
+ normals[ vA * 3 + 2 ] += cb.z;
+
+ normals[ vB * 3 ] += cb.x;
+ normals[ vB * 3 + 1 ] += cb.y;
+ normals[ vB * 3 + 2 ] += cb.z;
+
+ normals[ vC * 3 ] += cb.x;
+ normals[ vC * 3 + 1 ] += cb.y;
+ normals[ vC * 3 + 2 ] += cb.z;
+
+ }
+
+ }
+
+ // non-indexed elements (unconnected triangle soup)
+
+ } else {
+
+ for ( i = 0, il = positions.length; i < il; i += 9 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ i + 3 ];
+ y = positions[ i + 4 ];
+ z = positions[ i + 5 ];
+ pB.set( x, y, z );
+
+ x = positions[ i + 6 ];
+ y = positions[ i + 7 ];
+ z = positions[ i + 8 ];
+ pC.set( x, y, z );
+
+ 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();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes[ "normal" ].array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( this.attributes[ "index" ] === undefined ||
+ this.attributes[ "position" ] === undefined ||
+ this.attributes[ "normal" ] === undefined ||
+ this.attributes[ "uv" ] === undefined ) {
+
+ console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+ return;
+
+ }
+
+ var indices = this.attributes[ "index" ].array;
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+ var uvs = this.attributes[ "uv" ].array;
+
+ var nVertices = positions.length / 3;
+
+ if ( this.attributes[ "tangent" ] === undefined ) {
+
+ var nTangentElements = 4 * nVertices;
+
+ this.attributes[ "tangent" ] = {
+
+ itemSize: 4,
+ array: new Float32Array( nTangentElements ),
+ numItems: nTangentElements
+
+ };
+
+ }
+
+ var tangents = this.attributes[ "tangent" ].array;
+
+ var tan1 = [], tan2 = [];
+
+ for ( var k = 0; k < nVertices; k ++ ) {
+
+ tan1[ k ] = new THREE.Vector3();
+ tan2[ k ] = new THREE.Vector3();
+
+ }
+
+ var xA, yA, zA,
+ xB, yB, zB,
+ xC, yC, zC,
+
+ uA, vA,
+ uB, vB,
+ uC, vC,
+
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r;
+
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ xA = positions[ a * 3 ];
+ yA = positions[ a * 3 + 1 ];
+ zA = positions[ a * 3 + 2 ];
+
+ xB = positions[ b * 3 ];
+ yB = positions[ b * 3 + 1 ];
+ zB = positions[ b * 3 + 2 ];
+
+ xC = positions[ c * 3 ];
+ yC = positions[ c * 3 + 1 ];
+ zC = positions[ c * 3 + 2 ];
+
+ uA = uvs[ a * 2 ];
+ vA = uvs[ a * 2 + 1 ];
+
+ uB = uvs[ b * 2 ];
+ vB = uvs[ b * 2 + 1 ];
+
+ uC = uvs[ c * 2 ];
+ vC = uvs[ c * 2 + 1 ];
+
+ x1 = xB - xA;
+ x2 = xC - xA;
+
+ y1 = yB - yA;
+ y2 = yC - yA;
+
+ z1 = zB - zA;
+ z2 = zC - zA;
+
+ s1 = uB - uA;
+ s2 = uC - uA;
+
+ t1 = vB - vA;
+ t2 = vC - vA;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+ sdir.set(
+ ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r
+ );
+
+ tdir.set(
+ ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r
+ );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ var i, il;
+ var j, jl;
+ var iA, iB, iC;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleTriangle( iA, iB, iC );
+
+ }
+
+ }
+
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+ var w, t, test;
+
+ function handleVertex( v ) {
+
+ n.x = normals[ v * 3 ];
+ n.y = normals[ v * 3 + 1 ];
+ n.z = normals[ v * 3 + 2 ];
+
+ n2.copy( n );
+
+ t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( n2, t );
+ test = tmp2.dot( tan2[ v ] );
+ w = ( test < 0.0 ) ? -1.0 : 1.0;
+
+ tangents[ v * 4 ] = tmp.x;
+ tangents[ v * 4 + 1 ] = tmp.y;
+ tangents[ v * 4 + 2 ] = tmp.z;
+ tangents[ v * 4 + 3 ] = w;
+
+ }
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleVertex( iA );
+ handleVertex( iB );
+ handleVertex( iC );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+ this.tangentsNeedUpdate = true;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+
+ this.projectionMatrix = new THREE.Matrix4();
+ this.projectionMatrixInverse = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function ( vector ) {
+
+ // TODO: Add hierarchy support.
+
+ this.matrix.lookAt( this.position, vector, this.up );
+
+ if ( this.rotationAutoUpdate === true ) {
+
+ if ( this.useQuaternion === false ) {
+
+ this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+ } else {
+
+ this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+ }
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ 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();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * 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.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
+ var bottom = -top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( hex ) {
+
+ THREE.Object3D.call( this );
+
+ this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( hex ) {
+
+ THREE.Light.call( this, hex );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( hex, intensity ) {
+
+ THREE.Light.call( this, hex );
+
+ this.normal = new THREE.Vector3( 0, -1, 0 );
+ this.right = new THREE.Vector3( 1, 0, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.width = 1.0;
+ this.height = 1.0;
+
+ this.constantAttenuation = 1.5;
+ this.linearAttenuation = 0.5;
+ this.quadraticAttenuation = 0.1;
+
+};
+
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( hex, intensity ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+
+ this.shadowCameraLeft = -500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = -500;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowCascade = false;
+
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+ this.shadowCascadeCount = 2;
+
+ this.shadowCascadeBias = [ 0, 0, 0 ];
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+ this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
+
+ this.shadowCascadeArray = [];
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
+
+ THREE.Light.call( this, skyColorHex );
+
+ this.groundColor = new THREE.Color( groundColorHex );
+
+ this.position = new THREE.Vector3( 0, 100, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( hex, intensity, distance ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 0, 0 );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+ this.showStatus = showStatus;
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: 'anonymous',
+
+ addStatusElement: function () {
+
+ var e = document.createElement( "div" );
+
+ e.style.position = "absolute";
+ e.style.right = "0px";
+ e.style.top = "0px";
+ e.style.fontSize = "0.8em";
+ e.style.textAlign = "left";
+ e.style.background = "rgba(0,0,0,0.25)";
+ e.style.color = "#fff";
+ e.style.width = "120px";
+ e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+ e.style.zIndex = 1000;
+
+ e.innerHTML = "Loading ...";
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = "Loaded ";
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+ } else {
+
+ message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+ parts.pop();
+ return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
+
+ }
+
+ return array;
+
+ },
+
+ needsTangents: function ( materials ) {
+
+ for( var i = 0, il = materials.length; i < il; i ++ ) {
+
+ var m = materials[ i ];
+
+ if ( m instanceof THREE.ShaderMaterial ) return true;
+
+ }
+
+ return false;
+
+ },
+
+ createMaterial: function ( m, texturePath ) {
+
+ var _this = this;
+
+ function is_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.floor( l ) == l;
+
+ }
+
+ function nearest_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
+
+ }
+
+ function load_image( where, url ) {
+
+ var image = new Image();
+
+ image.onload = function () {
+
+ if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+
+ var width = nearest_pow2( this.width );
+ var height = nearest_pow2( this.height );
+
+ where.image.width = width;
+ where.image.height = height;
+ where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+ } else {
+
+ where.image = this;
+
+ }
+
+ where.needsUpdate = true;
+
+ };
+
+ image.crossOrigin = _this.crossOrigin;
+ image.src = url;
+
+ }
+
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+ var isCompressed = /\.dds$/i.test( sourceFile );
+ var fullPath = texturePath + "/" + sourceFile;
+
+ if ( isCompressed ) {
+
+ var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
+
+ where[ name ] = texture;
+
+ } else {
+
+ var texture = document.createElement( 'canvas' );
+
+ where[ name ] = new THREE.Texture( texture );
+
+ }
+
+ where[ name ].sourceFile = sourceFile;
+
+ if( repeat ) {
+
+ where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+ if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset ) {
+
+ where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
+
+ }
+
+ if ( wrap ) {
+
+ var wrapMap = {
+ "repeat": THREE.RepeatWrapping,
+ "mirror": THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
+
+ }
+
+ if ( anisotropy ) {
+
+ where[ name ].anisotropy = anisotropy;
+
+ }
+
+ if ( ! isCompressed ) {
+
+ load_image( where[ name ], fullPath );
+
+ }
+
+ }
+
+ function rgb2hex( rgb ) {
+
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+ }
+
+ // defaults
+
+ var mtype = "MeshLambertMaterial";
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+ // parameters from model file
+
+ if ( m.shading ) {
+
+ var shading = m.shading.toLowerCase();
+
+ if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+ else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+
+ }
+
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+ mpars.blending = THREE[ m.blending ];
+
+ }
+
+ if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+ mpars.transparent = m.transparent;
+
+ }
+
+ if ( m.depthTest !== undefined ) {
+
+ mpars.depthTest = m.depthTest;
+
+ }
+
+ if ( m.depthWrite !== undefined ) {
+
+ mpars.depthWrite = m.depthWrite;
+
+ }
+
+ if ( m.visible !== undefined ) {
+
+ mpars.visible = m.visible;
+
+ }
+
+ if ( m.flipSided !== undefined ) {
+
+ mpars.side = THREE.BackSide;
+
+ }
+
+ if ( m.doubleSided !== undefined ) {
+
+ mpars.side = THREE.DoubleSide;
+
+ }
+
+ if ( m.wireframe !== undefined ) {
+
+ mpars.wireframe = m.wireframe;
+
+ }
+
+ if ( m.vertexColors !== undefined ) {
+
+ if ( m.vertexColors === "face" ) {
+
+ mpars.vertexColors = THREE.FaceColors;
+
+ } else if ( m.vertexColors ) {
+
+ mpars.vertexColors = THREE.VertexColors;
+
+ }
+
+ }
+
+ // colors
+
+ if ( m.colorDiffuse ) {
+
+ mpars.color = rgb2hex( m.colorDiffuse );
+
+ } else if ( m.DbgColor ) {
+
+ mpars.color = m.DbgColor;
+
+ }
+
+ if ( m.colorSpecular ) {
+
+ mpars.specular = rgb2hex( m.colorSpecular );
+
+ }
+
+ if ( m.colorAmbient ) {
+
+ mpars.ambient = rgb2hex( m.colorAmbient );
+
+ }
+
+ // modifiers
+
+ if ( m.transparency ) {
+
+ mpars.opacity = m.transparency;
+
+ }
+
+ if ( m.specularCoef ) {
+
+ mpars.shininess = m.specularCoef;
+
+ }
+
+ // textures
+
+ if ( m.mapDiffuse && texturePath ) {
+
+ create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+ }
+
+ if ( m.mapLight && texturePath ) {
+
+ create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+ }
+
+ if ( m.mapBump && texturePath ) {
+
+ create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+ }
+
+ if ( m.mapNormal && texturePath ) {
+
+ create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+ }
+
+ if ( m.mapSpecular && texturePath ) {
+
+ create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+ }
+
+ //
+
+ if ( m.mapBumpScale ) {
+
+ mpars.bumpScale = m.mapBumpScale;
+
+ }
+
+ // special case for normal mapped material
+
+ if ( m.mapNormal ) {
+
+ var shader = THREE.ShaderLib[ "normalmap" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ uniforms[ "tNormal" ].value = mpars.normalMap;
+
+ if ( m.mapNormalFactor ) {
+
+ uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
+
+ }
+
+ if ( mpars.map ) {
+
+ uniforms[ "tDiffuse" ].value = mpars.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( mpars.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = mpars.specularMap;
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( mpars.lightMap ) {
+
+ uniforms[ "tAO" ].value = mpars.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ // for the moment don't handle displacement texture
+
+ uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
+ uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+ uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+
+ uniforms[ "uShininess" ].value = mpars.shininess;
+
+ if ( mpars.opacity !== undefined ) {
+
+ uniforms[ "uOpacity" ].value = mpars.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+ var material = new THREE.ShaderMaterial( parameters );
+
+ if ( mpars.transparent ) {
+
+ material.transparent = true;
+
+ }
+
+ } else {
+
+ var material = new THREE[ mtype ]( mpars );
+
+ }
+
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+ return material;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, image ) {
+
+ var scope = this;
+
+ if ( image === undefined ) image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ scope.dispatchEvent( { type: 'load', content: image } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+ var scope = this;
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+
+ this.onLoadStart();
+ this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ var length = 0;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === xhr.DONE ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ if ( xhr.responseText ) {
+
+ var json = JSON.parse( xhr.responseText );
+ context.createModel( json, callback, texturePath );
+
+ } else {
+
+ console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.withCredentials = this.withCredentials;
+ xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
+
+ var scope = this,
+ geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength, nVertices,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceUv, hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, color, normal,
+
+ uvLayer, uvs, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ geometry.faceUvs[ i ] = [];
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.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 );
+ hasFaceUv = isBitSet( type, 2 );
+ 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, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ face = new THREE.Face4();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+ face.d = faces[ offset ++ ];
+
+ nVertices = 4;
+
+ } else {
+
+ face = new THREE.Face3();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ nVertices = 3;
+
+ }
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
+
+ }
+
+ }
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvs = [];
+
+ for ( j = 0; j < nVertices; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uvs[ j ] = new THREE.Vector2( u, v );
+
+ }
+
+ geometry.faceVertexUvs[ i ][ fi ] = uvs;
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.normal = normal;
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.color = color;
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.vertexColors.push( color );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ };
+
+ function parseSkin() {
+
+ var i, l, x, y, z, w, a, b, c, d;
+
+ if ( json.skinWeights ) {
+
+ for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+ x = json.skinWeights[ i ];
+ y = json.skinWeights[ i + 1 ];
+ z = 0;
+ w = 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+ a = json.skinIndices[ i ];
+ b = json.skinIndices[ i + 1 ];
+ c = 0;
+ d = 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+ geometry.animation = json.animation;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets [ i ].vertices;
+
+ for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.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 ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors [ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ var materials = this.initMaterials( json.materials, texturePath );
+
+ if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+ callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingMonitor = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ var scope = this;
+
+ var loaded = 0;
+ var total = 0;
+
+ var onLoad = function ( event ) {
+
+ loaded ++;
+
+ scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+ if ( loaded === total ) {
+
+ scope.dispatchEvent( { type: 'load' } );
+
+ }
+
+ };
+
+ this.add = function ( loader ) {
+
+ total ++;
+
+ loader.addEventListener( 'load', onLoad, false );
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function() {};
+ this.onLoadComplete = function () {};
+
+ this.callbackSync = function () {};
+ this.callbackProgress = function () {};
+
+ this.geometryHandlerMap = {};
+ this.hierarchyHandlerMap = {};
+
+ this.addGeometryHandler( "ascii", THREE.JSONLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+ var scope = this;
+
+ var xhr = new XMLHttpRequest();
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === 4 ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ var json = JSON.parse( xhr.responseText );
+ scope.parse( json, callbackFinished, url );
+
+ } else {
+
+ console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+ this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+ this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
+
+ var scope = this;
+
+ var urlBase = THREE.Loader.prototype.extractUrlBase( url );
+
+ var geometry, material, camera, fog,
+ texture, images, color,
+ light, hex, intensity,
+ counter_models, counter_textures,
+ total_models, total_textures,
+ result;
+
+ var target_array = [];
+
+ var data = json;
+
+ // async geometry loaders
+
+ for ( var typeID in this.geometryHandlerMap ) {
+
+ var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+ this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ // async hierachy loaders
+
+ for ( var typeID in this.hierarchyHandlerMap ) {
+
+ var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+ this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ counter_models = 0;
+ counter_textures = 0;
+
+ result = {
+
+ scene: new THREE.Scene(),
+ geometries: {},
+ face_materials: {},
+ materials: {},
+ textures: {},
+ objects: {},
+ cameras: {},
+ lights: {},
+ fogs: {},
+ empties: {},
+ groups: {}
+
+ };
+
+ if ( data.transform ) {
+
+ var position = data.transform.position,
+ rotation = data.transform.rotation,
+ scale = data.transform.scale;
+
+ if ( position )
+ result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+ if ( rotation )
+ result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+ if ( scale )
+ result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+ if ( position || rotation || scale ) {
+
+ result.scene.updateMatrix();
+ result.scene.updateMatrixWorld();
+
+ }
+
+ }
+
+ function get_url( source_url, url_type ) {
+
+ if ( url_type == "relativeToHTML" ) {
+
+ return source_url;
+
+ } else {
+
+ return urlBase + "/" + source_url;
+
+ }
+
+ };
+
+ // toplevel loader function, delegates to handle_children
+
+ function handle_objects() {
+
+ handle_children( result.scene, data.objects );
+
+ }
+
+ // handle all the children from the loaded json and attach them to given parent
+
+ function handle_children( parent, children ) {
+
+ var mat, dst, pos, rot, scl, quat;
+
+ for ( var objID in children ) {
+
+ // check by id if child has already been handled,
+ // if not, create new object
+
+ if ( result.objects[ objID ] === undefined ) {
+
+ var objJSON = children[ objID ];
+
+ var object = null;
+
+ // meshes
+
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
+
+ if ( objJSON.loading === undefined ) {
+
+ var reservedTypes = { "type": 1, "url": 1, "material": 1,
+ "position": 1, "rotation": 1, "scale" : 1,
+ "visible": 1, "children": 1, "properties": 1,
+ "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
+
+ var loaderParameters = {};
+
+ for ( var parType in objJSON ) {
+
+ if ( ! ( parType in reservedTypes ) ) {
+
+ loaderParameters[ parType ] = objJSON[ parType ];
+
+ }
+
+ }
+
+ material = result.materials[ objJSON.material ];
+
+ objJSON.loading = true;
+
+ var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
+
+ // ColladaLoader
+
+ if ( loader.options ) {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
+
+ // UTF8Loader
+ // OBJLoader
+
+ } else {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
+
+ }
+
+ }
+
+ } else if ( objJSON.geometry !== undefined ) {
+
+ geometry = result.geometries[ objJSON.geometry ];
+
+ // geometry already loaded
+
+ if ( geometry ) {
+
+ var needsTangents = false;
+
+ material = result.materials[ objJSON.material ];
+ needsTangents = material instanceof THREE.ShaderMaterial;
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ mat = objJSON.matrix;
+ quat = objJSON.quaternion;
+
+ // use materials from the model file
+ // if there is no material specified in the object
+
+ if ( ! objJSON.material ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ // use materials from the model file
+ // if there is just empty face material
+ // (must create new material as each model has its own face material)
+
+ if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ if ( material instanceof THREE.MeshFaceMaterial ) {
+
+ for ( var i = 0; i < material.materials.length; i ++ ) {
+
+ needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
+
+ }
+
+ }
+
+ if ( needsTangents ) {
+
+ geometry.computeTangents();
+
+ }
+
+ if ( objJSON.skin ) {
+
+ object = new THREE.SkinnedMesh( geometry, material );
+
+ } else if ( objJSON.morph ) {
+
+ object = new THREE.MorphAnimMesh( geometry, material );
+
+ if ( objJSON.duration !== undefined ) {
+
+ object.duration = objJSON.duration;
+
+ }
+
+ if ( objJSON.time !== undefined ) {
+
+ object.time = objJSON.time;
+
+ }
+
+ if ( objJSON.mirroredLoop !== undefined ) {
+
+ object.mirroredLoop = objJSON.mirroredLoop;
+
+ }
+
+ if ( material.morphNormals ) {
+
+ geometry.computeMorphNormals();
+
+ }
+
+ } else {
+
+ object = new THREE.Mesh( geometry, material );
+
+ }
+
+ object.name = objID;
+
+ if ( mat ) {
+
+ object.matrixAutoUpdate = false;
+ object.matrix.set(
+ mat[0], mat[1], mat[2], mat[3],
+ mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11],
+ mat[12], mat[13], mat[14], mat[15]
+ );
+
+ } else {
+
+ object.position.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+
+ }
+
+ object.visible = objJSON.visible;
+ object.castShadow = objJSON.castShadow;
+ object.receiveShadow = objJSON.receiveShadow;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+
+ }
+
+ // lights
+
+ } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
+
+ hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
+ intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
+
+ if ( objJSON.type === "DirectionalLight" ) {
+
+ pos = objJSON.direction;
+
+ light = new THREE.DirectionalLight( hex, intensity );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ if ( objJSON.target ) {
+
+ target_array.push( { "object": light, "targetName" : objJSON.target } );
+
+ // kill existing default target
+ // otherwise it gets added to scene when parent gets added
+
+ light.target = null;
+
+ }
+
+ } else if ( objJSON.type === "PointLight" ) {
+
+ pos = objJSON.position;
+ dst = objJSON.distance;
+
+ light = new THREE.PointLight( hex, intensity, dst );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ } else if ( objJSON.type === "AmbientLight" ) {
+
+ light = new THREE.AmbientLight( hex );
+
+ }
+
+ parent.add( light );
+
+ light.name = objID;
+ result.lights[ objID ] = light;
+ result.objects[ objID ] = light;
+
+ // cameras
+
+ } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
+
+ if ( objJSON.type === "PerspectiveCamera" ) {
+
+ camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
+
+ } else if ( objJSON.type === "OrthographicCamera" ) {
+
+ camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
+
+ }
+
+ pos = objJSON.position;
+ camera.position.set( pos[0], pos[1], pos[2] );
+ parent.add( camera );
+
+ camera.name = objID;
+ result.cameras[ objID ] = camera;
+ result.objects[ objID ] = camera;
+
+ // pure Object3D
+
+ } else {
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ quat = objJSON.quaternion;
+
+ object = new THREE.Object3D();
+ object.name = objID;
+ object.position.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+ object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+ result.empties[ objID ] = object;
+
+ }
+
+ if ( object ) {
+
+ if ( objJSON.properties !== undefined ) {
+
+ for ( var key in objJSON.properties ) {
+
+ var value = objJSON.properties[ key ];
+ object.properties[ key ] = value;
+
+ }
+
+ }
+
+ if ( objJSON.groups !== undefined ) {
+
+ for ( var i = 0; i < objJSON.groups.length; i ++ ) {
+
+ var groupID = objJSON.groups[ i ];
+
+ if ( result.groups[ groupID ] === undefined ) {
+
+ result.groups[ groupID ] = [];
+
+ }
+
+ result.groups[ groupID ].push( objID );
+
+ }
+
+ }
+
+ if ( objJSON.children !== undefined ) {
+
+ handle_children( object, objJSON.children );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function handle_mesh( geo, mat, id ) {
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+ handle_objects();
+
+ };
+
+ function handle_hierarchy( node, id, parent, material, obj ) {
+
+ var p = obj.position;
+ var r = obj.rotation;
+ var q = obj.quaternion;
+ var s = obj.scale;
+
+ node.position.set( p[0], p[1], p[2] );
+
+ if ( q ) {
+
+ node.quaternion.set( q[0], q[1], q[2], q[3] );
+ node.useQuaternion = true;
+
+ } else {
+
+ node.rotation.set( r[0], r[1], r[2] );
+
+ }
+
+ node.scale.set( s[0], s[1], s[2] );
+
+ // override children materials
+ // if object material was specified in JSON explicitly
+
+ if ( material ) {
+
+ node.traverse( function ( child ) {
+
+ child.material = material;
+
+ } );
+
+ }
+
+ // override children visibility
+ // with root node visibility as specified in JSON
+
+ var visible = ( obj.visible !== undefined ) ? obj.visible : true;
+
+ node.traverse( function ( child ) {
+
+ child.visible = visible;
+
+ } );
+
+ parent.add( node );
+
+ node.name = id;
+
+ result.objects[ id ] = node;
+ handle_objects();
+
+ };
+
+ function create_callback_geometry( id ) {
+
+ return function( geo, mat ) {
+
+ handle_mesh( geo, mat, id );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_hierachy( id, parent, material, obj ) {
+
+ return function( event ) {
+
+ var result;
+
+ // loaders which use EventDispatcher
+
+ if ( event.content ) {
+
+ result = event.content;
+
+ // ColladaLoader
+
+ } else if ( event.dae ) {
+
+ result = event.scene;
+
+
+ // UTF8Loader
+
+ } else {
+
+ result = event;
+
+ }
+
+ handle_hierarchy( result, id, parent, material, obj );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_embed( id ) {
+
+ return function( geo, mat ) {
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+
+ }
+
+ };
+
+ function async_callback_gate() {
+
+ var progress = {
+
+ totalModels : total_models,
+ totalTextures : total_textures,
+ loadedModels : total_models - counter_models,
+ loadedTextures : total_textures - counter_textures
+
+ };
+
+ scope.callbackProgress( progress, result );
+
+ scope.onLoadProgress();
+
+ if ( counter_models === 0 && counter_textures === 0 ) {
+
+ finalize();
+ callbackFinished( result );
+
+ }
+
+ };
+
+ function finalize() {
+
+ // take care of targets which could be asynchronously loaded objects
+
+ for ( var i = 0; i < target_array.length; i ++ ) {
+
+ var ta = target_array[ i ];
+
+ var target = result.objects[ ta.targetName ];
+
+ if ( target ) {
+
+ ta.object.target = target;
+
+ } else {
+
+ // if there was error and target of specified name doesn't exist in the scene file
+ // create instead dummy target
+ // (target must be added to scene explicitly as parent is already added)
+
+ ta.object.target = new THREE.Object3D();
+ result.scene.add( ta.object.target );
+
+ }
+
+ ta.object.target.properties.targetInverse = ta.object;
+
+ }
+
+ };
+
+ var callbackTexture = function ( count ) {
+
+ counter_textures -= count;
+ async_callback_gate();
+
+ scope.onLoadComplete();
+
+ };
+
+ // must use this instead of just directly calling callbackTexture
+ // because of closure in the calling context loop
+
+ var generateTextureCallback = function ( count ) {
+
+ return function() {
+
+ callbackTexture( count );
+
+ };
+
+ };
+
+ // first go synchronous elements
+
+ // fogs
+
+ var fogID, fogJSON;
+
+ for ( fogID in data.fogs ) {
+
+ fogJSON = data.fogs[ fogID ];
+
+ if ( fogJSON.type === "linear" ) {
+
+ fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
+
+ } else if ( fogJSON.type === "exp2" ) {
+
+ fog = new THREE.FogExp2( 0x000000, fogJSON.density );
+
+ }
+
+ color = fogJSON.color;
+ fog.color.setRGB( color[0], color[1], color[2] );
+
+ result.fogs[ fogID ] = fog;
+
+ }
+
+ // now come potentially asynchronous elements
+
+ // geometries
+
+ // count how many geometries will be loaded asynchronously
+
+ var geoID, geoJSON;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type in this.geometryHandlerMap ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ // count how many hierarchies will be loaded asynchronously
+
+ var objID, objJSON;
+
+ for ( objID in data.objects ) {
+
+ objJSON = data.objects[ objID ];
+
+ if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ total_models = counter_models;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type === "cube" ) {
+
+ geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "plane" ) {
+
+ geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "sphere" ) {
+
+ geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "cylinder" ) {
+
+ geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "torus" ) {
+
+ geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "icosahedron" ) {
+
+ geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type in this.geometryHandlerMap ) {
+
+ var loaderParameters = {};
+
+ for ( var parType in geoJSON ) {
+
+ if ( parType !== "type" && parType !== "url" ) {
+
+ loaderParameters[ parType ] = geoJSON[ parType ];
+
+ }
+
+ }
+
+ var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
+ loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
+
+ } else if ( geoJSON.type === "embedded" ) {
+
+ var modelJson = data.embeds[ geoJSON.id ],
+ texture_path = "";
+
+ // pass metadata along to jsonLoader so it knows the format version
+
+ modelJson.metadata = data.metadata;
+
+ if ( modelJson ) {
+
+ var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
+ jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );
+
+ }
+
+ }
+
+ }
+
+ // textures
+
+ // count how many textures will be loaded asynchronously
+
+ var textureID, textureJSON;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.url instanceof Array ) {
+
+ counter_textures += textureJSON.url.length;
+
+ for( var n = 0; n < textureJSON.url.length; n ++ ) {
+
+ scope.onLoadStart();
+
+ }
+
+ } else {
+
+ counter_textures += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ total_textures = counter_textures;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
+
+ textureJSON.mapping = new THREE[ textureJSON.mapping ]();
+
+ }
+
+ if ( textureJSON.url instanceof Array ) {
+
+ var count = textureJSON.url.length;
+ var url_array = [];
+
+ for( var i = 0; i < count; i ++ ) {
+
+ url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
+
+ }
+
+ var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ }
+
+ } else {
+
+ var isCompressed = /\.dds$/i.test( textureJSON.url );
+ var fullUrl = get_url( textureJSON.url, data.urlBaseType );
+ var textureCallback = generateTextureCallback( 1 );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ }
+
+ if ( THREE[ textureJSON.minFilter ] !== undefined )
+ texture.minFilter = THREE[ textureJSON.minFilter ];
+
+ if ( THREE[ textureJSON.magFilter ] !== undefined )
+ texture.magFilter = THREE[ textureJSON.magFilter ];
+
+ if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
+
+ if ( textureJSON.repeat ) {
+
+ texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
+
+ if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( textureJSON.offset ) {
+
+ texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
+
+ }
+
+ // handle wrap after repeat so that default repeat can be overriden
+
+ if ( textureJSON.wrap ) {
+
+ var wrapMap = {
+ "repeat" : THREE.RepeatWrapping,
+ "mirror" : THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
+ if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
+
+ }
+
+ }
+
+ result.textures[ textureID ] = texture;
+
+ }
+
+ // materials
+
+ var matID, matJSON;
+ var parID;
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ for ( parID in matJSON.parameters ) {
+
+ if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
+
+ matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
+
+ } else if ( parID === "shading" ) {
+
+ matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
+
+ } else if ( parID === "side" ) {
+
+ if ( matJSON.parameters[ parID ] == "double" ) {
+
+ matJSON.parameters[ parID ] = THREE.DoubleSide;
+
+ } else if ( matJSON.parameters[ parID ] == "back" ) {
+
+ matJSON.parameters[ parID ] = THREE.BackSide;
+
+ } else {
+
+ matJSON.parameters[ parID ] = THREE.FrontSide;
+
+ }
+
+ } else if ( parID === "blending" ) {
+
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
+
+ } else if ( parID === "combine" ) {
+
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
+
+ } else if ( parID === "vertexColors" ) {
+
+ if ( matJSON.parameters[ parID ] == "face" ) {
+
+ matJSON.parameters[ parID ] = THREE.FaceColors;
+
+ // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
+
+ } else if ( matJSON.parameters[ parID ] ) {
+
+ matJSON.parameters[ parID ] = THREE.VertexColors;
+
+ }
+
+ } else if ( parID === "wrapRGB" ) {
+
+ var v3 = matJSON.parameters[ parID ];
+ matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
+
+ }
+
+ }
+
+ if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
+
+ matJSON.parameters.transparent = true;
+
+ }
+
+ if ( matJSON.parameters.normalMap ) {
+
+ var shader = THREE.ShaderLib[ "normalmap" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ var diffuse = matJSON.parameters.color;
+ var specular = matJSON.parameters.specular;
+ var ambient = matJSON.parameters.ambient;
+ var shininess = matJSON.parameters.shininess;
+
+ uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
+
+ if ( matJSON.parameters.normalScale ) {
+
+ uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
+
+ }
+
+ if ( matJSON.parameters.map ) {
+
+ uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.envMap ) {
+
+ uniforms[ "tCube" ].value = matJSON.parameters.envMap;
+ uniforms[ "enableReflection" ].value = true;
+ uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
+
+ }
+
+ if ( matJSON.parameters.lightMap ) {
+
+ uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.displacementMap ) {
+
+ uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
+ uniforms[ "enableDisplacement" ].value = true;
+
+ uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
+ uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
+
+ }
+
+ uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
+ uniforms[ "uSpecularColor" ].value.setHex( specular );
+ uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+ uniforms[ "uShininess" ].value = shininess;
+
+ if ( matJSON.parameters.opacity ) {
+
+ uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+
+ material = new THREE.ShaderMaterial( parameters );
+
+ } else {
+
+ material = new THREE[ matJSON.type ]( matJSON.parameters );
+
+ }
+
+ result.materials[ matID ] = material;
+
+ }
+
+ // second pass through all materials to initialize MeshFaceMaterials
+ // that could be referring to other materials out of order
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ if ( matJSON.parameters.materials ) {
+
+ var materialArray = [];
+
+ for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
+
+ var label = matJSON.parameters.materials[ i ];
+ materialArray.push( result.materials[ label ] );
+
+ }
+
+ result.materials[ matID ].materials = materialArray;
+
+ }
+
+ }
+
+ // objects ( synchronous init of procedural primitives )
+
+ handle_objects();
+
+ // defaults
+
+ if ( result.cameras && data.defaults.camera ) {
+
+ result.currentCamera = result.cameras[ data.defaults.camera ];
+
+ }
+
+ if ( result.fogs && data.defaults.fog ) {
+
+ result.scene.fog = result.fogs[ data.defaults.fog ];
+
+ }
+
+ // synchronous callback
+
+ scope.callbackSync( result );
+
+ // just in case there are no async elements
+
+ async_callback_gate();
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url ) {
+
+ var scope = this;
+
+ var image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ scope.dispatchEvent( { type: 'load', content: texture } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ THREE.EventDispatcher.call( this );
+
+ this.id = THREE.MaterialIdCount ++;
+
+ this.name = '';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype.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;
+
+ }
+
+ if ( key in this ) {
+
+ var currentValue = this[ key ];
+
+ if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+};
+
+THREE.Material.prototype.clone = function ( material ) {
+
+ if ( material === undefined ) material = new THREE.Material();
+
+ material.name = this.name;
+
+ material.side = this.side;
+
+ material.opacity = this.opacity;
+ material.transparent = this.transparent;
+
+ material.blending = this.blending;
+
+ material.blendSrc = this.blendSrc;
+ material.blendDst = this.blendDst;
+ material.blendEquation = this.blendEquation;
+
+ material.depthTest = this.depthTest;
+ material.depthWrite = this.depthWrite;
+
+ material.polygonOffset = this.polygonOffset;
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ material.alphaTest = this.alphaTest;
+
+ material.overdraw = this.overdraw;
+
+ material.visible = this.visible;
+
+ return material;
+
+};
+
+THREE.Material.prototype.dispose = function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+};
+
+THREE.MaterialIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+ material.linecap = this.linecap;
+ material.linejoin = this.linejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * linewidth: <float>,
+ *
+ * scale: <float>,
+ * dashSize: <float>,
+ * gapSize: <float>,
+ *
+ * vertexColors: <bool>
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @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> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * ambient: <hex>,
+ * emissive: <hex>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshLambertMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * ambient: <hex>,
+ * emissive: <hex>,
+ * specular: <hex>,
+ * shininess: <float>,
+ * opacity: <float>,
+ *
+ * map: new THREE.Texture( <Image> ),
+ *
+ * lightMap: new THREE.Texture( <Image> ),
+ *
+ * bumpMap: new THREE.Texture( <Image> ),
+ * bumpScale: <float>,
+ *
+ * normalMap: new THREE.Texture( <Image> ),
+ * normalScale: <Vector2>,
+ *
+ * specularMap: new THREE.Texture( <Image> ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: <float>,
+ * refractionRatio: <float>,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+ this.perPixel = true;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshPhongMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+ material.specular.copy( this.specular );
+ material.shininess = this.shininess;
+
+ material.metal = this.metal;
+ material.perPixel = this.perPixel;
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.bumpMap = this.bumpMap;
+ material.bumpScale = this.bumpScale;
+
+ material.normalMap = this.normalMap;
+ material.normalScale.copy( this.normalScale );
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: <float>,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.shading = THREE.FlatShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+ this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype.clone = function () {
+
+ return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * size: <float>,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * vertexColors: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.size = this.size;
+ material.sizeAttenuation = this.sizeAttenuation;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * program: <function>,
+ * opacity: <float>,
+ * blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+ this.program = function ( context, color ) {};
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleCanvasMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.program = this.program;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * fragmentShader: <string>,
+ * vertexShader: <string>,
+ *
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * defines: { "label" : "value" },
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * wireframe: <boolean>,
+ * wireframeLinewidth: <float>,
+ *
+ * lights: <bool>,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: <bool>,
+ * morphTargets: <bool>,
+ * morphNormals: <bool>,
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.fragmentShader = "void main() {}";
+ this.vertexShader = "void main() {}";
+ this.uniforms = {};
+ this.defines = {};
+ this.attributes = null;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ 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.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.ShaderMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.fragmentShader = this.fragmentShader;
+ material.vertexShader = this.vertexShader;
+
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+ material.attributes = this.attributes;
+ material.defines = this.defines;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ material.fog = this.fog;
+
+ material.lights = this.lights;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: <hex>,
+ * opacity: <float>,
+ * map: new THREE.Texture( <Image> ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: <bool>,
+ * depthWrite: <bool>,
+ *
+ * useScreenCoordinates: <bool>,
+ * sizeAttenuation: <bool>,
+ * scaleByViewport: <bool>,
+ * alignment: THREE.SpriteAlignment.center,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog: <bool>
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ // defaults
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = new THREE.Texture();
+
+ this.useScreenCoordinates = true;
+ this.depthTest = !this.useScreenCoordinates;
+ this.sizeAttenuation = !this.useScreenCoordinates;
+ this.scaleByViewport = !this.sizeAttenuation;
+ this.alignment = THREE.SpriteAlignment.center.clone();
+
+ this.fog = false;
+
+ this.uvOffset = new THREE.Vector2( 0, 0 );
+ this.uvScale = new THREE.Vector2( 1, 1 );
+
+ // set parameters
+
+ this.setValues( parameters );
+
+ // override coupled defaults if not specified explicitly by parameters
+
+ parameters = parameters || {};
+
+ if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
+ if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
+ if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.useScreenCoordinates = this.useScreenCoordinates;
+ material.sizeAttenuation = this.sizeAttenuation;
+ material.scaleByViewport = this.scaleByViewport;
+ material.alignment.copy( this.alignment );
+
+ material.uvOffset.copy( this.uvOffset );
+ material.uvScale.copy( this.uvScale );
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// Alignment enums
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.EventDispatcher.call( this );
+
+ this.id = THREE.TextureIdCount ++;
+
+ this.name = '';
+
+ this.image = image;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this.needsUpdate = false;
+ this.onUpdate = null;
+
+};
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ clone: function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.Texture();
+
+ texture.image = this.image;
+ texture.mipmaps = this.mipmaps.slice(0);
+
+ texture.mapping = this.mapping;
+
+ texture.wrapS = this.wrapS;
+ texture.wrapT = this.wrapT;
+
+ texture.magFilter = this.magFilter;
+ texture.minFilter = this.minFilter;
+
+ texture.anisotropy = this.anisotropy;
+
+ texture.format = this.format;
+ texture.type = this.type;
+
+ texture.offset.copy( this.offset );
+ texture.repeat.copy( this.repeat );
+
+ texture.generateMipmaps = this.generateMipmaps;
+ texture.premultiplyAlpha = this.premultiplyAlpha;
+ texture.flipY = this.flipY;
+ texture.unpackAlignment = this.unpackAlignment;
+
+ return texture;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.TextureIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+ var texture = new THREE.CompressedTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+ var texture = new THREE.DataTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Particle( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.sortParticles = false;
+
+ if ( this.geometry ) {
+
+ // calc bound radius
+
+ if( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+ this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+ object.sortParticles = this.sortParticles;
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+ this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+ if ( this.geometry ) {
+
+ if ( ! this.geometry.boundingSphere ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+ if ( this.geometry !== undefined ) {
+
+ if ( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ this.updateMorphTargets();
+
+ }
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+ if ( this.geometry.morphTargets.length > 0 ) {
+
+ this.morphTargetBase = -1;
+ this.morphTargetForcedOrder = [];
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
+
+ return 0;
+
+};
+
+THREE.Mesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+ THREE.Object3D.call( this );
+
+ this.skin = belongsToSkin;
+ this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
+
+ // update local
+
+ if ( this.matrixAutoUpdate ) {
+
+ forceUpdate |= this.updateMatrix();
+
+ }
+
+ // update skin matrix
+
+ if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+ if( parentSkinMatrix ) {
+
+ this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
+
+ } else {
+
+ this.skinMatrix.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+ forceUpdate = true;
+
+ }
+
+ // update children
+
+ var child, i, l = this.children.length;
+
+ for ( i = 0; i < l; i ++ ) {
+
+ this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+ }
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ //
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ // init bones
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ this.bones = [];
+ this.boneMatrices = [];
+
+ var b, bone, gbone, p, q, s;
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ p = gbone.pos;
+ q = gbone.rotq;
+ s = gbone.scl;
+
+ bone = this.addBone();
+
+ bone.name = gbone.name;
+ bone.position.set( p[0], p[1], p[2] );
+ bone.quaternion.set( q[0], q[1], q[2], q[3] );
+ bone.useQuaternion = true;
+
+ if ( s !== undefined ) {
+
+ bone.scale.set( s[0], s[1], s[2] );
+
+ } else {
+
+ bone.scale.set( 1, 1, 1 );
+
+ }
+
+ }
+
+ for ( b = 0; b < this.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+ bone = this.bones[ b ];
+
+ if ( gbone.parent === -1 ) {
+
+ this.add( bone );
+
+ } else {
+
+ this.bones[ gbone.parent ].add( bone );
+
+ }
+
+ }
+
+ //
+
+ var nBones = this.bones.length;
+
+ if ( this.useVertexTexture ) {
+
+ // layout (1 matrix = 4 pixels)
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+ // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
+ // 16x16 pixel texture max 64 bones (16 * 16 / 4)
+ // 32x32 pixel texture max 256 bones (32 * 32 / 4)
+ // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+ var size;
+
+ if ( nBones > 256 )
+ size = 64;
+ else if ( nBones > 64 )
+ size = 32;
+ else if ( nBones > 16 )
+ size = 16;
+ else
+ size = 8;
+
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
+
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+ this.boneTexture.minFilter = THREE.NearestFilter;
+ this.boneTexture.magFilter = THREE.NearestFilter;
+ this.boneTexture.generateMipmaps = false;
+ this.boneTexture.flipY = false;
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * nBones );
+
+ }
+
+ this.pose();
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+ if ( bone === undefined ) {
+
+ bone = new THREE.Bone( this );
+
+ }
+
+ this.bones.push( bone );
+
+ return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child instanceof THREE.Bone ) {
+
+ child.update( this.identityMatrix, false );
+
+ } else {
+
+ child.updateMatrixWorld( true );
+
+ }
+
+ }
+
+ // make a snapshot of the bones' rest position
+
+ if ( this.boneInverses == undefined ) {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ inverse.getInverse( this.bones[ b ].skinMatrix );
+
+ this.boneInverses.push( inverse );
+
+ }
+
+ }
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform;
+
+ //TODO: we could get rid of this multiplication step if the skinMatrix
+ // was already representing the offset; however, this requires some
+ // major changes to the animation system
+
+ THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+ THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+ this.updateMatrixWorld( true );
+
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+ // normalize weights
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ var scale = 1.0 / sw.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ sw.multiplyScalar( scale );
+
+ } else {
+
+ sw.set( 1 ); // this will be normalized by the shader anyway
+
+ }
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ // API
+
+ this.duration = 1000; // milliseconds
+ this.mirroredLoop = false;
+ this.time = 0;
+
+ // internals
+
+ this.lastKeyframe = 0;
+ this.currentKeyframe = 0;
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+ this.startKeyframe = start;
+ this.endKeyframe = end;
+
+ this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+ this.direction = -1;
+ this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+ var geometry = this.geometry;
+
+ if ( ! geometry.animations ) geometry.animations = {};
+
+ var firstAnimation, animations = geometry.animations;
+
+ var pattern = /([a-z]+)(\d+)/;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var parts = morph.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var label = parts[ 1 ];
+ var num = parts[ 2 ];
+
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+ var animation = animations[ label ];
+
+ if ( i < animation.start ) animation.start = i;
+ if ( i > animation.end ) animation.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = label;
+
+ }
+
+ }
+
+ geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+ this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+ var animation = this.geometry.animations[ label ];
+
+ if ( animation ) {
+
+ this.setFrameRange( animation.start, animation.end );
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+ this.time = 0;
+
+ } else {
+
+ console.warn( "animation[" + label + "] undefined" );
+
+ }
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+ var frameTime = this.duration / this.length;
+
+ this.time += this.direction * delta;
+
+ if ( this.mirroredLoop ) {
+
+ if ( this.time > this.duration || this.time < 0 ) {
+
+ this.direction *= -1;
+
+ if ( this.time > this.duration ) {
+
+ this.time = this.duration;
+ this.directionBackwards = true;
+
+ }
+
+ if ( this.time < 0 ) {
+
+ this.time = 0;
+ this.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ this.time = this.time % this.duration;
+
+ if ( this.time < 0 ) this.time += this.duration;
+
+ }
+
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+ if ( keyframe !== this.currentKeyframe ) {
+
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ this.lastKeyframe = this.currentKeyframe;
+ this.currentKeyframe = keyframe;
+
+ }
+
+ var mix = ( this.time % frameTime ) / frameTime;
+
+ if ( this.directionBackwards ) {
+
+ mix = 1 - mix;
+
+ }
+
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+ object.duration = this.duration;
+ object.mirroredLoop = this.mirroredLoop;
+ object.time = this.time;
+
+ object.lastKeyframe = this.lastKeyframe;
+ object.currentKeyframe = this.currentKeyframe;
+
+ object.direction = this.direction;
+ object.directionBackwards = this.directionBackwards;
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.LODs = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
+
+ if ( visibleAtDistance === undefined ) {
+
+ visibleAtDistance = 0;
+
+ }
+
+ visibleAtDistance = Math.abs( visibleAtDistance );
+
+ for ( var l = 0; l < this.LODs.length; l ++ ) {
+
+ if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
+
+ break;
+
+ }
+
+ }
+
+ this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
+ this.add( object3D );
+
+};
+
+THREE.LOD.prototype.update = function ( camera ) {
+
+ if ( this.LODs.length > 1 ) {
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ var inverse = camera.matrixWorldInverse;
+ var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
+
+ this.LODs[ 0 ].object3D.visible = true;
+
+ for ( var l = 1; l < this.LODs.length; l ++ ) {
+
+ if( distance >= this.LODs[ l ].visibleAtDistance ) {
+
+ this.LODs[ l - 1 ].object3D.visible = false;
+ this.LODs[ l ].object3D.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for( ; l < this.LODs.length; l ++ ) {
+
+ this.LODs[ l ].object3D.visible = false;
+
+ }
+
+ }
+
+};
+
+THREE.LOD.prototype.clone = function () {
+
+ // TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+ this.rotation3d = this.rotation;
+ this.rotation = 0;
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+ this.matrix.setPosition( this.position );
+
+ this.rotation3d.set( 0, 0, this.rotation );
+ this.matrix.setRotationFromEuler( this.rotation3d );
+
+ if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
+
+ this.matrix.scale( this.scale );
+
+ }
+
+ this.matrixWorldNeedsUpdate = true;
+
+};
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.matrixAutoUpdate = false;
+
+ this.__objects = [];
+ this.__lights = [];
+
+ this.__objectsAdded = [];
+ this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ if ( this.__lights.indexOf( object ) === - 1 ) {
+
+ this.__lights.push( object );
+
+ }
+
+ if ( object.target && object.target.parent === undefined ) {
+
+ this.add( object.target );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+ if ( this.__objects.indexOf( object ) === - 1 ) {
+
+ this.__objects.push( object );
+ this.__objectsAdded.push( object );
+
+ // check if previously removed
+
+ var i = this.__objectsRemoved.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__objectsRemoved.splice( i, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__addObject( object.children[ c ] );
+
+ }
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ var i = this.__lights.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__lights.splice( i, 1 );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera ) ) {
+
+ var i = this.__objects.indexOf( object );
+
+ if( i !== -1 ) {
+
+ this.__objects.splice( i, 1 );
+ this.__objectsRemoved.push( object );
+
+ // check if previously added
+
+ var ai = this.__objectsAdded.indexOf( object );
+
+ if ( ai !== -1 ) {
+
+ this.__objectsAdded.splice( ai, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__removeObject( object.children[ c ] );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( hex );
+
+ this.near = ( near !== undefined ) ? near : 1;
+ this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( hex, density ) {
+
+ this.name = '';
+ this.color = new THREE.Color( hex );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasRenderer = function ( parameters ) {
+
+ console.log( 'THREE.CanvasRenderer', THREE.REVISION );
+
+ var smoothstep = THREE.Math.smoothstep;
+
+ parameters = parameters || {};
+
+ var _this = this,
+ _renderData, _elements, _lights,
+ _projector = new THREE.Projector(),
+
+ _canvas = parameters.canvas !== undefined
+ ? parameters.canvas
+ : document.createElement( 'canvas' ),
+
+ _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+ _context = _canvas.getContext( '2d' ),
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearOpacity = 0,
+
+ _contextGlobalAlpha = 1,
+ _contextGlobalCompositeOperation = 0,
+ _contextStrokeStyle = null,
+ _contextFillStyle = null,
+ _contextLineWidth = null,
+ _contextLineCap = null,
+ _contextLineJoin = null,
+ _contextDashSize = null,
+ _contextGapSize = 0,
+
+ _v1, _v2, _v3, _v4,
+ _v5 = new THREE.RenderableVertex(),
+ _v6 = new THREE.RenderableVertex(),
+
+ _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
+ _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
+
+ _color = new THREE.Color(),
+ _color1 = new THREE.Color(),
+ _color2 = new THREE.Color(),
+ _color3 = new THREE.Color(),
+ _color4 = new THREE.Color(),
+
+ _diffuseColor = new THREE.Color(),
+ _emissiveColor = new THREE.Color(),
+
+ _lightColor = new THREE.Color(),
+
+ _patterns = {}, _imagedatas = {},
+
+ _near, _far,
+
+ _image, _uvs,
+ _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+ _clipBox = new THREE.Box2(),
+ _clearBox = new THREE.Box2(),
+ _elemBox = new THREE.Box2(),
+
+ _enableLighting = false,
+ _ambientLight = new THREE.Color(),
+ _directionalLights = new THREE.Color(),
+ _pointLights = new THREE.Color(),
+
+ _vector3 = new THREE.Vector3(), // Needed for PointLight
+
+ _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+ _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+ _pixelMap = document.createElement( 'canvas' );
+ _pixelMap.width = _pixelMap.height = 2;
+
+ _pixelMapContext = _pixelMap.getContext( '2d' );
+ _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+ _pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+ _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+ _pixelMapData = _pixelMapImage.data;
+
+ _gradientMap = document.createElement( 'canvas' );
+ _gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+ _gradientMapContext = _gradientMap.getContext( '2d' );
+ _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+ _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+ _gradientMapQuality --; // Fix UVs
+
+ // dash+gap fallbacks for Firefox and everything else
+
+ if ( _context.setLineDash === undefined ) {
+
+ if ( _context.mozDash !== undefined ) {
+
+ _context.setLineDash = function ( values ) {
+
+ _context.mozDash = values[ 0 ] !== null ? values : null;
+
+ }
+
+ } else {
+
+ _context.setLineDash = function () {}
+
+ }
+
+ }
+
+ this.domElement = _canvas;
+
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : window.devicePixelRatio !== undefined
+ ? window.devicePixelRatio
+ : 1;
+
+ this.autoClear = true;
+ this.sortObjects = true;
+ this.sortElements = true;
+
+ this.info = {
+
+ render: {
+
+ vertices: 0,
+ faces: 0
+
+ }
+
+ }
+
+ // WebGLRenderer compatibility
+
+ this.supportsVertexTextures = function () {};
+ this.setFaceCulling = function () {};
+
+ this.setSize = function ( width, height ) {
+
+ _canvasWidth = width * this.devicePixelRatio;
+ _canvasHeight = height * this.devicePixelRatio;
+
+ _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+ _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+ _canvas.width = _canvasWidth;
+ _canvas.height = _canvasHeight;
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ _clipBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ _clearBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ _contextGlobalAlpha = 1;
+ _contextGlobalCompositeOperation = 0;
+ _contextStrokeStyle = null;
+ _contextFillStyle = null;
+ _contextLineWidth = null;
+ _contextLineCap = null;
+ _contextLineJoin = null;
+
+ };
+
+ this.setClearColor = function ( color, opacity ) {
+
+ _clearColor.copy( color );
+ _clearOpacity = opacity !== undefined ? opacity : 1;
+
+ _clearBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ };
+
+ this.setClearColorHex = function ( hex, opacity ) {
+
+ _clearColor.setHex( hex );
+ _clearOpacity = opacity !== undefined ? opacity : 1;
+
+ _clearBox.set(
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+ );
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return 0;
+
+ };
+
+ this.clear = function () {
+
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ if ( _clearBox.empty() === false ) {
+
+ _clearBox.intersect( _clipBox );
+ _clearBox.expandByScalar( 2 );
+
+ if ( _clearOpacity < 1 ) {
+
+ _context.clearRect(
+ _clearBox.min.x | 0,
+ _clearBox.min.y | 0,
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
+ );
+
+ }
+
+ if ( _clearOpacity > 0 ) {
+
+ setBlending( THREE.NormalBlending );
+ setOpacity( 1 );
+
+ setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
+
+ _context.fillRect(
+ _clearBox.min.x | 0,
+ _clearBox.min.y | 0,
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
+ );
+
+ }
+
+ _clearBox.makeEmpty();
+
+ }
+
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ if ( this.autoClear === true ) {
+
+ this.clear();
+
+ }
+
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+
+ _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+ _elements = _renderData.elements;
+ _lights = _renderData.lights;
+
+ /* DEBUG
+ setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
+ _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
+ */
+
+ _enableLighting = _lights.length > 0;
+
+ if ( _enableLighting === true ) {
+
+ calculateLights();
+
+ }
+
+ for ( var e = 0, el = _elements.length; e < el; e++ ) {
+
+ var element = _elements[ e ];
+
+ var material = element.material;
+
+ if ( material === undefined || material.visible === false ) continue;
+
+ _elemBox.makeEmpty();
+
+ if ( element instanceof THREE.RenderableParticle ) {
+
+ _v1 = element;
+ _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+ renderParticle( _v1, element, material );
+
+ } else if ( element instanceof THREE.RenderableLine ) {
+
+ _v1 = element.v1; _v2 = element.v2;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderLine( _v1, _v2, element, material );
+
+ }
+
+ } else if ( element instanceof THREE.RenderableFace3 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
+
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v3.positionScreen );
+ expand( _v3.positionScreen, _v1.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
+
+ renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
+
+ } else if ( element instanceof THREE.RenderableFace4 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
+ if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+ _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+ _v5.positionScreen.copy( _v2.positionScreen );
+ _v6.positionScreen.copy( _v4.positionScreen );
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v4.positionScreen );
+ expand( _v4.positionScreen, _v1.positionScreen );
+
+ expand( _v3.positionScreen, _v5.positionScreen );
+ expand( _v3.positionScreen, _v6.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
+
+ renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
+
+ }
+
+ /* DEBUG
+ setLineWidth( 1 );
+ setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
+ _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
+ */
+
+ _clearBox.union( _elemBox );
+
+ }
+
+ /* DEBUG
+ setLineWidth( 1 );
+ setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
+ _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
+ */
+
+ _context.setTransform( 1, 0, 0, 1, 0, 0 );
+
+ //
+
+ function calculateLights() {
+
+ _ambientLight.setRGB( 0, 0, 0 );
+ _directionalLights.setRGB( 0, 0, 0 );
+ _pointLights.setRGB( 0, 0, 0 );
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+ var lightColor = light.color;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ _ambientLight.add( lightColor );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ // for particles
+
+ _directionalLights.add( lightColor );
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ // for particles
+
+ _pointLights.add( lightColor );
+
+ }
+
+ }
+
+ }
+
+ function calculateLight( position, normal, color ) {
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+
+ _lightColor.copy( light.color );
+
+ if ( light instanceof THREE.DirectionalLight ) {
+
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
+
+ var amount = normal.dot( lightPosition );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.add( _lightColor.multiplyScalar( amount ) );
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
+
+ if ( amount == 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.add( _lightColor.multiplyScalar( amount ) );
+
+ }
+
+ }
+
+ }
+
+ function renderParticle( v1, element, material ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ var width, height, scaleX, scaleY,
+ bitmap, bitmapWidth, bitmapHeight;
+
+ if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ if ( material.map === null ) {
+
+ scaleX = element.object.scale.x;
+ scaleY = element.object.scale.y;
+
+ // TODO: Be able to disable this
+
+ scaleX *= element.scale.x * _canvasWidthHalf;
+ scaleY *= element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
+ _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, scaleY );
+ _context.fillRect( -1, -1, 2, 2 );
+ _context.restore();
+
+ } else {
+
+ bitmap = material.map.image;
+ bitmapWidth = bitmap.width >> 1;
+ bitmapHeight = bitmap.height >> 1;
+
+ scaleX = element.scale.x * _canvasWidthHalf;
+ scaleY = element.scale.y * _canvasHeightHalf;
+
+ width = scaleX * bitmapWidth;
+ height = scaleY * bitmapHeight;
+
+ // TODO: Rotations break this...
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, - scaleY );
+
+ _context.translate( - bitmapWidth, - bitmapHeight );
+ _context.drawImage( bitmap, 0, 0 );
+ _context.restore();
+
+ }
+
+ /* DEBUG
+ setStrokeStyle( 'rgb(255,255,0)' );
+ _context.beginPath();
+ _context.moveTo( v1.x - 10, v1.y );
+ _context.lineTo( v1.x + 10, v1.y );
+ _context.moveTo( v1.x, v1.y - 10 );
+ _context.lineTo( v1.x, v1.y + 10 );
+ _context.stroke();
+ */
+
+ } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+ width = element.scale.x * _canvasWidthHalf;
+ height = element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ setStrokeStyle( material.color.getStyle() );
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( width, height );
+
+ material.program( _context );
+
+ _context.restore();
+
+ }
+
+ }
+
+ function renderLine( v1, v2, element, material ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _context.beginPath();
+ _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+ _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ setLineWidth( material.linewidth );
+ setLineCap( material.linecap );
+ setLineJoin( material.linejoin );
+ setStrokeStyle( material.color.getStyle() );
+ setDashAndGap( null, null );
+
+ _context.stroke();
+ _elemBox.expandByScalar( material.linewidth * 2 );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ setLineWidth( material.linewidth );
+ setLineCap( material.linecap );
+ setLineJoin( material.linejoin );
+ setStrokeStyle( material.color.getStyle() );
+ setDashAndGap( material.dashSize, material.gapSize );
+
+ _context.stroke();
+ _elemBox.expandByScalar( material.linewidth * 2 );
+
+ }
+
+ }
+
+ function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
+
+ _this.info.render.vertices += 3;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
+
+ if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.multiply( element.color );
+
+ }
+
+ if ( _enableLighting === true ) {
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+ _color1.copy( _ambientLight );
+ _color2.copy( _ambientLight );
+ _color3.copy( _ambientLight );
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
+
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else {
+
+ _color.copy( _ambientLight );
+
+ calculateLight( element.centroidModel, element.normalModel, _color );
+
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else {
+
+ material.wireframe === true
+ ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( material.color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ if ( material.map !== null ) {
+
+ if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+ _uvs = element.uvs[ 0 ];
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
+
+ }
+
+
+ } else if ( material.envMap !== null ) {
+
+ if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
+
+ _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
+ _uv1x = 0.5 * _vector3.x + 0.5;
+ _uv1y = 0.5 * _vector3.y + 0.5;
+
+ _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
+ _uv2x = 0.5 * _vector3.x + 0.5;
+ _uv2y = 0.5 * _vector3.y + 0.5;
+
+ _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
+ _uv3x = 0.5 * _vector3.x + 0.5;
+ _uv3y = 0.5 * _vector3.y + 0.5;
+
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+ }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+ }*/
+
+
+ } else {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.multiply( element.color );
+
+ }
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ var normal;
+
+ if ( material.shading == THREE.FlatShading ) {
+
+ normal = element.normalModelView;
+
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material.shading == THREE.SmoothShading ) {
+
+ normal = element.vertexNormalsModelView[ uv1 ];
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ uv2 ];
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ uv3 ];
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ }
+
+ }
+
+ }
+
+ function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
+
+ _this.info.render.vertices += 4;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+ // Let renderFace3() handle this
+
+ renderFace3( v1, v2, v4, 0, 1, 3, element, material );
+ renderFace3( v5, v3, v6, 1, 2, 3, element, material );
+
+ return;
+
+ }
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+ _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+ _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+ _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+ if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.multiply( element.color );
+
+ }
+
+ if ( _enableLighting === true ) {
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+ _color1.copy( _ambientLight );
+ _color2.copy( _ambientLight );
+ _color3.copy( _ambientLight );
+ _color4.copy( _ambientLight );
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+ calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );
+
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
+ _color4.multiply( _diffuseColor ).add( _emissiveColor );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ } else {
+
+ _color.copy( _ambientLight );
+
+ calculateLight( element.centroidModel, element.normalModel, _color );
+
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else {
+
+ _color.addColors( _diffuseColor, _emissiveColor );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.multiply( element.color );
+
+ }
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ var normal;
+
+ if ( material.shading == THREE.FlatShading ) {
+
+ normal = element.normalModelView;
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material.shading == THREE.SmoothShading ) {
+
+ normal = element.vertexNormalsModelView[ 0 ];
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 1 ];
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 3 ];
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ normal = element.vertexNormalsModelView[ 2 ];
+ _color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ }
+
+
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
+ _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ }
+
+ }
+
+ //
+
+ function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.closePath();
+
+ }
+
+ function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.lineTo( x3, y3 );
+ _context.closePath();
+
+ }
+
+ function strokePath( color, linewidth, linecap, linejoin ) {
+
+ setLineWidth( linewidth );
+ setLineCap( linecap );
+ setLineJoin( linejoin );
+ setStrokeStyle( color.getStyle() );
+
+ _context.stroke();
+
+ _elemBox.expandByScalar( linewidth * 2 );
+
+ }
+
+ function fillPath( color ) {
+
+ setFillStyle( color.getStyle() );
+ _context.fill();
+
+ }
+
+ function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+ if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+ if ( texture.needsUpdate === true ) {
+
+ var repeatX = texture.wrapS == THREE.RepeatWrapping;
+ var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+ _patterns[ texture.id ] = _context.createPattern(
+ texture.image, repeatX === true && repeatY === true
+ ? 'repeat'
+ : repeatX === true && repeatY === false
+ ? 'repeat-x'
+ : repeatX === false && repeatY === true
+ ? 'repeat-y'
+ : 'no-repeat'
+ );
+
+ texture.needsUpdate = false;
+
+ }
+
+ _patterns[ texture.id ] === undefined
+ ? setFillStyle( 'rgba(0,0,0,1)' )
+ : setFillStyle( _patterns[ texture.id ] );
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ offsetX = texture.offset.x / texture.repeat.x,
+ offsetY = texture.offset.y / texture.repeat.y,
+ width = texture.image.width * texture.repeat.x,
+ height = texture.image.height * texture.repeat.y;
+
+ u0 = ( u0 + offsetX ) * width;
+ v0 = ( 1.0 - v0 + offsetY ) * height;
+
+ u1 = ( u1 + offsetX ) * width;
+ v1 = ( 1.0 - v1 + offsetY ) * height;
+
+ u2 = ( u2 + offsetX ) * width;
+ v2 = ( 1.0 - v2 + offsetY ) * height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ if ( det === 0 ) {
+
+ if ( _imagedatas[ texture.id ] === undefined ) {
+
+ var canvas = document.createElement( 'canvas' )
+ canvas.width = texture.image.width;
+ canvas.height = texture.image.height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( texture.image, 0, 0 );
+
+ _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+ }
+
+ var data = _imagedatas[ texture.id ];
+ var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+ _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+ fillPath( _color );
+
+ return;
+
+ }
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.fill();
+ _context.restore();
+
+ }
+
+ function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ width = image.width - 1,
+ height = image.height - 1;
+
+ u0 *= width; v0 *= height;
+ u1 *= width; v1 *= height;
+ u2 *= width; v2 *= height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.clip();
+ _context.drawImage( image, 0, 0 );
+ _context.restore();
+
+ }
+
+ function getGradientTexture( color1, color2, color3, color4 ) {
+
+ // http://mrdoob.com/blog/post/710
+
+ _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+ _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+ _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+ _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+ _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+ _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+ _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+ _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+ _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+ _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+ _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+ _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+ _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+ _gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+ return _gradientMap;
+
+ }
+
+ // Hide anti-alias gaps
+
+ function expand( v1, v2 ) {
+
+ var x = v2.x - v1.x, y = v2.y - v1.y,
+ det = x * x + y * y, idet;
+
+ if ( det === 0 ) return;
+
+ idet = 1 / Math.sqrt( det );
+
+ x *= idet; y *= idet;
+
+ v2.x += x; v2.y += y;
+ v1.x -= x; v1.y -= y;
+
+ }
+ };
+
+ // Context cached methods.
+
+ function setOpacity( value ) {
+
+ if ( _contextGlobalAlpha !== value ) {
+
+ _context.globalAlpha = value;
+ _contextGlobalAlpha = value;
+
+ }
+
+ }
+
+ function setBlending( value ) {
+
+ if ( _contextGlobalCompositeOperation !== value ) {
+
+ if ( value === THREE.NormalBlending ) {
+
+ _context.globalCompositeOperation = 'source-over';
+
+ } else if ( value === THREE.AdditiveBlending ) {
+
+ _context.globalCompositeOperation = 'lighter';
+
+ } else if ( value === THREE.SubtractiveBlending ) {
+
+ _context.globalCompositeOperation = 'darker';
+
+ }
+
+ _contextGlobalCompositeOperation = value;
+
+ }
+
+ }
+
+ function setLineWidth( value ) {
+
+ if ( _contextLineWidth !== value ) {
+
+ _context.lineWidth = value;
+ _contextLineWidth = value;
+
+ }
+
+ }
+
+ function setLineCap( value ) {
+
+ // "butt", "round", "square"
+
+ if ( _contextLineCap !== value ) {
+
+ _context.lineCap = value;
+ _contextLineCap = value;
+
+ }
+
+ }
+
+ function setLineJoin( value ) {
+
+ // "round", "bevel", "miter"
+
+ if ( _contextLineJoin !== value ) {
+
+ _context.lineJoin = value;
+ _contextLineJoin = value;
+
+ }
+
+ }
+
+ function setStrokeStyle( value ) {
+
+ if ( _contextStrokeStyle !== value ) {
+
+ _context.strokeStyle = value;
+ _contextStrokeStyle = value;
+
+ }
+
+ }
+
+ function setFillStyle( value ) {
+
+ if ( _contextFillStyle !== value ) {
+
+ _context.fillStyle = value;
+ _contextFillStyle = value;
+
+ }
+
+ }
+
+ function setDashAndGap( dashSizeValue, gapSizeValue ) {
+
+ if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
+
+ _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
+ _contextDashSize = dashSizeValue;
+ _contextGapSize = gapSizeValue;
+
+ }
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+ // FOG
+
+ fog_pars_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "uniform vec3 fogColor;",
+
+ "#ifdef FOG_EXP2",
+
+ "uniform float fogDensity;",
+
+ "#else",
+
+ "uniform float fogNear;",
+ "uniform float fogFar;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ fog_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ "#ifdef FOG_EXP2",
+
+ "const float LOG2 = 1.442695;",
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+ "#else",
+
+ "float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+ "#endif",
+
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ENVIRONMENT MAP
+
+ envmap_pars_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "uniform float reflectivity;",
+ "uniform samplerCube envMap;",
+ "uniform float flipEnvMap;",
+ "uniform int combine;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "uniform bool useRefract;",
+ "uniform float refractionRatio;",
+
+ "#else",
+
+ "varying vec3 vReflect;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "vec3 reflectVec;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+ "} else { ",
+
+ "reflectVec = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "#else",
+
+ "reflectVec = vReflect;",
+
+ "#endif",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+ "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#else",
+
+ "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#endif",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "if ( combine == 1 ) {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+ "} else if ( combine == 2 ) {",
+
+ "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
+
+ "} else {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_pars_vertex: [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "varying vec3 vReflect;",
+
+ "uniform float refractionRatio;",
+ "uniform bool useRefract;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ worldpos_vertex : [
+
+ "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 worldPosition = modelMatrix * skinned;",
+
+ "#endif",
+
+ "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_vertex : [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
+ "worldNormal = normalize( worldNormal );",
+
+ "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, worldNormal );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (particles)
+
+ map_particle_pars_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ map_particle_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (triangles)
+
+ map_pars_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+ "uniform vec4 offsetRepeat;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_pars_fragment: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+
+ "#endif",
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "vec4 texelColor = texture2D( map, vUv );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHT MAP
+
+ lightmap_pars_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+ "uniform sampler2D lightMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_pars_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "vUv2 = uv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // BUMP MAP
+
+ bumpmap_pars_fragment: [
+
+ "#ifdef USE_BUMPMAP",
+
+ "uniform sampler2D bumpMap;",
+ "uniform float bumpScale;",
+
+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+
+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
+
+ "vec2 dHdxy_fwd() {",
+
+ "vec2 dSTdx = dFdx( vUv );",
+ "vec2 dSTdy = dFdy( vUv );",
+
+ "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
+ "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
+ "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
+
+ "return vec2( dBx, dBy );",
+
+ "}",
+
+ "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
+
+ "vec3 vSigmaX = dFdx( surf_pos );",
+ "vec3 vSigmaY = dFdy( surf_pos );",
+ "vec3 vN = surf_norm;", // normalized
+
+ "vec3 R1 = cross( vSigmaY, vN );",
+ "vec3 R2 = cross( vN, vSigmaX );",
+
+ "float fDet = dot( vSigmaX, R1 );",
+
+ "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
+ "return normalize( abs( fDet ) * surf_norm - vGrad );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // NORMAL MAP
+
+ normalmap_pars_fragment: [
+
+ "#ifdef USE_NORMALMAP",
+
+ "uniform sampler2D normalMap;",
+ "uniform vec2 normalScale;",
+
+ // Per-Pixel Tangent Space Normal Mapping
+ // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
+
+ "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
+
+ "vec3 q0 = dFdx( eye_pos.xyz );",
+ "vec3 q1 = dFdy( eye_pos.xyz );",
+ "vec2 st0 = dFdx( vUv.st );",
+ "vec2 st1 = dFdy( vUv.st );",
+
+ "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
+ "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
+ "vec3 N = normalize( surf_norm );",
+
+ "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
+ "mapN.xy = normalScale * mapN.xy;",
+ "mat3 tsn = mat3( S, T, N );",
+ "return normalize( tsn * mapN );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SPECULAR MAP
+
+ specularmap_pars_fragment: [
+
+ "#ifdef USE_SPECULARMAP",
+
+ "uniform sampler2D specularMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ specularmap_fragment: [
+
+ "float specularStrength;",
+
+ "#ifdef USE_SPECULARMAP",
+
+ "vec4 texelSpecular = texture2D( specularMap, vUv );",
+ "specularStrength = texelSpecular.r;",
+
+ "#else",
+
+ "specularStrength = 1.0;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS LAMBERT
+
+ lights_lambert_pars_vertex: [
+
+ "uniform vec3 ambient;",
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_lambert_vertex: [
+
+ "vLightFront = vec3( 0.0 );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vec3( 0.0 );",
+
+ "#endif",
+
+ "transformedNormal = normalize( transformedNormal );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, dirVector );",
+ "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+ "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+ "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
+
+ "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS PHONG
+
+ lights_phong_pars_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ lights_phong_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "vPointLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "vWorldPosition = worldPosition.xyz;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_phong_pars_fragment: [
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;"
+
+ ].join("\n"),
+
+ lights_phong_fragment: [
+
+ "vec3 normal = normalize( vNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+ "#endif",
+
+ "#ifdef USE_NORMALMAP",
+
+ "normal = perturbNormal2Arb( -viewPosition, normal );",
+
+ "#elif defined( USE_BUMPMAP )",
+
+ "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vPointLight[ i ].xyz );",
+ "float lDistance = vPointLight[ i ].w;",
+
+ "#endif",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( lVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+ "float lDistance = vSpotLight[ i ].w;",
+
+ "#endif",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( lVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, dirVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ /*
+ // fresnel term from skin shader
+ "const float F0 = 0.128;",
+
+ "float base = 1.0 - dot( viewPosition, dirHalfVector );",
+ "float exponential = pow( base, 5.0 );",
+
+ "float fresnel = exponential + F0 * ( 1.0 - exponential );",
+ */
+
+ /*
+ // fresnel term from fresnel shader
+ "const float mFresnelBias = 0.08;",
+ "const float mFresnelScale = 0.3;",
+ "const float mFresnelPower = 5.0;",
+
+ "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+ */
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += diffuse * hemiColor;",
+
+ // specular (sky light)
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // VERTEX COLORS
+
+ color_pars_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ color_pars_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vColor = color * color;",
+
+ "#else",
+
+ "vColor = color;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SKINNING
+
+ skinning_pars_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef BONE_TEXTURE",
+
+ "uniform sampler2D boneTexture;",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "float j = i * 4.0;",
+ "float x = mod( j, N_BONE_PIXEL_X );",
+ "float y = floor( j / N_BONE_PIXEL_X );",
+
+ "const float dx = 1.0 / N_BONE_PIXEL_X;",
+ "const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+ "y = dy * ( y + 0.5 );",
+
+ "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+ "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+ "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+ "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+ "mat4 bone = mat4( v1, v2, v3, v4 );",
+
+ "return bone;",
+
+ "}",
+
+ "#else",
+
+ "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "mat4 bone = boneGlobalMatrices[ int(i) ];",
+ "return bone;",
+
+ "}",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinbase_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+ "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinning_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec4 skinVertex = vec4( morphed, 1.0 );",
+
+ "#else",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "#endif",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // MORPHING
+
+ morphtarget_pars_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "uniform float morphTargetInfluences[ 8 ];",
+
+ "#else",
+
+ "uniform float morphTargetInfluences[ 4 ];",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ morphtarget_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec3 morphed = vec3( 0.0 );",
+ "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+ "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+ "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+ "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+ "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+ "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+ "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+ "#endif",
+
+ "morphed += position;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ default_vertex : [
+
+ "vec4 mvPosition;",
+
+ "#ifdef USE_SKINNING",
+
+ "mvPosition = modelViewMatrix * skinned;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;"
+
+ ].join("\n"),
+
+ morphnormal_vertex: [
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec3 morphedNormal = vec3( 0.0 );",
+
+ "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+ "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+ "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+ "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+ "morphedNormal += normal;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinnormal_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 skinMatrix = skinWeight.x * boneMatX;",
+ "skinMatrix += skinWeight.y * boneMatY;",
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+ "#else",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ defaultnormal_vertex: [
+
+ "vec3 objectNormal;",
+
+ "#ifdef USE_SKINNING",
+
+ "objectNormal = skinnedNormal.xyz;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+ "objectNormal = morphedNormal;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+ "objectNormal = normal;",
+
+ "#endif",
+
+ "#ifdef FLIP_SIDED",
+
+ "objectNormal = -objectNormal;",
+
+ "#endif",
+
+ "vec3 transformedNormal = normalMatrix * objectNormal;"
+
+ ].join("\n"),
+
+ // SHADOW MAP
+
+ // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+ // http://spidergl.org/example.php?id=6
+ // http://fabiensanglard.net/shadowmapping
+
+ shadowmap_pars_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+ "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+ "uniform float shadowDarkness[ MAX_SHADOWS ];",
+ "uniform float shadowBias[ MAX_SHADOWS ];",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+ "float unpackDepth( const in vec4 rgba_depth ) {",
+
+ "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+ "float depth = dot( rgba_depth, bit_shift );",
+ "return depth;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "vec3 frustumColors[3];",
+ "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+ "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+ "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+ "#endif",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "int inFrustumCount = 0;",
+
+ "#endif",
+
+ "float fDepth;",
+ "vec3 shadowColor = vec3( 1.0 );",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+ // "if ( something && something )" breaks ATI OpenGL shader compiler
+ // "if ( all( something, something ) )" using this instead
+
+ "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+ "bool inFrustum = all( inFrustumVec );",
+
+ // don't shadow pixels outside of light frustum
+ // use just first frustum (for cascades)
+ // don't shadow pixels behind far plane of light frustum
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "inFrustumCount += int( inFrustum );",
+ "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+ "#else",
+
+ "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+ "#endif",
+
+ "bool frustumTest = all( frustumTestVec );",
+
+ "if ( frustumTest ) {",
+
+ "shadowCoord.z += shadowBias[ i ];",
+
+ "#if defined( SHADOWMAP_TYPE_PCF )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ /*
+ // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
+ // must enroll loop manually
+
+ "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
+ "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
+
+ // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
+ //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
+
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+ "shadow += 1.0;",
+
+ "}",
+
+ "shadow /= 9.0;",
+
+ */
+
+ "const float shadowDelta = 1.0 / 9.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.25 * xPixelOffset;",
+ "float dy0 = -1.25 * yPixelOffset;",
+ "float dx1 = 1.25 * xPixelOffset;",
+ "float dy1 = 1.25 * yPixelOffset;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.0 * xPixelOffset;",
+ "float dy0 = -1.0 * yPixelOffset;",
+ "float dx1 = 1.0 * xPixelOffset;",
+ "float dy1 = 1.0 * yPixelOffset;",
+
+ "mat3 shadowKernel;",
+ "mat3 depthKernel;",
+
+ "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
+ "else shadowKernel[0][0] = 0.0;",
+
+ "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
+ "else shadowKernel[0][1] = 0.0;",
+
+ "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
+ "else shadowKernel[0][2] = 0.0;",
+
+ "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
+ "else shadowKernel[1][0] = 0.0;",
+
+ "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
+ "else shadowKernel[1][1] = 0.0;",
+
+ "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
+ "else shadowKernel[1][2] = 0.0;",
+
+ "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
+ "else shadowKernel[2][0] = 0.0;",
+
+ "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
+ "else shadowKernel[2][1] = 0.0;",
+
+ "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+ "if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
+ "else shadowKernel[2][2] = 0.0;",
+
+ "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
+
+ "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
+ "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
+
+ "vec4 shadowValues;",
+ "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
+ "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
+ "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
+ "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
+
+ "shadow = dot( shadowValues, vec4( 1.0 ) );",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#else",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+
+ // spot with multiple shadows is darker
+
+ "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
+
+ // spot with multiple shadows has the same color as single shadow spot
+
+ //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
+
+ "#endif",
+
+ "}",
+
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#else",
+
+ "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#endif",
+
+ "#endif",
+
+ "}",
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "shadowColor *= shadowColor;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_pars_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+ "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ALPHATEST
+
+ alphatest_fragment: [
+
+ "#ifdef ALPHATEST",
+
+ "if ( gl_FragColor.a < ALPHATEST ) discard;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LINEAR SPACE
+
+ linear_to_gamma_fragment: [
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
+
+ "#endif"
+
+ ].join("\n")
+
+
+};
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var u, p, tmp, merged = {};
+
+ for ( u = 0; u < uniforms.length; u ++ ) {
+
+ tmp = this.clone( uniforms[ u ] );
+
+ for ( p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var u, p, parameter, parameter_src, uniforms_dst = {};
+
+ for ( u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( p in uniforms_src[ u ] ) {
+
+ parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( parameter_src instanceof Array ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "lightMap" : { type: "t", value: null },
+ "specularMap" : { type: "t", value: null },
+
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: -1 },
+ "useRefract" : { type: "i", value: 0 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 },
+ "combine" : { type: "i", value: 0 },
+
+ "morphTargetInfluences" : { type: "f", value: 0 }
+
+ },
+
+ bump: {
+
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+ },
+
+ fog : {
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ lights: {
+
+ "ambientLightColor" : { type: "fv", value: [] },
+
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
+
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] }
+
+ },
+
+ particle: {
+
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
+
+};
+
+THREE.ShaderLib = {
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ "#ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ "#ifdef DOUBLE_SIDED",
+
+ //"float isFront = float( gl_FrontFacing );",
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+ "if ( gl_FrontFacing )",
+ "gl_FragColor.xyz *= vLightFront;",
+ "else",
+ "gl_FragColor.xyz *= vLightBack;",
+
+ "#else",
+
+ "gl_FragColor.xyz *= vLightFront;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "bump" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "vNormal = normalize( transformedNormal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "vViewPosition = -mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform vec3 ambient;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'particle_basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "particle" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#ifdef USE_SIZEATTENUATION",
+ "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ "#else",
+ "gl_PointSize = size;",
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( psColor, opacity );",
+
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale": { type: "f", value: 1 },
+ "dashSize": { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vLineDistance = scale * lineDistance;",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ "discard;",
+
+ "}",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "void main() {",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ "void main() {",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ "float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ "gl_FragColor = vec4( vec3( color ), opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "vNormal = normalize( normalMatrix * normal );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Normal map shader
+ // - Blinn-Phong
+ // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
+ // - point and directional lights (use with "lights: true" material option)
+ ------------------------------------------------------------------------- */
+
+ 'normalmap' : {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+
+ "enableAO" : { type: "i", value: 0 },
+ "enableDiffuse" : { type: "i", value: 0 },
+ "enableSpecular" : { type: "i", value: 0 },
+ "enableReflection": { type: "i", value: 0 },
+ "enableDisplacement": { type: "i", value: 0 },
+
+ "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+ "tDiffuse" : { type: "t", value: null },
+ "tCube" : { type: "t", value: null },
+ "tNormal" : { type: "t", value: null },
+ "tSpecular" : { type: "t", value: null },
+ "tAO" : { type: "t", value: null },
+
+ "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "uDisplacementBias": { type: "f", value: 0.0 },
+ "uDisplacementScale": { type: "f", value: 1.0 },
+
+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+ "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uShininess": { type: "f", value: 30 },
+ "uOpacity": { type: "f", value: 1 },
+
+ "useRefract": { type: "i", value: 0 },
+ "uRefractionRatio": { type: "f", value: 0.98 },
+ "uReflectivity": { type: "f", value: 0.5 },
+
+ "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+ "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+ }
+
+ ] ),
+
+ fragmentShader: [
+
+ "uniform vec3 uAmbientColor;",
+ "uniform vec3 uDiffuseColor;",
+ "uniform vec3 uSpecularColor;",
+ "uniform float uShininess;",
+ "uniform float uOpacity;",
+
+ "uniform bool enableDiffuse;",
+ "uniform bool enableSpecular;",
+ "uniform bool enableAO;",
+ "uniform bool enableReflection;",
+
+ "uniform sampler2D tDiffuse;",
+ "uniform sampler2D tNormal;",
+ "uniform sampler2D tSpecular;",
+ "uniform sampler2D tAO;",
+
+ "uniform samplerCube tCube;",
+
+ "uniform vec2 uNormalScale;",
+
+ "uniform bool useRefract;",
+ "uniform float uRefractionRatio;",
+ "uniform float uReflectivity;",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+ "vec3 specularTex = vec3( 1.0 );",
+
+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+ "normalTex.xy *= uNormalScale;",
+ "normalTex = normalize( normalTex );",
+
+ "if( enableDiffuse ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 texelColor = texture2D( tDiffuse, vUv );",
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#else",
+
+ "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+ "#endif",
+
+ "}",
+
+ "if( enableAO ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 aoColor = texture2D( tAO, vUv );",
+ "aoColor.xyz *= aoColor.xyz;",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+ "#endif",
+
+ "}",
+
+ "if( enableSpecular )",
+ "specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+ "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+ "vec3 finalNormal = tsb * normalTex;",
+
+ "#ifdef FLIP_SIDED",
+
+ "finalNormal = -finalNormal;",
+
+ "#endif",
+
+ "vec3 normal = normalize( finalNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ // point lights
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float pointDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "pointVector = normalize( pointVector );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // spot lights
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float spotDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "spotVector = normalize( spotVector );",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ // directional lights
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+ "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // hemisphere lights
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += uDiffuseColor * hemiColor;",
+
+ // specular (sky light)
+
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // all lights contribution summation
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+ "#endif",
+
+ "if ( enableReflection ) {",
+
+ "vec3 vReflect;",
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+ "}",
+
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n"),
+
+ vertexShader: [
+
+ "attribute vec4 tangent;",
+
+ "uniform vec2 uOffset;",
+ "uniform vec2 uRepeat;",
+
+ "uniform bool enableDisplacement;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "uniform sampler2D tDisplacement;",
+ "uniform float uDisplacementScale;",
+ "uniform float uDisplacementBias;",
+
+ "#endif",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+ // normal, tangent and binormal vectors
+
+ "#ifdef USE_SKINNING",
+
+ "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+ "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+ "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+ "#else",
+
+ "vNormal = normalize( normalMatrix * normal );",
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
+
+ "#endif",
+
+ "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+ "vUv = uv * uRepeat + uOffset;",
+
+ // displacement mapping
+
+ "vec3 displacedPosition;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "if ( enableDisplacement ) {",
+
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
+ "displacedPosition = position + normalize( normal ) * df;",
+
+ "} else {",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "}",
+
+ "#else",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "#endif",
+
+ //
+
+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ //
+
+ "vWorldPosition = worldPosition.xyz;",
+ "vViewPosition = -mvPosition.xyz;",
+
+ // shadows
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: -1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ "vWorldPosition = worldPosition.xyz;",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ // Depth encoding into RGBA texture
+ // based on SpiderGL shadow map example
+ // http://spidergl.org/example.php?id=6
+ // originally from
+ // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ // see also here:
+ // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ "vec4 res = fract( depth * bit_shift );",
+ "res -= res.xxyz * bit_mask;",
+ "return res;",
+
+ "}",
+
+ "void main() {",
+
+ "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+ _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
+ _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : window.devicePixelRatio !== undefined
+ ? window.devicePixelRatio
+ : 1;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+
+ this.autoUpdateObjects = true;
+ this.autoUpdateScene = true;
+
+ // physically based shading
+
+ this.gammaInput = false;
+ this.gammaOutput = false;
+ this.physicallyBasedShading = false;
+
+ // shadow map
+
+ this.shadowMapEnabled = false;
+ this.shadowMapAutoUpdate = true;
+ this.shadowMapType = THREE.PCFShadowMap;
+ this.shadowMapCullFace = THREE.CullFaceFront;
+ this.shadowMapDebug = false;
+ this.shadowMapCascade = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // custom render plugins
+
+ this.renderPluginsPre = [];
+ this.renderPluginsPost = [];
+
+ // info
+
+ this.info = {
+
+ memory: {
+
+ programs: 0,
+ geometries: 0,
+ textures: 0
+
+ },
+
+ render: {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ }
+
+ };
+
+ // internal properties
+
+ var _this = this,
+
+ _programs = [],
+ _programs_counter = 0,
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = -1,
+ _currentGeometryGroupHash = null,
+ _currentCamera = null,
+ _geometryGroupCounter = 0,
+
+ _usedTextureUnits = 0,
+
+ // GL state cache
+
+ _oldDoubleSided = -1,
+ _oldFlipSided = -1,
+
+ _oldBlending = -1,
+
+ _oldBlendEquation = -1,
+ _oldBlendSrc = -1,
+ _oldBlendDst = -1,
+
+ _oldDepthTest = -1,
+ _oldDepthWrite = -1,
+
+ _oldPolygonOffset = null,
+ _oldPolygonOffsetFactor = null,
+ _oldPolygonOffsetUnits = null,
+
+ _oldLineWidth = null,
+
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = 0,
+ _viewportHeight = 0,
+ _currentWidth = 0,
+ _currentHeight = 0,
+
+ _enabledAttributes = {},
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+ _projScreenMatrixPS = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _direction = new THREE.Vector3(),
+
+ _lightsNeedUpdate = true,
+
+ _lights = {
+
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors: new Array(), positions: new Array() },
+ point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
+ spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
+ hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
+
+ };
+
+ // initialize
+
+ var _gl;
+
+ var _glExtensionTextureFloat;
+ var _glExtensionStandardDerivatives;
+ var _glExtensionTextureFilterAnisotropic;
+ var _glExtensionCompressedTextureS3TC;
+
+ initGL();
+
+ setDefaultGLState();
+
+ this.context = _gl;
+
+ // GPU capabilities
+
+ 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 _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+ var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+ var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+ var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+ //
+
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+ var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
+
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+ var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
+
+ var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
+ var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
+ var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
+
+ var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
+ var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
+ var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
+
+ // clamp precision to maximum available
+
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+ if ( _precision === "highp" && ! highpAvailable ) {
+
+ if ( mediumpAvailable ) {
+
+ _precision = "mediump";
+ console.warn( "WebGLRenderer: highp not supported, using mediump" );
+
+ } else {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
+
+ }
+
+ }
+
+ if ( _precision === "mediump" && ! mediumpAvailable ) {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: mediump not supported, using lowp" );
+
+ }
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.supportsVertexTextures = function () {
+
+ return _supportsVertexTextures;
+
+ };
+
+ this.supportsFloatTextures = function () {
+
+ return _glExtensionTextureFloat;
+
+ };
+
+ this.supportsStandardDerivatives = function () {
+
+ return _glExtensionStandardDerivatives;
+
+ };
+
+ this.supportsCompressedTextureS3TC = function () {
+
+ return _glExtensionCompressedTextureS3TC;
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return _maxAnisotropy;
+
+ };
+
+ this.getPrecision = function () {
+
+ return _precision;
+
+ };
+
+ this.setSize = function ( width, height ) {
+
+ _canvas.width = width * this.devicePixelRatio;
+ _canvas.height = height * this.devicePixelRatio;
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewportX = x !== undefined ? x : 0;
+ _viewportY = y !== undefined ? y : 0;
+
+ _viewportWidth = width !== undefined ? width : _canvas.width;
+ _viewportHeight = height !== undefined ? height : _canvas.height;
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _gl.scissor( x, y, width, height );
+
+ };
+
+ this.enableScissorTest = function ( enable ) {
+
+ enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+ };
+
+ // Clearing
+
+ this.setClearColorHex = function ( hex, alpha ) {
+
+ _clearColor.setHex( hex );
+ _clearAlpha = alpha;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.copy( color );
+ _clearAlpha = alpha;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Plugins
+
+ this.addPostPlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPost.push( plugin );
+
+ };
+
+ this.addPrePlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPre.push( plugin );
+
+ };
+
+ // Rendering
+
+ this.updateShadowMap = function ( scene, camera ) {
+
+ _currentProgram = null;
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+
+ this.shadowMapPlugin.update( scene, camera );
+
+ };
+
+ // Internal functions
+
+ // Buffer allocation
+
+ function createParticleBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createLineBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createRibbonBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglNormalBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createMeshBuffers ( geometryGroup ) {
+
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__webglMorphTargetsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__webglMorphNormalsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ // Events
+
+ var onGeometryDispose = function ( event ) {
+
+ var geometry = event.target;
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ deallocateGeometry( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ var onTextureDispose = function ( event ) {
+
+ var texture = event.target;
+
+ texture.removeEventListener( 'dispose', onTextureDispose );
+
+ deallocateTexture( texture );
+
+ _this.info.memory.textures --;
+
+
+ };
+
+ var onRenderTargetDispose = function ( event ) {
+
+ var renderTarget = event.target;
+
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+ deallocateRenderTarget( renderTarget );
+
+ _this.info.memory.textures --;
+
+ };
+
+ var onMaterialDispose = function ( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ };
+
+ // Buffer deallocation
+
+ var deallocateGeometry = function ( geometry ) {
+
+ geometry.__webglInit = undefined;
+
+ if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
+ if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
+ if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
+ if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
+ if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
+
+ if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
+ if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
+
+ if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
+ if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
+
+ if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ // geometry groups
+
+ if ( geometry.geometryGroups !== undefined ) {
+
+ for ( var g in geometry.geometryGroups ) {
+
+ var geometryGroup = geometry.geometryGroups[ g ];
+
+ if ( geometryGroup.numMorphTargets !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometry );
+
+ };
+
+ var deallocateTexture = function ( texture ) {
+
+ if ( texture.image && texture.image.__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( texture.image.__webglTextureCube );
+
+ } else {
+
+ // 2D texture
+
+ if ( ! texture.__webglInit ) return;
+
+ texture.__webglInit = false;
+ _gl.deleteTexture( texture.__webglTexture );
+
+ }
+
+ };
+
+ var deallocateRenderTarget = function ( renderTarget ) {
+
+ if ( !renderTarget || ! renderTarget.__webglTexture ) return;
+
+ _gl.deleteTexture( renderTarget.__webglTexture );
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+ }
+
+ };
+
+ var deallocateMaterial = function ( material ) {
+
+ var program = material.program;
+
+ if ( program === undefined ) return;
+
+ material.program = undefined;
+
+ // only deallocate GL program if this was the last use of shared program
+ // assumed there is only single copy of any program in the _programs list
+ // (that's how it's constructed)
+
+ var i, il, programInfo;
+ var deleteProgram = false;
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program === program ) {
+
+ programInfo.usedTimes --;
+
+ if ( programInfo.usedTimes === 0 ) {
+
+ deleteProgram = true;
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( deleteProgram === true ) {
+
+ // avoid using array.splice, this is costlier than creating new array from scratch
+
+ var newPrograms = [];
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program !== program ) {
+
+ newPrograms.push( programInfo );
+
+ }
+
+ }
+
+ _programs = newPrograms;
+
+ _gl.deleteProgram( program );
+
+ _this.info.memory.programs --;
+
+ }
+
+ };
+
+ //
+
+ /*
+ function deleteParticleBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteLineBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteRibbonBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteMeshBuffers ( geometryGroup ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ _this.info.memory.geometries --;
+
+ };
+ */
+
+ function deleteCustomAttributesBuffers( geometry ) {
+
+ if ( geometry.__webglCustomAttributesList ) {
+
+ for ( var id in geometry.__webglCustomAttributesList ) {
+
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+ }
+
+ }
+
+ };
+
+ // Buffer initialization
+
+ function initCustomAttributes ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ var material = object.material;
+
+ if ( material.attributes ) {
+
+ if ( geometry.__webglCustomAttributesList === undefined ) {
+
+ geometry.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ var attribute = material.attributes[ a ];
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === "v2" ) size = 2;
+ else if ( attribute.type === "v3" ) size = 3;
+ else if ( attribute.type === "v4" ) size = 4;
+ else if ( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ };
+
+ function initParticleBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+ geometry.__sortArray = [];
+
+ geometry.__webglParticleCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initLineBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+ geometry.__webglLineCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initRibbonBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+ geometry.__webglVertexCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initMeshBuffers ( geometryGroup, object ) {
+
+ var geometry = object.geometry,
+ faces3 = geometryGroup.faces3,
+ faces4 = geometryGroup.faces4,
+
+ nvertices = faces3.length * 3 + faces4.length * 4,
+ ntris = faces3.length * 1 + faces4.length * 2,
+ nlines = faces3.length * 3 + faces4.length * 4,
+
+ material = getBufferMaterial( object, geometryGroup ),
+
+ uvType = bufferGuessUVType( material ),
+ normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material );
+
+ //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+ if ( normalType ) {
+
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( geometry.hasTangents ) {
+
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ if ( vertexColorType ) {
+
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( uvType ) {
+
+ if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+ }
+
+ if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+ }
+
+ }
+
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+ geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__morphTargetsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__morphNormalsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ geometryGroup.__webglFaceCount = ntris * 3;
+ geometryGroup.__webglLineCount = nlines * 2;
+
+
+ // custom attributes
+
+ if ( material.attributes ) {
+
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+ geometryGroup.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
+
+ var originalAttribute = material.attributes[ a ];
+
+ var attribute = {};
+
+ for ( var property in originalAttribute ) {
+
+ attribute[ property ] = originalAttribute[ property ];
+
+ }
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if( attribute.type === "v2" ) size = 2;
+ else if( attribute.type === "v3" ) size = 3;
+ else if( attribute.type === "v4" ) size = 4;
+ else if( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ originalAttribute.needsUpdate = true;
+ attribute.__original = originalAttribute;
+
+ }
+
+ geometryGroup.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ geometryGroup.__inittedArrays = true;
+
+ };
+
+ function getBufferMaterial( object, geometryGroup ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ geometryGroup.materialIndex ]
+ : object.material;
+
+ };
+
+ function materialNeedsSmoothNormals ( material ) {
+
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+ };
+
+ function bufferGuessNormalType ( material ) {
+
+ // only MeshBasicMaterial and MeshDepthMaterial don't need normals
+
+ if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
+
+ return false;
+
+ }
+
+ if ( materialNeedsSmoothNormals( material ) ) {
+
+ return THREE.SmoothShading;
+
+ } else {
+
+ return THREE.FlatShading;
+
+ }
+
+ };
+
+ function bufferGuessVertexColorType ( material ) {
+
+ if ( material.vertexColors ) {
+
+ return material.vertexColors;
+
+ }
+
+ return false;
+
+ };
+
+ function bufferGuessUVType ( material ) {
+
+ // material must use some texture to require uvs
+
+ if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ };
+
+ //
+
+ function initDirectBuffers( geometry ) {
+
+ var a, attribute, type;
+
+ for ( a in geometry.attributes ) {
+
+ if ( a === "index" ) {
+
+ type = _gl.ELEMENT_ARRAY_BUFFER;
+
+ } else {
+
+ type = _gl.ARRAY_BUFFER;
+
+ }
+
+ attribute = geometry.attributes[ a ];
+
+ attribute.buffer = _gl.createBuffer();
+
+ _gl.bindBuffer( type, attribute.buffer );
+ _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+ }
+
+ };
+
+ // Buffer setting
+
+ function setParticleBuffers ( geometry, hint, object ) {
+
+ var v, c, vertex, offset, index, color,
+
+ vertices = geometry.vertices,
+ vl = vertices.length,
+
+ colors = geometry.colors,
+ cl = colors.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+
+ sortArray = geometry.__sortArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( object.sortParticles ) {
+
+ _projScreenMatrixPS.copy( _projScreenMatrix );
+ _projScreenMatrixPS.multiply( object.matrixWorld );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ _vector3.copy( vertex );
+ _vector3.applyProjection( _projScreenMatrixPS );
+
+ sortArray[ v ] = [ _vector3.z, v ];
+
+ }
+
+ sortArray.sort( numericalSort );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ sortArray[v][1] ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ offset = c * 3;
+
+ color = colors[ sortArray[c][1] ];
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices") ) {
+
+ cal = customAttribute.value.length;
+
+ offset = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( dirtyVertices || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+
+ };
+
+ function setLineBuffers ( geometry, hint ) {
+
+ var v, c, d, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ lineDistances = geometry.lineDistances,
+
+ vl = vertices.length,
+ cl = colors.length,
+ dl = lineDistances.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ lineDistanceArray = geometry.__lineDistanceArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyLineDistances ) {
+
+ for ( d = 0; d < dl; d ++ ) {
+
+ lineDistanceArray[ d ] = lineDistances[ d ];
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setRibbonBuffers ( geometry, hint ) {
+
+ var v, c, n, vertex, offset, color, normal,
+
+ i, il, ca, cal, customAttribute, value,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ normals = geometry.normals,
+
+ vl = vertices.length,
+ cl = colors.length,
+ nl = normals.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ normalArray = geometry.__normalArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyNormals ) {
+
+ for ( n = 0; n < nl; n ++ ) {
+
+ normal = normals[ n ];
+
+ offset = n * 3;
+
+ normalArray[ offset ] = normal.x;
+ normalArray[ offset + 1 ] = normal.y;
+ normalArray[ offset + 2 ] = normal.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+ if ( ! geometryGroup.__inittedArrays ) {
+
+ return;
+
+ }
+
+ var normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material ),
+ uvType = bufferGuessUVType( material ),
+
+ needsSmoothNormals = ( normalType === THREE.SmoothShading );
+
+ var f, fl, fi, face,
+ vertexNormals, faceNormal, normal,
+ vertexColors, faceColor,
+ vertexTangents,
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+ c1, c2, c3, c4,
+ sw1, sw2, sw3, sw4,
+ si1, si2, si3, si4,
+ sa1, sa2, sa3, sa4,
+ sb1, sb2, sb3, sb4,
+ m, ml, i, il,
+ vn, uvi, uv2i,
+ vk, vkl, vka,
+ nka, chf, faceVertexNormals,
+ a,
+
+ vertexIndex = 0,
+
+ offset = 0,
+ offset_uv = 0,
+ offset_uv2 = 0,
+ offset_face = 0,
+ offset_normal = 0,
+ offset_tangent = 0,
+ offset_line = 0,
+ offset_color = 0,
+ offset_skin = 0,
+ offset_morphTarget = 0,
+ offset_custom = 0,
+ offset_customSrc = 0,
+
+ value,
+
+ vertexArray = geometryGroup.__vertexArray,
+ uvArray = geometryGroup.__uvArray,
+ uv2Array = geometryGroup.__uv2Array,
+ normalArray = geometryGroup.__normalArray,
+ tangentArray = geometryGroup.__tangentArray,
+ colorArray = geometryGroup.__colorArray,
+
+ skinIndexArray = geometryGroup.__skinIndexArray,
+ skinWeightArray = geometryGroup.__skinWeightArray,
+
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+ customAttributes = geometryGroup.__webglCustomAttributesList,
+ customAttribute,
+
+ faceArray = geometryGroup.__faceArray,
+ lineArray = geometryGroup.__lineArray,
+
+ geometry = object.geometry, // this is shared for all chunks
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyUvs = geometry.uvsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+ dirtyTangents = geometry.tangentsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+ vertices = geometry.vertices,
+ chunk_faces3 = geometryGroup.faces3,
+ chunk_faces4 = geometryGroup.faces4,
+ obj_faces = geometry.faces,
+
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+ obj_colors = geometry.colors,
+
+ obj_skinIndices = geometry.skinIndices,
+ obj_skinWeights = geometry.skinWeights,
+
+ morphTargets = geometry.morphTargets,
+ morphNormals = geometry.morphNormals;
+
+ if ( dirtyVertices ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ offset += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+ v4 = vertices[ face.d ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ vertexArray[ offset + 9 ] = v4.x;
+ vertexArray[ offset + 10 ] = v4.y;
+ vertexArray[ offset + 11 ] = v4.z;
+
+ offset += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyMorphTargets ) {
+
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+ offset_morphTarget = 0;
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ chf = chunk_faces3[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ chf = chunk_faces4[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+ v4 = morphTargets[ vk ].vertices[ face.d ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ vka[ offset_morphTarget + 9 ] = v4.x;
+ vka[ offset_morphTarget + 10 ] = v4.y;
+ vka[ offset_morphTarget + 11 ] = v4.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+ n4 = faceVertexNormals.d;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+ n4 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ nka[ offset_morphTarget + 9 ] = n4.x;
+ nka[ offset_morphTarget + 10 ] = n4.y;
+ nka[ offset_morphTarget + 11 ] = n4.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+ if ( material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+ }
+
+ }
+
+ }
+
+ if ( obj_skinWeights.length ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ offset_skin += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+ sw4 = obj_skinWeights[ face.d ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ skinWeightArray[ offset_skin + 12 ] = sw4.x;
+ skinWeightArray[ offset_skin + 13 ] = sw4.y;
+ skinWeightArray[ offset_skin + 14 ] = sw4.z;
+ skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+ si4 = obj_skinIndices[ face.d ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ skinIndexArray[ offset_skin + 12 ] = si4.x;
+ skinIndexArray[ offset_skin + 13 ] = si4.y;
+ skinIndexArray[ offset_skin + 14 ] = si4.z;
+ skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+ offset_skin += 16;
+
+ }
+
+ if ( offset_skin > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyColors && vertexColorType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ offset_color += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+ c4 = vertexColors[ 3 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+ c4 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ colorArray[ offset_color + 9 ] = c4.r;
+ colorArray[ offset_color + 10 ] = c4.g;
+ colorArray[ offset_color + 11 ] = c4.b;
+
+ offset_color += 12;
+
+ }
+
+ if ( offset_color > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyTangents && geometry.hasTangents ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ offset_tangent += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+ t4 = vertexTangents[ 3 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ tangentArray[ offset_tangent + 12 ] = t4.x;
+ tangentArray[ offset_tangent + 13 ] = t4.y;
+ tangentArray[ offset_tangent + 14 ] = t4.z;
+ tangentArray[ offset_tangent + 15 ] = t4.w;
+
+ offset_tangent += 16;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+ }
+
+ if ( dirtyNormals && normalType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( dirtyUvs && obj_uvs && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ if ( offset_uv > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyUvs && obj_uvs2 && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ if ( offset_uv2 > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+ }
+
+ }
+
+ if ( dirtyElements ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+ offset_face += 3;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ offset_line += 6;
+
+ vertexIndex += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+ faceArray[ offset_face + 3 ] = vertexIndex + 1;
+ faceArray[ offset_face + 4 ] = vertexIndex + 2;
+ faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+ offset_face += 6;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 6 ] = vertexIndex + 2;
+ lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+ offset_line += 8;
+
+ vertexIndex += 4;
+
+ }
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! customAttribute.__original.needsUpdate ) continue;
+
+ offset_custom = 0;
+ offset_customSrc = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+ customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+ offset_custom += 4;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+ customAttribute.array[ offset_custom + 3 ] = value;
+
+ offset_custom += 4;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ var pp;
+
+ if ( customAttribute.type === "c" ) {
+
+ pp = [ "r", "g", "b" ];
+
+ } else {
+
+ pp = [ "x", "y", "z" ];
+
+ }
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ if ( dispose ) {
+
+ delete geometryGroup.__inittedArrays;
+ delete geometryGroup.__colorArray;
+ delete geometryGroup.__normalArray;
+ delete geometryGroup.__tangentArray;
+ delete geometryGroup.__uvArray;
+ delete geometryGroup.__uv2Array;
+ delete geometryGroup.__faceArray;
+ delete geometryGroup.__vertexArray;
+ delete geometryGroup.__lineArray;
+ delete geometryGroup.__skinIndexArray;
+ delete geometryGroup.__skinWeightArray;
+
+ }
+
+ };
+
+ function setDirectBuffers ( geometry, hint, dispose ) {
+
+ var attributes = geometry.attributes;
+
+ var index = attributes[ "index" ];
+ var position = attributes[ "position" ];
+ var normal = attributes[ "normal" ];
+ var uv = attributes[ "uv" ];
+ var color = attributes[ "color" ];
+ var tangent = attributes[ "tangent" ];
+
+ if ( geometry.elementsNeedUpdate && index !== undefined ) {
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
+
+ }
+
+ if ( geometry.verticesNeedUpdate && position !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
+
+ }
+
+ if ( geometry.normalsNeedUpdate && normal !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
+
+ }
+
+ if ( geometry.uvsNeedUpdate && uv !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
+
+ }
+
+ if ( geometry.colorsNeedUpdate && color !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
+
+ }
+
+ if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
+
+ }
+
+ if ( dispose ) {
+
+ for ( var i in geometry.attributes ) {
+
+ delete geometry.attributes[ i ].array;
+
+ }
+
+ }
+
+ };
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.position );
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+ if ( material.shading === THREE.FlatShading ) {
+
+ var nx, ny, nz,
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+ normalArray,
+ i, il = object.count * 3;
+
+ for( i = 0; i < il; i += 9 ) {
+
+ normalArray = object.normalArray;
+
+ nax = normalArray[ i ];
+ nay = normalArray[ i + 1 ];
+ naz = normalArray[ i + 2 ];
+
+ nbx = normalArray[ i + 3 ];
+ nby = normalArray[ i + 4 ];
+ nbz = normalArray[ i + 5 ];
+
+ ncx = normalArray[ i + 6 ];
+ ncy = normalArray[ i + 7 ];
+ ncz = normalArray[ i + 8 ];
+
+ nx = ( nax + nbx + ncx ) / 3;
+ ny = ( nay + nby + ncy ) / 3;
+ nz = ( naz + nbz + ncz ) / 3;
+
+ normalArray[ i ] = nx;
+ normalArray[ i + 1 ] = ny;
+ normalArray[ i + 2 ] = nz;
+
+ normalArray[ i + 3 ] = nx;
+ normalArray[ i + 4 ] = ny;
+ normalArray[ i + 5 ] = nz;
+
+ normalArray[ i + 6 ] = nx;
+ normalArray[ i + 7 ] = ny;
+ normalArray[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.normal );
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.uv );
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.color );
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, attributes, linewidth, primitives, a, attribute;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var index = geometry.attributes[ "index" ];
+
+ // indexed triangles
+
+ if ( index ) {
+
+ var offsets = geometry.offsets;
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
+
+ // normals
+
+ var normal = geometry.attributes[ "normal" ];
+
+ if ( attributes.normal >= 0 && normal ) {
+
+ var normalSize = normal.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
+
+ }
+
+ // uvs
+
+ var uv = geometry.attributes[ "uv" ];
+
+ if ( attributes.uv >= 0 && uv ) {
+
+ var uvSize = uv.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
+
+ }
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
+
+ }
+
+ // tangents
+
+ var tangent = geometry.attributes[ "tangent" ];
+
+ if ( attributes.tangent >= 0 && tangent ) {
+
+ var tangentSize = tangent.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
+
+ }
+
+ // indices
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed triangles
+
+ _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+ _this.info.render.faces += offsets[ i ].count / 3;
+
+ }
+
+ // non-indexed triangles
+
+ } else {
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+ // normals
+
+ var normal = geometry.attributes[ "normal" ];
+
+ if ( attributes.normal >= 0 && normal ) {
+
+ var normalSize = normal.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ var uv = geometry.attributes[ "uv" ];
+
+ if ( attributes.uv >= 0 && uv ) {
+
+ var uvSize = uv.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ var tangent = geometry.attributes[ "tangent" ];
+
+ if ( attributes.tangent >= 0 && tangent ) {
+
+ var tangentSize = tangent.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render non-indexed triangles
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.numItems / 3;
+ _this.info.render.faces += position.numItems / 3 / 3;
+
+ }
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // render particles
+
+ _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.numItems / 3;
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // render lines
+
+ setLineWidth( material.linewidth );
+
+ _gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.numItems;
+
+ }
+
+ }
+
+ };
+
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryGroupHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // vertices
+
+ if ( !material.morphTargets && attributes.position >= 0 ) {
+
+ if ( updateBuffers ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ } else {
+
+ if ( object.morphTargetBase ) {
+
+ setupMorphTargets( material, geometryGroup, object );
+
+ }
+
+ }
+
+
+ if ( updateBuffers ) {
+
+ // custom attributes
+
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+ if ( geometryGroup.__webglCustomAttributesList ) {
+
+ for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+ attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+ enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+
+ // colors
+
+ if ( attributes.color >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // normals
+
+ if ( attributes.normal >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ if ( attributes.tangent >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ if ( attributes.uv >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes.uv2 >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ enableAttribute( attributes.uv2 );
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( material.skinning &&
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ enableAttribute( attributes.skinIndex );
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ enableAttribute( attributes.skinWeight );
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // line distances
+
+ if ( attributes.lineDistance >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+ enableAttribute( attributes.lineDistance );
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ // wireframe
+
+ if ( material.wireframe ) {
+
+ setLineWidth( material.wireframeLinewidth );
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+ // triangles
+
+ } else {
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+ // render lines
+
+ } else if ( object instanceof THREE.Line ) {
+
+ primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ setLineWidth( material.linewidth );
+
+ _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+ _this.info.render.calls ++;
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += geometryGroup.__webglParticleCount;
+
+ // render ribbon
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+ _this.info.render.calls ++;
+
+ }
+
+ };
+
+ function enableAttribute( attribute ) {
+
+ if ( ! _enabledAttributes[ attribute ] ) {
+
+ _gl.enableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = true;
+
+ }
+
+ };
+
+ function disableAttributes() {
+
+ for ( var attribute in _enabledAttributes ) {
+
+ if ( _enabledAttributes[ attribute ] ) {
+
+ _gl.disableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = false;
+
+ }
+
+ }
+
+ };
+
+ function setupMorphTargets ( material, geometryGroup, object ) {
+
+ // set base
+
+ var attributes = material.program.attributes;
+
+ if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.morphTargetForcedOrder.length ) {
+
+ // set forced order
+
+ var m = 0;
+ var order = object.morphTargetForcedOrder;
+ var influences = object.morphTargetInfluences;
+
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+ m ++;
+ }
+
+ } else {
+
+ // find the most influencing
+
+ var influence, activeInfluenceIndices = [];
+ var influences = object.morphTargetInfluences;
+ var i, il = influences.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ influence = influences[ i ];
+
+ if ( influence > 0 ) {
+
+ activeInfluenceIndices.push( [ influence, i ] );
+
+ }
+
+ }
+
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+
+ } else if ( activeInfluenceIndices.length === 0 ) {
+
+ activeInfluenceIndices.push( [ 0, 0 ] );
+
+ };
+
+ var influenceIndex, m = 0;
+
+ while ( m < material.numSupportedMorphTargets ) {
+
+ if ( activeInfluenceIndices[ m ] ) {
+
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+ } else {
+
+ /*
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ if ( material.morphNormals ) {
+
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+ */
+
+ object.__webglMorphTargetInfluences[ m ] = 0;
+
+ }
+
+ m ++;
+
+ }
+
+ }
+
+ // load updated influences uniform
+
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+ }
+
+ };
+
+ // Sorting
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+ function numericalSort ( a, b ) {
+
+ return b[ 0 ] - a[ 0 ];
+
+ };
+
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var i, il,
+
+ webglObject, object,
+ renderList,
+
+ lights = scene.__lights,
+ fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+
+ // update scene graph
+
+ if ( this.autoUpdateScene ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // update WebGL objects
+
+ if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
+
+ // custom render plugins (pre pass)
+
+ renderPlugins( this.renderPluginsPre, scene, camera );
+
+ //
+
+ _this.info.render.calls = 0;
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+ _this.info.render.points = 0;
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ // set matrices for regular objects (frustum culled)
+
+ renderList = scene.__webglObjects;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ setupMatrices( object, camera );
+
+ unrollBufferMaterial( webglObject );
+
+ webglObject.render = true;
+
+ if ( this.sortObjects === true ) {
+
+ if ( object.renderDepth !== null ) {
+
+ webglObject.z = object.renderDepth;
+
+ } else {
+
+ _vector3.getPositionFromMatrix( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ webglObject.z = _vector3.z;
+
+ }
+
+ webglObject.id = object.id;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( this.sortObjects ) {
+
+ renderList.sort( painterSortStable );
+
+ }
+
+ // set matrices for immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ setupMatrices( object, camera );
+
+ unrollImmediateBufferMaterial( webglObject );
+
+ }
+
+ }
+
+ if ( scene.overrideMaterial ) {
+
+ var material = scene.overrideMaterial;
+
+ this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ this.setDepthTest( material.depthTest );
+ this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
+
+ } else {
+
+ var material = null;
+
+ // opaque pass (front-to-back order)
+
+ this.setBlending( THREE.NoBlending );
+
+ renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
+
+ }
+
+ // custom render plugins (post pass)
+
+ renderPlugins( this.renderPluginsPost, scene, camera );
+
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ this.setDepthTest( true );
+ this.setDepthWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function renderPlugins( plugins, scene, camera ) {
+
+ if ( ! plugins.length ) return;
+
+ for ( var i = 0, il = plugins.length; i < il; i ++ ) {
+
+ // reset state for plugin (to start from clean slate)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
+
+ // reset state after plugin (anything could have changed)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ }
+
+ };
+
+ function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, buffer, material, start, end, delta;
+
+ if ( reverse ) {
+
+ start = renderList.length - 1;
+ end = -1;
+ delta = -1;
+
+ } else {
+
+ start = 0;
+ end = renderList.length;
+ delta = 1;
+ }
+
+ for ( var i = start; i !== end; i += delta ) {
+
+ webglObject = renderList[ i ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.setMaterialFaces( material );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+ } else {
+
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, material, program;
+
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.renderImmediateObject( camera, lights, fog, material, object );
+
+ }
+
+ }
+
+ };
+
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ _currentGeometryGroupHash = -1;
+
+ _this.setMaterialFaces( material );
+
+ if ( object.immediateRenderCallback ) {
+
+ object.immediateRenderCallback( program, _gl, _frustum );
+
+ } else {
+
+ object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+ }
+
+ };
+
+ function unrollImmediateBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ material = object.material;
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ };
+
+ function unrollBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ buffer = globject.buffer,
+ material, materialIndex, meshMaterial;
+
+ meshMaterial = object.material;
+
+ if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+ materialIndex = buffer.materialIndex;
+
+ material = meshMaterial.materials[ materialIndex ];
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ } else {
+
+ material = meshMaterial;
+
+ if ( material ) {
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Geometry splitting
+
+ function sortFacesByMaterial ( geometry, material ) {
+
+ var f, fl, face, materialIndex, vertices,
+ groupHash, hash_map = {};
+
+ var numMorphTargets = geometry.morphTargets.length;
+ var numMorphNormals = geometry.morphNormals.length;
+
+ var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+
+ geometry.geometryGroups = {};
+
+ for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ face = geometry.faces[ f ];
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( hash_map[ materialIndex ] === undefined ) {
+
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+ if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ }
+
+ if ( face instanceof THREE.Face3 ) {
+
+ geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+ } else {
+
+ geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+ }
+
+ geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+ }
+
+ geometry.geometryGroupsList = [];
+
+ for ( var g in geometry.geometryGroups ) {
+
+ geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+ geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+ }
+
+ };
+
+ // Objects refresh
+
+ this.initWebGLObjects = function ( scene ) {
+
+ if ( !scene.__webglObjects ) {
+
+ scene.__webglObjects = [];
+ scene.__webglObjectsImmediate = [];
+ scene.__webglSprites = [];
+ scene.__webglFlares = [];
+
+ }
+
+ while ( scene.__objectsAdded.length ) {
+
+ addObject( scene.__objectsAdded[ 0 ], scene );
+ scene.__objectsAdded.splice( 0, 1 );
+
+ }
+
+ while ( scene.__objectsRemoved.length ) {
+
+ removeObject( scene.__objectsRemoved[ 0 ], scene );
+ scene.__objectsRemoved.splice( 0, 1 );
+
+ }
+
+ // update must be called after objects adding / removal
+
+ for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+ updateObject( scene.__webglObjects[ o ].object );
+
+ }
+
+ };
+
+ // Objects adding
+
+ function addObject ( object, scene ) {
+
+ var g, geometry, material, geometryGroup;
+
+ if ( ! object.__webglInit ) {
+
+ object.__webglInit = true;
+
+ object._modelViewMatrix = new THREE.Matrix4();
+ object._normalMatrix = new THREE.Matrix3();
+
+ if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
+
+ object.geometry.__webglInit = true;
+ object.geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ }
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+ material = object.material;
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ if ( geometry.geometryGroups === undefined ) {
+
+ sortFacesByMaterial( geometry, material );
+
+ }
+
+ // create separate VBOs per geometry chunk
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ // initialise VBO on the first access
+
+ if ( ! geometryGroup.__webglVertexBuffer ) {
+
+ createMeshBuffers( geometryGroup );
+ initMeshBuffers( geometryGroup, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.morphTargetsNeedUpdate = true;
+ geometry.elementsNeedUpdate = true;
+ geometry.uvsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+ geometry.tangentsNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createRibbonBuffers( geometry );
+ initRibbonBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ createLineBuffers( geometry );
+ initLineBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.lineDistancesNeedUpdate = true;
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ createParticleBuffers( geometry );
+ initParticleBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ }
+
+
+ }
+
+ }
+
+ }
+
+ if ( ! object.__webglActive ) {
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ addBuffer( scene.__webglObjects, geometryGroup, object );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ||
+ object instanceof THREE.ParticleSystem ) {
+
+ geometry = object.geometry;
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ scene.__webglSprites.push( object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ scene.__webglFlares.push( object );
+
+ }
+
+ object.__webglActive = true;
+
+ }
+
+ };
+
+ function addBuffer ( objlist, buffer, object ) {
+
+ objlist.push(
+ {
+ buffer: buffer,
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ function addBufferImmediate ( objlist, object ) {
+
+ objlist.push(
+ {
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ // Objects updates
+
+ function updateObject ( object ) {
+
+ var geometry = object.geometry,
+ geometryGroup, customAttributesDirty, material;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ } else {
+
+ // check all geometry groups
+
+ for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+ geometryGroup = geometry.geometryGroupsList[ i ];
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ if ( geometry.buffersNeedUpdate ) {
+
+ initMeshBuffers( geometryGroup, object );
+
+ }
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.morphTargetsNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ geometry.buffersNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+ setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ } else {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.lineDistancesNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ } else {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ }
+
+ };
+
+ // Objects updates - custom attributes check
+
+ function areCustomAttributesDirty ( material ) {
+
+ for ( var a in material.attributes ) {
+
+ if ( material.attributes[ a ].needsUpdate ) return true;
+
+ }
+
+ return false;
+
+ };
+
+ function clearCustomAttributes ( material ) {
+
+ for ( var a in material.attributes ) {
+
+ material.attributes[ a ].needsUpdate = false;
+
+ }
+
+ };
+
+ // Objects removal
+
+ function removeObject ( object, scene ) {
+
+ if ( object instanceof THREE.Mesh ||
+ object instanceof THREE.ParticleSystem ||
+ object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ) {
+
+ removeInstances( scene.__webglObjects, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ removeInstancesDirect( scene.__webglSprites, object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ removeInstancesDirect( scene.__webglFlares, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ removeInstances( scene.__webglObjectsImmediate, object );
+
+ }
+
+ object.__webglActive = false;
+
+ };
+
+ function removeInstances ( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ].object === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ function removeInstancesDirect ( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ] === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ // Materials
+
+ this.initMaterial = function ( material, lights, fog, object ) {
+
+ material.addEventListener( 'dispose', onMaterialDispose );
+
+ var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
+
+ if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ shaderID = 'depth';
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ shaderID = 'normal';
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ shaderID = 'lambert';
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ shaderID = 'phong';
+
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ shaderID = 'dashed';
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ shaderID = 'particle_basic';
+
+ }
+
+ if ( shaderID ) {
+
+ setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+ }
+
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ maxLightCount = allocateLights( lights );
+
+ maxShadows = allocateShadows( lights );
+
+ maxBones = allocateBones( object );
+
+ parameters = {
+
+ map: !!material.map,
+ envMap: !!material.envMap,
+ lightMap: !!material.lightMap,
+ bumpMap: !!material.bumpMap,
+ normalMap: !!material.normalMap,
+ specularMap: !!material.specularMap,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ sizeAttenuation: material.sizeAttenuation,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+ boneTextureWidth: object && object.boneTextureWidth,
+ boneTextureHeight: object && object.boneTextureHeight,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: this.maxMorphTargets,
+ maxMorphNormals: this.maxMorphNormals,
+
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
+
+ maxShadows: maxShadows,
+ shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+ shadowMapType: this.shadowMapType,
+ shadowMapDebug: this.shadowMapDebug,
+ shadowMapCascade: this.shadowMapCascade,
+
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ perPixel: material.perPixel,
+ wrapAround: material.wrapAround,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+ var attributes = material.program.attributes;
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ var id, base = "morphTarget";
+
+ for ( i = 0; i < this.maxMorphTargets; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ var id, base = "morphNormal";
+
+ for ( i = 0; i < this.maxMorphNormals; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ material.uniformsList = [];
+
+ for ( u in material.uniforms ) {
+
+ material.uniformsList.push( [ material.uniforms[ u ], u ] );
+
+ }
+
+ };
+
+ function setMaterialShaders( material, shaders ) {
+
+ material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
+ material.vertexShader = shaders.vertexShader;
+ material.fragmentShader = shaders.fragmentShader;
+
+ };
+
+ function setProgram( camera, lights, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ if ( material.needsUpdate ) {
+
+ if ( material.program ) deallocateMaterial( material );
+
+ _this.initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ if ( material.morphTargets ) {
+
+ if ( ! object.__webglMorphTargetInfluences ) {
+
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+ }
+
+ }
+
+ var refreshMaterial = false;
+
+ var program = material.program,
+ p_uniforms = program.uniforms,
+ m_uniforms = material.uniforms;
+
+ if ( program !== _currentProgram ) {
+
+ _gl.useProgram( program );
+ _currentProgram = program;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ _currentMaterialId = material.id;
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshMaterial || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( camera !== _currentCamera ) _currentCamera = camera;
+
+ }
+
+ // 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 ) {
+
+ if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== null ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.boneTexture, textureUnit );
+
+ }
+
+ } else {
+
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
+
+ if ( _lightsNeedUpdate ) {
+
+ setupLights( program, lights );
+ _lightsNeedUpdate = false;
+
+ }
+
+ refreshUniformsLights( m_uniforms, _lights );
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ refreshUniformsParticle( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ if ( object.receiveShadow && ! material._shadowPass ) {
+
+ refreshUniformsShadow( m_uniforms, lights );
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( program, material.uniformsList );
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== null ) {
+
+ _vector3.getPositionFromMatrix( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ return program;
+
+ };
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+ } else {
+
+ uniforms.diffuse.value = material.color;
+
+ }
+
+ uniforms.map.value = material.map;
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.specularMap.value = material.specularMap;
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+
+ if ( _this.gammaInput ) {
+
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+ uniforms.reflectivity.value = material.reflectivity;
+
+ } else {
+
+ uniforms.reflectivity.value = material.reflectivity;
+
+ }
+
+ uniforms.refractionRatio.value = material.refractionRatio;
+ uniforms.combine.value = material.combine;
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+ };
+
+ 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 refreshUniformsParticle ( uniforms, material ) {
+
+ uniforms.psColor.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size;
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+ uniforms.map.value = material.map;
+
+ };
+
+ function refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ };
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.shininess.value = material.shininess;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+ uniforms.specular.value.copyGammaToLinear( material.specular );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+ uniforms.specular.value = material.specular;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLights ( uniforms, lights ) {
+
+ uniforms.ambientLightColor.value = lights.ambient;
+
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
+
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+
+ uniforms.spotLightColor.value = lights.spot.colors;
+ uniforms.spotLightPosition.value = lights.spot.positions;
+ uniforms.spotLightDistance.value = lights.spot.distances;
+ uniforms.spotLightDirection.value = lights.spot.directions;
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+ uniforms.spotLightExponent.value = lights.spot.exponents;
+
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+ };
+
+ function refreshUniformsShadow ( uniforms, lights ) {
+
+ if ( uniforms.shadowMatrix ) {
+
+ var j = 0;
+
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+ var light = lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+ j ++;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+ }
+
+ };
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= _maxTextures ) {
+
+ console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ };
+
+ function loadUniformsGeneric ( program, uniforms ) {
+
+ var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
+
+ for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ location = program.uniforms[ uniforms[ j ][ 1 ] ];
+ if ( !location ) continue;
+
+ uniform = uniforms[ j ][ 0 ];
+
+ type = uniform.type;
+ value = uniform.value;
+
+ if ( type === "i" ) { // single integer
+
+ _gl.uniform1i( location, value );
+
+ } else if ( type === "f" ) { // single float
+
+ _gl.uniform1f( location, value );
+
+ } else if ( type === "v2" ) { // single THREE.Vector2
+
+ _gl.uniform2f( location, value.x, value.y );
+
+ } else if ( type === "v3" ) { // single THREE.Vector3
+
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ } else if ( type === "v4" ) { // single THREE.Vector4
+
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ } else if ( type === "c" ) { // single THREE.Color
+
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
+
+ _gl.uniform1iv( location, value );
+
+ } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
+
+ _gl.uniform3iv( location, value );
+
+ } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
+
+ _gl.uniform1fv( location, value );
+
+ } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
+
+ _gl.uniform3fv( location, value );
+
+ } else if ( type === "v2v" ) { // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 2;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ } else if ( type === "v3v" ) { // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 3;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ } else if ( type === "v4v" ) { // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 4;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+ uniform._array[ offset + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ } else if ( type === "m4") { // single THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 );
+
+ }
+
+ value.flattenToArray( uniform._array );
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( !texture ) continue;
+
+ if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ } else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( !texture ) continue;
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setupMatrices ( object, camera ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+ object._normalMatrix.getInverse( object._modelViewMatrix );
+ object._normalMatrix.transpose();
+
+ };
+
+ //
+
+ function setColorGamma( array, offset, color, intensitySq ) {
+
+ array[ offset ] = color.r * color.r * intensitySq;
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+ };
+
+ function setColorLinear( array, offset, color, intensity ) {
+
+ array[ offset ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
+
+ };
+
+ function setupLights ( program, lights ) {
+
+ var l, ll, light, n,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity, intensitySq,
+ position,
+ distance,
+
+ zlights = _lights,
+
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
+
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
+
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
+
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ if ( ! light.visible ) continue;
+
+ if ( _this.gammaInput ) {
+
+ r += color.r * color.r;
+ g += color.g * color.g;
+ b += color.b * color.b;
+
+ } else {
+
+ r += color.r;
+ g += color.g;
+ b += color.b;
+
+ }
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ dirCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.getPositionFromMatrix( light.matrixWorld );
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ dirOffset = dirLength * 3;
+
+ dirPositions[ dirOffset ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( dirColors, dirOffset, color, intensity );
+
+ }
+
+ dirLength += 1;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ pointCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ pointOffset = pointLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( pointColors, pointOffset, color, intensity );
+
+ }
+
+ _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ pointPositions[ pointOffset ] = _vector3.x;
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
+
+ pointDistances[ pointLength ] = distance;
+
+ pointLength += 1;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ spotCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ spotOffset = spotLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( spotColors, spotOffset, color, intensity );
+
+ }
+
+ _vector3.getPositionFromMatrix( light.matrixWorld );
+
+ spotPositions[ spotOffset ] = _vector3.x;
+ spotPositions[ spotOffset + 1 ] = _vector3.y;
+ spotPositions[ spotOffset + 2 ] = _vector3.z;
+
+ spotDistances[ spotLength ] = distance;
+
+ _direction.copy( _vector3 );
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ spotDirections[ spotOffset ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
+
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+
+ spotLength += 1;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ hemiCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.getPositionFromMatrix( light.matrixWorld );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ hemiOffset = hemiLength * 3;
+
+ hemiPositions[ hemiOffset ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+ skyColor = light.color;
+ groundColor = light.groundColor;
+
+ if ( _this.gammaInput ) {
+
+ intensitySq = intensity * intensity;
+
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+ } else {
+
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+ }
+
+ hemiLength += 1;
+
+ }
+
+ }
+
+ // null eventual remains from removed lights
+ // (this is to avoid if in shader)
+
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
+
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
+
+ };
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ this.setMaterialFaces = function ( material ) {
+
+ var doubleSided = material.side === THREE.DoubleSide;
+ var flipSided = material.side === THREE.BackSide;
+
+ if ( _oldDoubleSided !== doubleSided ) {
+
+ if ( doubleSided ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ _oldDoubleSided = doubleSided;
+
+ }
+
+ if ( _oldFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ _oldFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( _oldDepthTest !== depthTest ) {
+
+ if ( depthTest ) {
+
+ _gl.enable( _gl.DEPTH_TEST );
+
+ } else {
+
+ _gl.disable( _gl.DEPTH_TEST );
+
+ }
+
+ _oldDepthTest = depthTest;
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ if ( _oldDepthWrite !== depthWrite ) {
+
+ _gl.depthMask( depthWrite );
+ _oldDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ function setLineWidth ( width ) {
+
+ if ( width !== _oldLineWidth ) {
+
+ _gl.lineWidth( width );
+
+ _oldLineWidth = width;
+
+ }
+
+ };
+
+ function setPolygonOffset ( polygonoffset, factor, units ) {
+
+ if ( _oldPolygonOffset !== polygonoffset ) {
+
+ if ( polygonoffset ) {
+
+ _gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ _gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ _oldPolygonOffset = polygonoffset;
+
+ }
+
+ if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+ _gl.polygonOffset( factor, units );
+
+ _oldPolygonOffsetFactor = factor;
+ _oldPolygonOffsetUnits = units;
+
+ }
+
+ };
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+ if ( blending !== _oldBlending ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ _gl.disable( _gl.BLEND );
+
+ } else if ( blending === THREE.AdditiveBlending ) {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+ } else if ( blending === THREE.MultiplyBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
+
+ } else if ( blending === THREE.CustomBlending ) {
+
+ _gl.enable( _gl.BLEND );
+
+ } else {
+
+ _gl.enable( _gl.BLEND );
+ _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 );
+
+ }
+
+ _oldBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ if ( blendEquation !== _oldBlendEquation ) {
+
+ _gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+ _oldBlendEquation = blendEquation;
+
+ }
+
+ if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+ _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+ _oldBlendSrc = blendSrc;
+ _oldBlendDst = blendDst;
+
+ }
+
+ } else {
+
+ _oldBlendEquation = null;
+ _oldBlendSrc = null;
+ _oldBlendDst = null;
+
+ }
+
+ };
+
+ // Defines
+
+ function generateDefines ( defines ) {
+
+ var value, chunk, chunks = [];
+
+ for ( var d in defines ) {
+
+ value = defines[ d ];
+ if ( value === false ) continue;
+
+ chunk = "#define " + d + " " + value;
+ chunks.push( chunk );
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ // Shaders
+
+ function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+ var p, pl, d, program, code;
+ var chunks = [];
+
+ // Generate code
+
+ if ( shaderID ) {
+
+ chunks.push( shaderID );
+
+ } else {
+
+ chunks.push( fragmentShader );
+ chunks.push( vertexShader );
+
+ }
+
+ for ( d in defines ) {
+
+ chunks.push( d );
+ chunks.push( defines[ d ] );
+
+ }
+
+ for ( p in parameters ) {
+
+ chunks.push( p );
+ chunks.push( parameters[ p ] );
+
+ }
+
+ code = chunks.join();
+
+ // Check if code has been already compiled
+
+ for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+ var programInfo = _programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ //console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+ programInfo.usedTimes ++;
+
+ return programInfo.program;
+
+ }
+
+ }
+
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
+
+ }
+
+ //console.log( "building new program " );
+
+ //
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ program = _gl.createProgram();
+
+ var prefix_vertex = [
+
+ "precision " + _precision + " float;",
+
+ customDefines,
+
+ _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ "#define MAX_BONES " + parameters.maxBones,
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.skinning ? "#define USE_SKINNING" : "",
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+ parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+ parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+ "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;",
+ "attribute vec2 uv2;",
+
+ "#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",
+
+ ""
+
+ ].join("\n");
+
+ var prefix_fragment = [
+
+ "precision " + _precision + " float;",
+
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+ customDefines,
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ ( 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.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.metal ? "#define METAL" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ "uniform mat4 viewMatrix;",
+ "uniform vec3 cameraPosition;",
+ ""
+
+ ].join("\n");
+
+ var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+ var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+
+ _gl.attachShader( program, glVertexShader );
+ _gl.attachShader( program, glFragmentShader );
+
+ _gl.linkProgram( program );
+
+ if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+ console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+ }
+
+ // clean up
+
+ _gl.deleteShader( glFragmentShader );
+ _gl.deleteShader( glVertexShader );
+
+ //console.log( prefix_fragment + fragmentShader );
+ //console.log( prefix_vertex + vertexShader );
+
+ program.uniforms = {};
+ program.attributes = {};
+
+ var identifiers, u, a, i;
+
+ // cache uniform locations
+
+ identifiers = [
+
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+ 'morphTargetInfluences'
+
+ ];
+
+ if ( parameters.useVertexTexture ) {
+
+ identifiers.push( 'boneTexture' );
+
+ } else {
+
+ identifiers.push( 'boneGlobalMatrices' );
+
+ }
+
+ for ( u in uniforms ) {
+
+ identifiers.push( u );
+
+ }
+
+ cacheUniformLocations( program, identifiers );
+
+ // cache attributes locations
+
+ identifiers = [
+
+ "position", "normal", "uv", "uv2", "tangent", "color",
+ "skinIndex", "skinWeight", "lineDistance"
+
+ ];
+
+ for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+ identifiers.push( "morphTarget" + i );
+
+ }
+
+ for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+ identifiers.push( "morphNormal" + i );
+
+ }
+
+ for ( a in attributes ) {
+
+ identifiers.push( a );
+
+ }
+
+ cacheAttributeLocations( program, identifiers );
+
+ program.id = _programs_counter ++;
+
+ _programs.push( { program: program, code: code, usedTimes: 1 } );
+
+ _this.info.memory.programs = _programs.length;
+
+ return program;
+
+ };
+
+ // Shader parameters cache
+
+ function cacheUniformLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+ }
+
+ };
+
+ function cacheAttributeLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+ }
+
+ };
+
+ function addLineNumbers ( string ) {
+
+ var chunks = string.split( "\n" );
+
+ for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+ // Chrome reports shader errors on lines
+ // starting counting from 1
+
+ chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ function getShader ( type, string ) {
+
+ var shader;
+
+ if ( type === "fragment" ) {
+
+ shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+ } else if ( type === "vertex" ) {
+
+ shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ }
+
+ _gl.shaderSource( shader, string );
+ _gl.compileShader( shader );
+
+ if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+ console.error( _gl.getShaderInfoLog( shader ) );
+ console.error( addLineNumbers( string ) );
+ return null;
+
+ }
+
+ return shader;
+
+ };
+
+ // Textures
+
+
+ function isPowerOfTwo ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0;
+
+ };
+
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+ if ( isImagePowerOfTwo ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ }
+
+ if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+ if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+ _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+ texture.__oldAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ };
+
+ this.setTexture = function ( texture, slot ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.__webglInit ) {
+
+ texture.__webglInit = true;
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__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 = texture.image,
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // 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 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ // compressed textures can only use manually created mipmaps
+ // WebGL can't generate mipmaps for DDS textures
+
+ for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else { // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ }
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width <= maxSize && image.height <= maxSize ) {
+
+ return image;
+
+ }
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var maxDimension = Math.max( image.width, image.height );
+ var newWidth = Math.floor( image.width * maxSize / maxDimension );
+ var newHeight = Math.floor( image.height * maxSize / maxDimension );
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = newWidth;
+ canvas.height = newHeight;
+
+ var ctx = canvas.getContext( "2d" );
+ ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
+
+ return canvas;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.image.__webglTextureCube ) {
+
+ texture.image.__webglTextureCube = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( isCompressed ) {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ }
+
+ }
+
+ };
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+ };
+
+ // Render targets
+
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+ };
+
+ function setupRenderBuffer ( 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 );
+
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_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 {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ };
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+ renderTarget.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ // Setup texture, create render and frame buffers
+
+ var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.format ),
+ glType = paramThreeToGL( renderTarget.type );
+
+ if ( isCube ) {
+
+ renderTarget.__webglFramebuffer = [];
+ renderTarget.__webglRenderbuffer = [];
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ } else {
+
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+ } else {
+
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ }
+
+ // Release everything
+
+ if ( isCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ var framebuffer, width, height, vx, vy;
+
+ if ( renderTarget ) {
+
+ if ( isCube ) {
+
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTarget.__webglFramebuffer;
+
+ }
+
+ width = renderTarget.width;
+ height = renderTarget.height;
+
+ vx = 0;
+ vy = 0;
+
+ } else {
+
+ framebuffer = null;
+
+ width = _viewportWidth;
+ height = _viewportHeight;
+
+ vx = _viewportX;
+ vy = _viewportY;
+
+ }
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
+
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ _currentWidth = width;
+ _currentHeight = height;
+
+ };
+
+ function updateRenderTargetMipmap ( renderTarget ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_2D );
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ };
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ };
+
+ // Map three.js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ if ( _glExtensionCompressedTextureS3TC !== undefined ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ return 0;
+
+ };
+
+ // Allocations
+
+ function allocateBones ( object ) {
+
+ if ( _supportsBoneTextures && object && object.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader
+ // to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.bones.length, maxBones );
+
+ if ( maxBones < object.bones.length ) {
+
+ console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ };
+
+ function allocateLights ( lights ) {
+
+ var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+ dirLights = pointLights = spotLights = hemiLights = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+ }
+
+ return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+ };
+
+ function allocateShadows ( lights ) {
+
+ var l, ll, light, maxShadows = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+ light = lights[ l ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+ }
+
+ return maxShadows;
+
+ };
+
+ // Initialization
+
+ function initGL () {
+
+ try {
+
+ if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+ _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+ _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+ _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+ if ( ! _glExtensionTextureFloat ) {
+
+ console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+ }
+
+ if ( ! _glExtensionStandardDerivatives ) {
+
+ console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+ }
+
+ if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+ console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+ }
+
+ if ( ! _glExtensionCompressedTextureS3TC ) {
+
+ console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+ }
+
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+ _gl.getShaderPrecisionFormat = function() {
+
+ return {
+ "rangeMin" : 1,
+ "rangeMax" : 1,
+ "precision" : 1
+ };
+
+ }
+ }
+
+ };
+
+ function setDefaultGLState () {
+
+ _gl.clearColor( 0, 0, 0, 1 );
+ _gl.clearDepth( 1 );
+ _gl.clearStencil( 0 );
+
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthFunc( _gl.LEQUAL );
+
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( _gl.BACK );
+ _gl.enable( _gl.CULL_FACE );
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ // default plugins (order is important)
+
+ this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+ this.addPrePlugin( this.shadowMapPlugin );
+
+ this.addPostPlugin( new THREE.SpritePlugin() );
+ this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ THREE.EventDispatcher.call( this );
+
+ this.width = width;
+ this.height = height;
+
+ options = options || {};
+
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+ this.generateMipmaps = true;
+
+ this.shareDepthFrom = null;
+
+};
+
+THREE.WebGLRenderTarget.prototype.clone = function() {
+
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+ tmp.wrapS = this.wrapS;
+ tmp.wrapT = this.wrapT;
+
+ tmp.magFilter = this.magFilter;
+ tmp.minFilter = this.minFilter;
+
+ tmp.anisotropy = this.anisotropy;
+
+ tmp.offset.copy( this.offset );
+ tmp.repeat.copy( this.repeat );
+
+ tmp.format = this.format;
+ tmp.type = this.type;
+
+ tmp.depthBuffer = this.depthBuffer;
+ tmp.stencilBuffer = this.stencilBuffer;
+
+ tmp.generateMipmaps = this.generateMipmaps;
+
+ tmp.shareDepthFrom = this.shareDepthFrom;
+
+ return tmp;
+
+};
+
+THREE.WebGLRenderTarget.prototype.dispose = function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+ this.positionWorld = new THREE.Vector3();
+ this.positionScreen = new THREE.Vector4();
+
+ this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+ this.positionWorld.copy( vertex.positionWorld );
+ this.positionScreen.copy( vertex.positionScreen );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+
+ this.centroidModel = new THREE.Vector3();
+
+ this.normalModel = new THREE.Vector3();
+ this.normalModelView = new THREE.Vector3();
+
+ this.vertexNormalsLength = 0;
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+ this.v4 = new THREE.RenderableVertex();
+
+ this.centroidModel = new THREE.Vector3();
+
+ this.normalModel = new THREE.Vector3();
+ this.normalModelView = new THREE.Vector3();
+
+ this.vertexNormalsLength = 0;
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+ this.object = null;
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+ this.object = null;
+
+ this.x = null;
+ this.y = null;
+ this.z = null;
+
+ this.rotation = null;
+ this.scale = new THREE.Vector2();
+
+ this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+ this.z = null;
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+
+ this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+ // Merge two geometries or geometry and geometry from object (using object's transform)
+
+ merge: function ( geometry1, object2 /* mesh | geometry */ ) {
+
+ var matrix, normalMatrix,
+ vertexOffset = geometry1.vertices.length,
+ uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+ geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+ vertices1 = geometry1.vertices,
+ vertices2 = geometry2.vertices,
+ faces1 = geometry1.faces,
+ faces2 = geometry2.faces,
+ uvs1 = geometry1.faceVertexUvs[ 0 ],
+ uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+ if ( object2 instanceof THREE.Mesh ) {
+
+ object2.matrixAutoUpdate && object2.updateMatrix();
+
+ matrix = object2.matrix;
+
+ normalMatrix = new THREE.Matrix3();
+ normalMatrix.getInverse( matrix );
+ normalMatrix.transpose();
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix ) vertexCopy.applyMatrix4( matrix );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+ }
+
+ faceCopy.normal.copy( face.normal );
+
+ if ( normalMatrix ) {
+
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( normalMatrix ) {
+
+ 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;
+
+ faceCopy.centroid.copy( face.centroid );
+
+ if ( matrix ) {
+
+ faceCopy.centroid.applyMatrix4( matrix );
+
+ }
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ removeMaterials: function ( geometry, materialIndexArray ) {
+
+ var materialIndexMap = {};
+
+ for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+ materialIndexMap[ materialIndexArray[i] ] = true;
+
+ }
+
+ var face, newFaces = [];
+
+ for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ face = geometry.faces[ i ];
+ if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+ }
+
+ geometry.faces = newFaces;
+
+ },
+
+ // Get random point in triangle (via barycentric coordinates)
+ // (uniform distribution)
+ // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+ randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+ var a, b, c,
+ point = new THREE.Vector3(),
+ tmp = THREE.GeometryUtils.__v1;
+
+ a = THREE.GeometryUtils.random();
+ b = THREE.GeometryUtils.random();
+
+ if ( ( a + b ) > 1 ) {
+
+ a = 1 - a;
+ b = 1 - b;
+
+ }
+
+ c = 1 - a - b;
+
+ point.copy( vectorA );
+ point.multiplyScalar( a );
+
+ tmp.copy( vectorB );
+ tmp.multiplyScalar( b );
+
+ point.add( tmp );
+
+ tmp.copy( vectorC );
+ tmp.multiplyScalar( c );
+
+ point.add( tmp );
+
+ return point;
+
+ },
+
+ // Get random point in face (triangle / quad)
+ // (uniform distribution)
+
+ randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+ var vA, vB, vC, vD;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+ vD = geometry.vertices[ face.d ];
+
+ var area1, area2;
+
+ if ( useCachedAreas ) {
+
+ if ( face._area1 && face._area2 ) {
+
+ area1 = face._area1;
+ area2 = face._area2;
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area1 = area1;
+ face._area2 = area2;
+
+ }
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ }
+
+ var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+ if ( r < area1 ) {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+ } else {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+ }
+
+ }
+
+ },
+
+ // Get uniformly distributed random points in mesh
+ // - create array with cumulative sums of face areas
+ // - pick random number from 0 to total area
+ // - find corresponding place in area array by binary search
+ // - get random point in face
+
+ randomPointsInGeometry: function ( geometry, n ) {
+
+ var face, i,
+ faces = geometry.faces,
+ vertices = geometry.vertices,
+ il = faces.length,
+ totalArea = 0,
+ cumulativeAreas = [],
+ vA, vB, vC, vD;
+
+ // precompute face areas
+
+ for ( i = 0; i < il; i ++ ) {
+
+ face = faces[ i ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+
+ face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+ vD = vertices[ face.d ];
+
+ face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area = face._area1 + face._area2;
+
+ }
+
+ totalArea += face._area;
+
+ cumulativeAreas[ i ] = totalArea;
+
+ }
+
+ // binary search cumulative areas array
+
+ function binarySearchIndices( value ) {
+
+ function binarySearch( start, end ) {
+
+ // return closest larger index
+ // if exact number is not found
+
+ if ( end < start )
+ return start;
+
+ var mid = start + Math.floor( ( end - start ) / 2 );
+
+ if ( cumulativeAreas[ mid ] > value ) {
+
+ return binarySearch( start, mid - 1 );
+
+ } else if ( cumulativeAreas[ mid ] < value ) {
+
+ return binarySearch( mid + 1, end );
+
+ } else {
+
+ return mid;
+
+ }
+
+ }
+
+ var result = binarySearch( 0, cumulativeAreas.length - 1 )
+ return result;
+
+ }
+
+ // pick random face weighted by face area
+
+ var r, index,
+ result = [];
+
+ var stats = {};
+
+ for ( i = 0; i < n; i ++ ) {
+
+ r = THREE.GeometryUtils.random() * totalArea;
+
+ index = binarySearchIndices( r );
+
+ result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+ if ( ! stats[ index ] ) {
+
+ stats[ index ] = 1;
+
+ } else {
+
+ stats[ index ] += 1;
+
+ }
+
+ }
+
+ return result;
+
+ },
+
+ // Get triangle area (half of parallelogram)
+ // http://mathworld.wolfram.com/TriangleArea.html
+
+ triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+ var tmp1 = THREE.GeometryUtils.__v1,
+ tmp2 = THREE.GeometryUtils.__v2;
+
+ tmp1.subVectors( vectorB, vectorA );
+ tmp2.subVectors( vectorC, vectorA );
+ tmp1.cross( tmp2 );
+
+ return 0.5 * tmp1.length();
+
+ },
+
+ // Center geometry so that 0,0,0 is in center of bounding box
+
+ center: function ( geometry ) {
+
+ geometry.computeBoundingBox();
+
+ var bb = geometry.boundingBox;
+
+ var offset = new THREE.Vector3();
+
+ offset.addVectors( bb.min, bb.max );
+ offset.multiplyScalar( -0.5 );
+
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
+ geometry.computeBoundingBox();
+
+ return offset;
+
+ },
+
+ // Normalize UVs to be from <0,1>
+ // (for now just the first set of UVs)
+
+ normalizeUVs: function ( geometry ) {
+
+ var uvSet = geometry.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+ var uvs = uvSet[ i ];
+
+ for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+ // texture repeat
+
+ if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
+ if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
+
+ }
+
+ }
+
+ },
+
+ triangulateQuads: function ( geometry ) {
+
+ var i, il, j, jl;
+
+ var faces = [];
+ var faceUvs = [];
+ var faceVertexUvs = [];
+
+ for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+ faceUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+ faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ var face = geometry.faces[ i ];
+
+ if ( face instanceof THREE.Face4 ) {
+
+ var a = face.a;
+ var b = face.b;
+ var c = face.c;
+ var d = face.d;
+
+ var triA = new THREE.Face3();
+ var triB = new THREE.Face3();
+
+ triA.color.copy( face.color );
+ triB.color.copy( face.color );
+
+ triA.materialIndex = face.materialIndex;
+ triB.materialIndex = face.materialIndex;
+
+ triA.a = a;
+ triA.b = b;
+ triA.c = d;
+
+ triB.a = b;
+ triB.b = c;
+ triB.c = d;
+
+ if ( face.vertexColors.length === 4 ) {
+
+ triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+ triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+ triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+ triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+ triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ }
+
+ faces.push( triA, triB );
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceVertexUvs[ j ].length ) {
+
+ var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+ var uvA = uvs[ 0 ];
+ var uvB = uvs[ 1 ];
+ var uvC = uvs[ 2 ];
+ var uvD = uvs[ 3 ];
+
+ var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+ var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+ faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+ }
+
+ }
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceUvs[ j ].length ) {
+
+ var faceUv = geometry.faceUvs[ j ][ i ];
+
+ faceUvs[ j ].push( faceUv, faceUv );
+
+ }
+
+ }
+
+ } else {
+
+ faces.push( face );
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+ }
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+ }
+
+ }
+
+ }
+
+ geometry.faces = faces;
+ geometry.faceUvs = faceUvs;
+ geometry.faceVertexUvs = faceVertexUvs;
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+ geometry.computeVertexNormals();
+
+ if ( geometry.hasTangents ) geometry.computeTangents();
+
+ },
+
+ setMaterialIndex: function ( geometry, index, startFace, endFace ){
+
+ var faces = geometry.faces;
+ var start = startFace || 0;
+ var end = endFace || faces.length - 1;
+
+ for ( var i = start; i <= end; i ++ ) {
+
+ faces[i].materialIndex = index;
+
+ }
+
+ }
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+ crossOrigin: 'anonymous',
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ var image = new Image();
+ var texture = new THREE.Texture( image, mapping );
+
+ var loader = new THREE.ImageLoader();
+
+ loader.addEventListener( 'load', function ( event ) {
+
+ texture.image = event.content;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ } );
+
+ loader.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event.message );
+
+ } );
+
+ loader.crossOrigin = this.crossOrigin;
+ loader.load( url, image );
+
+ texture.sourceFile = url;
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
+
+ var texture = new THREE.CompressedTexture();
+ texture.mapping = mapping;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = function () {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ texture.format = dds.format;
+
+ texture.mipmaps = dds.mipmaps;
+ texture.image.width = dds.width;
+ texture.image.height = dds.height;
+
+ // gl.generateMipmap fails for compressed textures
+ // mipmaps must be embedded in the DDS file
+ // or texture filters must not use mipmapping
+
+ texture.generateMipmaps = false;
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.Texture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping needed for cube textures
+
+ texture.flipY = false;
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = new Image();
+ images[ i ] = cubeImage;
+
+ cubeImage.onload = function () {
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ };
+
+ cubeImage.onerror = onError;
+
+ cubeImage.crossOrigin = this.crossOrigin;
+ cubeImage.src = array[ i ];
+
+ }
+
+ return texture;
+
+ },
+
+ loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ texture.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ texture.generateMipmaps = false;
+
+ var generateCubeFaceCallback = function ( rq, img ) {
+
+ return function () {
+
+ var buffer = rq.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ img.format = dds.format;
+
+ img.mipmaps = dds.mipmaps;
+ img.width = dds.width;
+ img.height = dds.height;
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ }
+
+ // compressed cubemap textures as 6 separate DDS files
+
+ if ( array instanceof Array ) {
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = {};
+ images[ i ] = cubeImage;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = generateCubeFaceCallback( request, cubeImage );
+ request.onerror = onError;
+
+ var url = array[ i ];
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ // compressed cubemap texture stored in a single DDS file
+
+ } else {
+
+ var url = array;
+ var request = new XMLHttpRequest();
+
+ request.onload = function( ) {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ if ( dds.isCubemap ) {
+
+ var faces = dds.mipmaps.length / dds.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
+ images[ f ].format = dds.format;
+ images[ f ].width = dds.width;
+ images[ f ].height = dds.height;
+
+ }
+
+ }
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ return texture;
+
+ },
+
+ parseDDS: function ( buffer, loadMipmaps ) {
+
+ var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+ // Adapted from @toji's DDS utils
+ // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+ // All values and structures referenced from:
+ // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+ var DDS_MAGIC = 0x20534444;
+
+ var DDSD_CAPS = 0x1,
+ DDSD_HEIGHT = 0x2,
+ DDSD_WIDTH = 0x4,
+ DDSD_PITCH = 0x8,
+ DDSD_PIXELFORMAT = 0x1000,
+ DDSD_MIPMAPCOUNT = 0x20000,
+ DDSD_LINEARSIZE = 0x80000,
+ DDSD_DEPTH = 0x800000;
+
+ var DDSCAPS_COMPLEX = 0x8,
+ DDSCAPS_MIPMAP = 0x400000,
+ DDSCAPS_TEXTURE = 0x1000;
+
+ var DDSCAPS2_CUBEMAP = 0x200,
+ DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+ DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+ DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+ DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+ DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+ DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+ DDSCAPS2_VOLUME = 0x200000;
+
+ var DDPF_ALPHAPIXELS = 0x1,
+ DDPF_ALPHA = 0x2,
+ DDPF_FOURCC = 0x4,
+ DDPF_RGB = 0x40,
+ DDPF_YUV = 0x200,
+ DDPF_LUMINANCE = 0x20000;
+
+ function fourCCToInt32( value ) {
+
+ return value.charCodeAt(0) +
+ (value.charCodeAt(1) << 8) +
+ (value.charCodeAt(2) << 16) +
+ (value.charCodeAt(3) << 24);
+
+ }
+
+ function int32ToFourCC( value ) {
+
+ return String.fromCharCode(
+ value & 0xff,
+ (value >> 8) & 0xff,
+ (value >> 16) & 0xff,
+ (value >> 24) & 0xff
+ );
+ }
+
+ var FOURCC_DXT1 = fourCCToInt32("DXT1");
+ var FOURCC_DXT3 = fourCCToInt32("DXT3");
+ var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+ var headerLengthInt = 31; // The header length in 32 bit ints
+
+ // Offsets into the header array
+
+ var off_magic = 0;
+
+ var off_size = 1;
+ var off_flags = 2;
+ var off_height = 3;
+ var off_width = 4;
+
+ var off_mipmapCount = 7;
+
+ var off_pfFlags = 20;
+ var off_pfFourCC = 21;
+
+ var off_caps = 27;
+ var off_caps2 = 28;
+ var off_caps3 = 29;
+ var off_caps4 = 30;
+
+ // Parse header
+
+ var header = new Int32Array( buffer, 0, headerLengthInt );
+
+ if ( header[ off_magic ] !== DDS_MAGIC ) {
+
+ console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
+ return dds;
+
+ }
+
+ if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
+
+ console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
+ return dds;
+
+ }
+
+ var blockBytes;
+
+ var fourCC = header[ off_pfFourCC ];
+
+ switch ( fourCC ) {
+
+ case FOURCC_DXT1:
+
+ blockBytes = 8;
+ dds.format = THREE.RGB_S3TC_DXT1_Format;
+ break;
+
+ case FOURCC_DXT3:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT3_Format;
+ break;
+
+ case FOURCC_DXT5:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT5_Format;
+ break;
+
+ default:
+
+ console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+ return dds;
+
+ }
+
+ dds.mipmapCount = 1;
+
+ if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+ dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+ }
+
+ //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
+
+ dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
+
+ dds.width = header[ off_width ];
+ dds.height = header[ off_height ];
+
+ var dataOffset = header[ off_size ] + 4;
+
+ // Extract mipmaps buffers
+
+ var width = dds.width;
+ var height = dds.height;
+
+ var faces = dds.isCubemap ? 6 : 1;
+
+ for ( var face = 0; face < faces; face ++ ) {
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
+ var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
+
+ var mipmap = { "data": byteArray, "width": width, "height": height };
+ dds.mipmaps.push( mipmap );
+
+ dataOffset += dataLength;
+
+ width = Math.max( width * 0.5, 1 );
+ height = Math.max( height * 0.5, 1 );
+
+ }
+
+ width = dds.width;
+ height = dds.height;
+
+ }
+
+ return dds;
+
+ },
+
+ getNormalMap: function ( image, depth ) {
+
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+ var cross = function ( a, b ) {
+
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+ }
+
+ var subtract = function ( a, b ) {
+
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+ }
+
+ var normalize = function ( a ) {
+
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+ }
+
+ depth = depth | 1;
+
+ var width = image.width;
+ var height = image.height;
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
+
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
+
+ for ( var x = 0; x < width; x ++ ) {
+
+ for ( var y = 0; y < height; y ++ ) {
+
+ var ly = y - 1 < 0 ? 0 : y - 1;
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+ var lx = x - 1 < 0 ? 0 : x - 1;
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+ var points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+ var normals = [];
+ var num_points = points.length;
+
+ for ( var i = 0; i < num_points; i ++ ) {
+
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
+
+ }
+
+ var normal = [ 0, 0, 0 ];
+
+ for ( var i = 0; i < normals.length; i ++ ) {
+
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
+
+ }
+
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
+
+ var idx = ( y * width + x ) * 4;
+
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
+
+ }
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ },
+
+ generateDataTexture: function ( width, height, color ) {
+
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
+
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
+
+ for ( var i = 0; i < size; i ++ ) {
+
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
+
+ }
+
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
+
+ return texture;
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Object3D();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach : function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * typeface.js and canvastext
+ * For converting fonts and rendering with javascript
+ * http://typeface.neocracy.org
+ *
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
+ *
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+ faces : {},
+
+ // Just for now. face[weight][style]
+
+ face : "helvetiker",
+ weight: "normal",
+ style : "normal",
+ size : 150,
+ divisions : 10,
+
+ getFace : function() {
+
+ return this.faces[ this.face ][ this.weight ][ this.style ];
+
+ },
+
+ loadFace : function( data ) {
+
+ var family = data.familyName.toLowerCase();
+
+ var ThreeFont = this;
+
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ return data;
+
+ },
+
+ drawText : function( text ) {
+
+ var characterPts = [], allPts = [];
+
+ // RenderText
+
+ var i, p,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
+
+ var fontPaths = [];
+
+ for ( i = 0; i < length; i ++ ) {
+
+ var path = new THREE.Path();
+
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
+
+ fontPaths.push( ret.path );
+
+ }
+
+ // get the width
+
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
+
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
+
+ //extract.paths = fontPaths;
+ //extract.offset = width;
+
+ return { paths : fontPaths, offset : width };
+
+ },
+
+
+
+
+ extractGlyphPoints : function( c, face, scale, offset, path ) {
+
+ var pts = [];
+
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+ if ( !glyph ) return;
+
+ if ( glyph.o ) {
+
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
+
+ scaleX = scale;
+ scaleY = scale;
+
+ for ( i = 0; i < length; ) {
+
+ action = outline[ i ++ ];
+
+ //console.log( action );
+
+ switch( action ) {
+
+ case 'm':
+
+ // Move To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+
+ path.moveTo( x, y );
+ break;
+
+ case 'l':
+
+ // Line To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+ path.lineTo(x,y);
+ break;
+
+ case 'q':
+
+ // QuadraticCurveTo
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * scaleY;
+
+ path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+ }
+
+ }
+
+ break;
+
+ case 'b':
+
+ // Cubic Bezier Curve
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * -scaleY;
+ cpx2 = outline[ i++ ] * scaleX + offset;
+ cpy2 = outline[ i++ ] * -scaleY;
+
+ path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+ }
+
+
+
+ return { offset: glyph.ha*scale, path:path};
+ }
+
+};
+
+
+THREE.FontUtils.generateShapes = function( text, parameters ) {
+
+ // Parameters
+
+ parameters = parameters || {};
+
+ var size = parameters.size !== undefined ? parameters.size : 100;
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
+
+ var font = parameters.font !== undefined ? parameters.font : "helvetiker";
+ var weight = parameters.weight !== undefined ? parameters.weight : "normal";
+ var style = parameters.style !== undefined ? parameters.style : "normal";
+
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
+
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
+
+ // Get a Font data json object
+
+ var data = THREE.FontUtils.drawText( text );
+
+ var paths = data.paths;
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function( namespace ) {
+
+ var EPSILON = 0.0000000001;
+
+ // takes in an contour array and returns
+
+ var process = function( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count-- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.log( "Warning, unable to triangulate polygon!" );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv--;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ };
+
+ // calculate area of the contour polygon
+
+ var 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;
+
+ };
+
+ var snip = function ( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p++ ) {
+
+ if( (p === u) || (p === v) || (p === w) ) continue;
+
+ px = contour[ verts[ p ] ].x
+ py = contour[ verts[ p ] ].y
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX*bpy - aY*bpx;
+ cCROSSap = cX*apy - cY*apx;
+ bCROSScp = bX*cpy - bY*cpx;
+
+ if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
+
+ }
+
+ return true;
+
+ };
+
+
+ namespace.Triangulate = process;
+ namespace.Triangulate.area = area;
+
+ return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+// - t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+ console.log( "Warning, getPoint() not implemented!" );
+ return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+ if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length == divisions + 1 )
+ && !this.needsUpdate) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+ this.needsUpdate = true;
+ this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+ continue;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+ continue;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] == targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolatation 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
+
+THREE.Curve.prototype.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();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+};
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().sub(this.v1);
+ point.multiplyScalar( t ).add( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().sub(this.v1);
+
+ return tangent.normalize();
+
+};
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+ // returns unit vector
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = (points == undefined) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var v = new THREE.Vector2();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+
+ return v;
+
+};
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle,
+ aClockwise ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( !this.aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ var angle = this.aStartAngle + t * deltaAngle;
+
+ var tx = this.aX + this.xRadius * Math.cos( angle );
+ var ty = this.aY + this.yRadius * Math.sin( angle );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ * Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+ return -3 * p0 * (1 - t) * (1 - t) +
+ 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+ 6 * t * p2 * (1-t) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+ },
+
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var r = new THREE.Vector3();
+
+
+ r.subVectors( this.v2, this.v1 ); // diff
+ r.multiplyScalar( t );
+ r.add( this.v1 );
+
+ return r;
+
+ }
+
+);
+
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+ var pt0 = points[ c[0] ],
+ pt1 = points[ c[1] ],
+ pt2 = points[ c[2] ],
+ pt3 = points[ c[3] ];
+
+ v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
+ v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
+ v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
+
+ return v;
+
+ }
+
+);
+
+
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
+// var v = new THREE.Vector3();
+// var c = [];
+// var points = this.points, point, intPoint, weight;
+// point = ( points.length - 1 ) * t;
+
+// intPoint = Math.floor( point );
+// weight = point - intPoint;
+
+// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+// c[ 1 ] = intPoint;
+// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+// var pt0 = points[ c[0] ],
+// pt1 = points[ c[1] ],
+// pt2 = points[ c[2] ],
+// pt3 = points[ c[3] ];
+
+// // t = weight;
+// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
+// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
+// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
+
+// return v;
+
+// }
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 0 ) * t;
+ // This needs to be from 0-length +1
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+ c[ 0 ] = ( intPoint - 1 ) % points.length;
+ c[ 1 ] = ( intPoint ) % points.length;
+ c[ 2 ] = ( intPoint + 1 ) % points.length;
+ c[ 3 ] = ( intPoint + 2 ) % points.length;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+ v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
+
+ return v;
+
+ }
+
+);
+/**
+ * @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
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+ this.bends = [];
+
+ this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // 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 THREE.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')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ break;
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// 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
+
+THREE.CurvePath.prototype.getLength = function() {
+
+ var lens = this.getCurveLengths();
+ return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.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 subsurve
+ // Push sums into cached array
+
+ var lengths = [], sums = 0;
+ var i, il = this.curves.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ sums += this.curves[ i ].getLength();
+ lengths.push( sums );
+
+ }
+
+ this.cacheLengths = lengths;
+
+ return lengths;
+
+};
+
+
+
+// Returns min and max coordinates, as well as centroid
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+ var points = this.getPoints();
+
+ var maxX, maxY, maxZ;
+ var minX, minY, minZ;
+
+ maxX = maxY = Number.NEGATIVE_INFINITY;
+ minX = minY = Number.POSITIVE_INFINITY;
+
+ var p, i, il, sum;
+
+ var v3 = points[0] instanceof THREE.Vector3;
+
+ sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+ for ( i = 0, il = points.length; i < il; i ++ ) {
+
+ p = points[ i ];
+
+ if ( p.x > maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
+
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
+
+ if ( v3 ) {
+
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
+
+ }
+
+ sum.add( p );
+
+ }
+
+ var ret = {
+
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY,
+ centroid: sum.divideScalar( il )
+
+ };
+
+ if ( v3 ) {
+
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
+
+ }
+
+ return ret;
+
+};
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < points.length; i ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+ }
+
+ return geometry;
+
+};
+
+
+/**************************************************************
+ * Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+ this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+ var i, il;
+
+ if ( !bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+ var oldPts = this.getSpacedPoints( segments );
+
+ var i, il;
+
+ if ( !bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+ var bounds = this.getBoundingBox();
+
+ var i, il, p, oldX, oldY, xNorm;
+
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+ p = oldPts[ i ];
+
+ oldX = p.x;
+ oldY = p.y;
+
+ xNorm = oldX / bounds.maxX;
+
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+ xNorm = path.getUtoTmapping( xNorm, oldX );
+
+ // check for out of bounds?
+
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
+
+ }
+
+ return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+ THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+ this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
+
+ this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
+
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+};
+
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call(this);
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+ };
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+//---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absarc(aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+ this.curves.push( curve );
+
+ var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
+ args.push(lastPoint.x);
+ args.push(lastPoint.y);
+
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+ if (this.useSpacedPoints) {
+ console.log('tata');
+ return this.getSpacedPoints( divisions, closedPath );
+ }
+
+ divisions = divisions || 12;
+
+ var points = [];
+
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ action = item.action;
+ args = item.args;
+
+ switch( action ) {
+
+ case THREE.PathActions.MOVE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.LINE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.BEZIER_CURVE_TO:
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.CSPLINE_THRU:
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) ) ;
+
+ }
+
+ break;
+
+ case THREE.PathActions.ARC:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !!args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ case THREE.PathActions.ELLIPSE:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !!args[ 6 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+ points.splice( points.length - 1, 1);
+ if ( closedPath ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+ var i, il, item, action, args;
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ args = item.args;
+ action = item.action;
+
+ if ( action == THREE.PathActions.MOVE_TO ) {
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ if ( subPaths.length == 0 ) return [];
+
+ var tmpPath, tmpShape, shapes = [];
+
+ var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ // console.log("Holes first", holesFirst);
+
+ if ( subPaths.length == 1) {
+ tmpPath = subPaths[0];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+ };
+
+ if ( holesFirst ) {
+
+ tmpShape = new THREE.Shape();
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+ tmpShape = new THREE.Shape();
+
+ //console.log('cw', i);
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ } else {
+
+ // Shapes first
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+ if ( tmpShape ) shapes.push( tmpShape );
+
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ }
+
+ }
+
+ shapes.push( tmpShape );
+
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+/**
+ * @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.
+
+THREE.Shape = function () {
+
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ if (this.useSpacedPoints) {
+ return this.extractAllSpacedPoints(divisions);
+ }
+
+ return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
+
+ };
+
+};
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+ /*
+ contour - array of vector2 for contour
+ holes - array of array of vector2
+ */
+
+ removeHoles: function ( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var allpoints = shape.concat();
+
+ /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+ var prevShapeVert, nextShapeVert,
+ prevHoleVert, nextHoleVert,
+ holeIndex, shapeIndex,
+ shapeId, shapeGroup,
+ h, h2,
+ hole, shortest, d,
+ p, pts1, pts2,
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2,
+ verts = [];
+
+ for ( h = 0; h < holes.length; h ++ ) {
+
+ hole = holes[ h ];
+
+ /*
+ shapeholes[ h ].concat(); // preserves original
+ holes.push( hole );
+ */
+
+ Array.prototype.push.apply( allpoints, hole );
+
+ shortest = Number.POSITIVE_INFINITY;
+
+
+ // Find the shortest pair of pts between shape and hole
+
+ // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+ // Using distanceToSquared() intead of distanceTo() should speed a little
+ // since running square roots operations are reduced.
+
+ for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+ pts1 = hole[ h2 ];
+ var dist = [];
+
+ for ( p = 0; p < shape.length; p++ ) {
+
+ pts2 = shape[ p ];
+ d = pts1.distanceToSquared( pts2 );
+ dist.push( d );
+
+ if ( d < shortest ) {
+
+ shortest = d;
+ holeIndex = h2;
+ shapeIndex = p;
+
+ }
+
+ }
+
+ }
+
+ //console.log("shortest", shortest, dist);
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ var areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+ var areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+ var shapeOffset = 1;
+ var holeOffset = -1;
+
+ var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+ shapeIndex += shapeOffset;
+ holeIndex += holeOffset;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+ areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+ //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
+
+ if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+ // In case areas are not correct.
+ //console.log("USE THIS");
+
+ shapeIndex = oldShapeIndex;
+ holeIndex = oldHoleIndex ;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ } else {
+
+ //console.log("USE THAT ")
+
+ }
+
+ tmpShape1 = shape.slice( 0, shapeIndex );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex );
+
+ // Should check orders here again?
+
+ var trianglea = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var triangleb = [
+
+ hole[ holeIndex ] ,
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ verts.push( trianglea );
+ verts.push( triangleb );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ }
+
+ return {
+
+ shape:shape, /* shape with no holes */
+ isolatedPts: verts, /* isolated faces */
+ allpoints: allpoints
+
+ }
+
+
+ },
+
+ triangulateShape: function ( contour, holes ) {
+
+ var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+ var shape = shapeWithoutHoles.shape,
+ allpoints = shapeWithoutHoles.allpoints,
+ isolatedPts = shapeWithoutHoles.isolatedPts;
+
+ var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ //console.log( "triangles",triangles, triangles.length );
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {},
+ isolatedPointsMap = {};
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ console.log( "Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ // check isolated points vertices against all points map
+
+ for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+ face = isolatedPts[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat( isolatedPts );
+
+ }, // end triangulate shapes
+
+ /*
+ triangulate2 : function( pts, holes ) {
+
+ // For use with Poly2Tri.js
+
+ var allpts = pts.concat();
+ var shape = [];
+ for (var p in pts) {
+ shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+ }
+
+ var swctx = new js.poly2tri.SweepContext(shape);
+
+ for (var h in holes) {
+ var aHole = holes[h];
+ var newHole = []
+ for (i in aHole) {
+ newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+ allpts.push(aHole[i]);
+ }
+ swctx.AddHole(newHole);
+ }
+
+ var find;
+ var findIndexForPt = function (pt) {
+ find = new THREE.Vector2(pt.x, pt.y);
+ var p;
+ for (p=0, pl = allpts.length; p<pl; p++) {
+ if (allpts[p].equals(find)) return p;
+ }
+ return -1;
+ };
+
+ // triangulate
+ js.poly2tri.sweep.Triangulate(swctx);
+
+ var triangles = swctx.GetTriangles();
+ var tr ;
+ var facesPts = [];
+ for (var t in triangles) {
+ tr = triangles[t];
+ facesPts.push([
+ findIndexForPt(tr.GetPoint(0)),
+ findIndexForPt(tr.GetPoint(1)),
+ findIndexForPt(tr.GetPoint(2))
+ ]);
+ }
+
+
+ // console.log(facesPts);
+ // console.log("triangles", triangles.length, triangles);
+
+ // Returns array of faces with 3 element each
+ return facesPts;
+ },
+*/
+
+ isClockWise: function ( pts ) {
+
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+ },
+
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+ // Quad Bezier Functions
+
+ b2p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+ },
+
+ b2p1: function ( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+ },
+
+ b2p2: function ( t, p ) {
+
+ return t * t * p;
+
+ },
+
+ b2: function ( t, p0, p1, p2 ) {
+
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+ },
+
+ // Cubic Bezier Functions
+
+ b3p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+ },
+
+ b3p1: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+ },
+
+ b3p2: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * t * t * p;
+
+ },
+
+ b3p3: function ( t, p ) {
+
+ return t * t * t * p;
+
+ },
+
+ b3: function ( t, p0, p1, p2, p3 ) {
+
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
+
+ }
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = (function() {
+
+ var playing = [];
+ var library = {};
+ var that = {};
+
+
+ //--- update ---
+
+ that.update = function( deltaTimeMS ) {
+
+ for( var i = 0; i < playing.length; i ++ )
+ playing[ i ].update( deltaTimeMS );
+
+ };
+
+
+ //--- add ---
+
+ that.addToUpdate = function( animation ) {
+
+ if ( playing.indexOf( animation ) === -1 )
+ playing.push( animation );
+
+ };
+
+
+ //--- remove ---
+
+ that.removeFromUpdate = function( animation ) {
+
+ var index = playing.indexOf( animation );
+
+ if( index !== -1 )
+ playing.splice( index, 1 );
+
+ };
+
+
+ //--- add ---
+
+ that.add = function( data ) {
+
+ if ( library[ data.name ] !== undefined )
+ console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
+
+ library[ data.name ] = data;
+ initData( data );
+
+ };
+
+
+ //--- get ---
+
+ that.get = function( name ) {
+
+ if ( typeof name === "string" ) {
+
+ if ( library[ name ] ) {
+
+ return library[ name ];
+
+ } else {
+
+ console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
+ return null;
+
+ }
+
+ } else {
+
+ // todo: add simple tween library
+
+ }
+
+ };
+
+ //--- parse ---
+
+ that.parse = function( root ) {
+
+ // setup hierarchy
+
+ var hierarchy = [];
+
+ if ( root instanceof THREE.SkinnedMesh ) {
+
+ for( var b = 0; b < root.bones.length; b++ ) {
+
+ hierarchy.push( root.bones[ b ] );
+
+ }
+
+ } else {
+
+ parseRecurseHierarchy( root, hierarchy );
+
+ }
+
+ return hierarchy;
+
+ };
+
+ var parseRecurseHierarchy = function( root, hierarchy ) {
+
+ hierarchy.push( root );
+
+ for( var c = 0; c < root.children.length; c++ )
+ parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+ }
+
+
+ //--- init data ---
+
+ var initData = function( data ) {
+
+ if( data.initialized === true )
+ return;
+
+
+ // loop through all keys
+
+ for( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+ for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ // remove minus times
+
+ if( data.hierarchy[ h ].keys[ k ].time < 0 )
+ data.hierarchy[ h ].keys[ k ].time = 0;
+
+
+ // create quaternions
+
+ if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+ !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+ var quat = data.hierarchy[ h ].keys[ k ].rot;
+ data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
+
+ }
+
+ }
+
+
+ // prepare morph target keys
+
+ if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+ // get all used
+
+ var usedMorphTargets = {};
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+ usedMorphTargets[ morphTargetName ] = -1;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+ // set all used on all frames
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ var influences = {};
+
+ for ( var morphTargetName in usedMorphTargets ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+ influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+ break;
+
+ }
+
+ }
+
+ if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+ influences[ morphTargetName ] = 0;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+ }
+
+ }
+
+
+ // remove all keys that are on the same time
+
+ for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+ data.hierarchy[ h ].keys.splice( k, 1 );
+ k --;
+
+ }
+
+ }
+
+
+ // set index
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ data.hierarchy[ h ].keys[ k ].index = k;
+
+ }
+
+ }
+
+
+ // JIT
+
+ var lengthInFrames = parseInt( data.length * data.fps, 10 );
+
+ data.JIT = {};
+ data.JIT.hierarchy = [];
+
+ for( var h = 0; h < data.hierarchy.length; h ++ )
+ data.JIT.hierarchy.push( new Array( lengthInFrames ) );
+
+
+ // done
+
+ data.initialized = true;
+
+ };
+
+
+ // interpolation types
+
+ that.LINEAR = 0;
+ that.CATMULLROM = 1;
+ that.CATMULLROM_FORWARD = 2;
+
+ return that;
+
+}());
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, name, interpolationType ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.get( name );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+
+ this.currentTime = 0;
+ this.timeScale = 1;
+
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+
+ this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
+
+ this.points = [];
+ this.target = new THREE.Vector3();
+
+};
+
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
+
+ if ( this.isPlaying === false ) {
+
+ this.isPlaying = true;
+ this.loop = loop !== undefined ? loop : true;
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object;
+
+ for ( h = 0; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+
+ if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ object.useQuaternion = true;
+
+ }
+
+ object.matrixAutoUpdate = true;
+
+ if ( object.animationCache === undefined ) {
+
+ object.animationCache = {};
+ object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+ }
+
+ var prevKey = object.animationCache.prevKey;
+ var nextKey = object.animationCache.nextKey;
+
+ prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
+ prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
+ prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
+
+ nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
+ nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
+ nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.pause = function() {
+
+ if ( this.isPaused === true ) {
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+ } else {
+
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+ }
+
+ this.isPaused = !this.isPaused;
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
+
+ // early out
+
+ if ( this.isPlaying === false ) return;
+
+
+ // vars
+
+ var types = [ "pos", "rot", "scl" ];
+ var type;
+ var scale;
+ var vector;
+ var prevXYZ, nextXYZ;
+ var prevKey, nextKey;
+ var object;
+ var animationCache;
+ var frame;
+ var JIThierarchy = this.data.JIT.hierarchy;
+ var currentTime, unloopedCurrentTime;
+ var currentPoint, forwardPoint, angle;
+
+
+ this.currentTime += deltaTimeMS * this.timeScale;
+
+ unloopedCurrentTime = this.currentTime;
+ currentTime = this.currentTime = this.currentTime % this.data.length;
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+ animationCache = object.animationCache;
+
+ // loop through pos/rot/scl
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ // get keys
+
+ type = types[ t ];
+ prevKey = animationCache.prevKey[ type ];
+ nextKey = animationCache.nextKey[ type ];
+
+ // switch keys?
+
+ if ( nextKey.time <= unloopedCurrentTime ) {
+
+ // did we loop?
+
+ if ( currentTime < unloopedCurrentTime ) {
+
+ if ( this.loop ) {
+
+ prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while( nextKey.time < currentTime ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ } else {
+
+ this.stop();
+ return;
+
+ }
+
+ } else {
+
+ do {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ } while( nextKey.time < currentTime )
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+
+ object.matrixAutoUpdate = true;
+ object.matrixWorldNeedsUpdate = true;
+
+ scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+ prevXYZ = prevKey[ type ];
+ nextXYZ = nextKey[ type ];
+
+
+ // check scale error
+
+ if ( scale < 0 || scale > 1 ) {
+
+ console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+ scale = scale < 0 ? 0 : 1;
+
+ }
+
+ // interpolate
+
+ if ( type === "pos" ) {
+
+ vector = object.position;
+
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+ this.points[ 1 ] = prevXYZ;
+ this.points[ 2 ] = nextXYZ;
+ this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+ scale = scale * 0.33 + 0.33;
+
+ currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+ vector.x = currentPoint[ 0 ];
+ vector.y = currentPoint[ 1 ];
+ vector.z = currentPoint[ 2 ];
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+ this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+ this.target.sub( vector );
+ this.target.y = 0;
+ this.target.normalize();
+
+ angle = Math.atan2( this.target.x, this.target.z );
+ object.rotation.set( 0, angle, 0 );
+
+ }
+
+ }
+
+ } else if ( type === "rot" ) {
+
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+ } else if ( type === "scl" ) {
+
+ vector = object.scale;
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ }
+
+ }
+
+ }
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+ var c = [], v3 = [],
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ point = ( points.length - 1 ) * scale;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+ pa = points[ c[ 0 ] ];
+ pb = points[ c[ 1 ] ];
+ pc = points[ c[ 2 ] ];
+ pd = points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+ v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+ v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+ return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key < keys.length - 1 ? key : keys.length - 1;
+
+ } else {
+
+ key = key % keys.length;
+
+ }
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key > 0 ? key : 0;
+
+ } else {
+
+ key = key >= 0 ? key : key + keys.length;
+
+ }
+
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.get( data );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+ this.currentTime = 0;
+ this.timeScale = 0.001;
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+ this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+ // initialize to first keyframes
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ obj = this.hierarchy[h];
+
+ if ( keys.length && sids ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ next = this.getNextKeyWith( sid, h, 0 );
+
+ if ( next ) {
+
+ next.apply( sid );
+
+ }
+
+ }
+
+ obj.matrixAutoUpdate = false;
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+ if( !this.isPlaying ) {
+
+ this.isPlaying = true;
+ this.loop = loop !== undefined ? loop : true;
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+ this.startTimeMs = startTimeMS;
+ this.startTime = 10000000;
+ this.endTime = -this.startTime;
+
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object,
+ node;
+
+ for ( h = 0; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+ object.useQuaternion = true;
+
+ if ( node.animationCache === undefined ) {
+
+ node.animationCache = {};
+ node.animationCache.prevKey = null;
+ node.animationCache.nextKey = null;
+ node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+ }
+
+ var keys = this.data.hierarchy[h].keys;
+
+ if (keys.length) {
+
+ node.animationCache.prevKey = keys[ 0 ];
+ node.animationCache.nextKey = keys[ 1 ];
+
+ this.startTime = Math.min( keys[0].time, this.startTime );
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+ }
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+ if( this.isPaused ) {
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+ } else {
+
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+ }
+
+ this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+
+ // reset JIT matrix and remove cache
+
+ for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+
+ var obj = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache !== undefined ) {
+
+ var original = node.animationCache.originalMatrix;
+
+ if( obj instanceof THREE.Bone ) {
+
+ original.copy( obj.skinMatrix );
+ obj.skinMatrix = original;
+
+ } else {
+
+ original.copy( obj.matrix );
+ obj.matrix = original;
+
+ }
+
+ delete node.animationCache;
+
+ }
+
+ }
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+ // early out
+
+ if( !this.isPlaying ) return;
+
+
+ // vars
+
+ var prevKey, nextKey;
+ var object;
+ var node;
+ var frame;
+ var JIThierarchy = this.data.JIT.hierarchy;
+ var currentTime, unloopedCurrentTime;
+ var looped;
+
+
+ // update
+
+ this.currentTime += deltaTimeMS * this.timeScale;
+
+ unloopedCurrentTime = this.currentTime;
+ currentTime = this.currentTime = this.currentTime % this.data.length;
+
+ // if looped around, the current time should be based on the startTime
+ if ( currentTime < this.startTimeMs ) {
+
+ currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+ }
+
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+ looped = currentTime < unloopedCurrentTime;
+
+ if ( looped && !this.loop ) {
+
+ // Set the animation to the last keyframes and stop
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ end = keys.length-1,
+ obj = this.hierarchy[h];
+
+ if ( keys.length ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ prev = this.getPrevKeyWith( sid, h, end );
+
+ if ( prev ) {
+ prev.apply( sid );
+
+ }
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ this.stop();
+ return;
+
+ }
+
+ // check pre-infinity
+ if ( currentTime < this.startTime ) {
+
+ return;
+
+ }
+
+ // update
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+
+ var keys = node.keys,
+ animationCache = node.animationCache;
+
+ // use JIT?
+
+ if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = false;
+
+ } else {
+
+ object.matrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ // use interpolation
+
+ } else if ( keys.length ) {
+
+ // make sure so original matrix and not JIT matrix is set
+
+ if ( this.JITCompile && animationCache ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = animationCache.originalMatrix;
+
+ } else {
+
+ object.matrix = animationCache.originalMatrix;
+
+ }
+
+ }
+
+ prevKey = animationCache.prevKey;
+ nextKey = animationCache.nextKey;
+
+ if ( prevKey && nextKey ) {
+
+ // switch keys?
+
+ if ( nextKey.time <= unloopedCurrentTime ) {
+
+ // did we loop?
+
+ if ( looped && this.loop ) {
+
+ prevKey = keys[ 0 ];
+ nextKey = keys[ 1 ];
+
+ while ( nextKey.time < currentTime ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ } else if ( !looped ) {
+
+ var lastIndex = keys.length - 1;
+
+ while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ }
+
+ animationCache.prevKey = prevKey;
+ animationCache.nextKey = nextKey;
+
+ }
+ if(nextKey.time >= currentTime)
+ prevKey.interpolate( nextKey, currentTime );
+ else
+ prevKey.interpolate( nextKey, nextKey.time);
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ // update JIT?
+
+ if ( this.JITCompile ) {
+
+ if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+ this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+ for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+ if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+ } else {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+ }
+
+ }
+
+ }
+
+ }
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key % keys.length;
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key >= 0 ? key : key + keys.length;
+
+ for ( ; key >= 0; key-- ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, -1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, -1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, -1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, -1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, -1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+ this.add( cameraNZ );
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
+
+ renderTarget.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.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ * A general perpose camera, for setting FOV, Lens Focal Length,
+ * and switching between perspective and orthographic views easily.
+ * Use this only if you do not wish to manage
+ * both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov;
+
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+ // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+ this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
+ this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+ this.zoom = 1;
+
+ this.toPerspective();
+
+ var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+ // Switches to the Perspective Camera
+
+ this.near = this.cameraP.near;
+ this.far = this.cameraP.far;
+
+ this.cameraP.fov = this.fov / this.zoom ;
+
+ this.cameraP.updateProjectionMatrix();
+
+ this.projectionMatrix = this.cameraP.projectionMatrix;
+
+ this.inPerspectiveMode = true;
+ this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+ // Switches to the Orthographic camera estimating viewport from Perspective
+
+ var fov = this.fov;
+ var aspect = this.cameraP.aspect;
+ var near = this.cameraP.near;
+ var far = this.cameraP.far;
+
+ // The size that we set is the mid plane of the viewing frustum
+
+ var hyperfocus = ( near + far ) / 2;
+
+ var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+ var planeHeight = 2 * halfHeight;
+ var planeWidth = planeHeight * aspect;
+ var halfWidth = planeWidth / 2;
+
+ halfHeight /= this.zoom;
+ halfWidth /= this.zoom;
+
+ this.cameraO.left = -halfWidth;
+ this.cameraO.right = halfWidth;
+ this.cameraO.top = halfHeight;
+ this.cameraO.bottom = -halfHeight;
+
+ // this.cameraO.left = -farHalfWidth;
+ // this.cameraO.right = farHalfWidth;
+ // this.cameraO.top = farHalfHeight;
+ // this.cameraO.bottom = -farHalfHeight;
+
+ // this.cameraO.left = this.left / this.zoom;
+ // this.cameraO.right = this.right / this.zoom;
+ // this.cameraO.top = this.top / this.zoom;
+ // this.cameraO.bottom = this.bottom / this.zoom;
+
+ this.cameraO.updateProjectionMatrix();
+
+ this.near = this.cameraO.near;
+ this.far = this.cameraO.far;
+ this.projectionMatrix = this.cameraO.projectionMatrix;
+
+ this.inPerspectiveMode = false;
+ this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+ this.cameraP.aspect = width / height;
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+ this.fov = fov;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toPerspective();
+ this.toOrthographic();
+
+ }
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+
+ this.setFov( fov );
+
+ return fov;
+};
+
+
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
+
+ this.zoom = zoom;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+THREE.CombinedCamera.prototype.toFrontView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+
+ // should we be modifing the matrix instead?
+
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBackView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toLeftView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = - Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toRightView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toTopView = function() {
+
+ this.rotation.x = - Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBottomView = function() {
+
+ this.rotation.x = Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - 3d asterisk shape (for line pieces THREE.Line)
+ */
+
+THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
+
+ THREE.Geometry.call( this );
+
+ var sd = innerRadius;
+ var ed = outerRadius;
+
+ var sd2 = 0.707 * sd;
+ var ed2 = 0.707 * ed;
+
+ var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
+ [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
+ [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
+ [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
+ [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
+ [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
+ [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
+ [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
+ [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
+ ];
+
+ for ( var i = 0, il = rays.length; i < il; i ++ ) {
+
+ var x = rays[ i ][ 0 ];
+ var y = rays[ i ][ 1 ];
+ var z = rays[ i ][ 2 ];
+
+ this.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+};
+
+THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ radius = radius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+ this.vertices.push(center);
+ uvs.push( centerUV );
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
+ vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, -1 );
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ var v1 = i;
+ var v2 = i + 1 ;
+ var v3 = 0;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var width_half = this.width / 2;
+ var height_half = this.height / 2;
+ var depth_half = this.depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ 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;
+
+ var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [
+ new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
+ new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
+ ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+ THREE.Geometry.call( this );
+
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
+
+ var heightHalf = height / 2;
+ var segmentsX = radiusSegments || 8;
+ var segmentsY = heightSegments || 1;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= segmentsY; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / segmentsY;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= segmentsX; x ++ ) {
+
+ var u = x / segmentsX;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * Math.PI * 2 );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+ }
+
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+ for ( y = 0; y < segmentsY; y ++ ) {
+
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
+
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
+
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
+
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( !openEnded && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 0 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( !openEnded && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 1 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: <int>, // Amount
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float>, // how far from text outline is bevel
+ * bevelSegments: <int>, // number of bevel layers
+ *
+ * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ * material: <int> // material index for front and back faces
+ * extrudeMaterial: <int> // material index for extrusion and beveled faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+ if ( typeof( shapes ) === "undefined" ) {
+ shapes = [];
+ return;
+ }
+
+ THREE.Geometry.call( this );
+
+ shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+ this.addShapeList( shapes, options );
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ // can't really use automatic vertex normals
+ // as then front and back sides get smoothed too
+ // should do separate smoothing just for sides
+
+ //this.computeVertexNormals();
+
+ //console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+ var sl = shapes.length;
+
+ for ( var s = 0; s < sl; s ++ ) {
+ var shape = shapes[ s ];
+ this.addShape( shape, options );
+ }
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+ var amount = options.amount !== undefined ? options.amount : 100;
+
+ var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+ var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+ var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+ var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var steps = options.steps !== undefined ? options.steps : 1;
+
+ var extrudePath = options.extrudePath;
+ var extrudePts, extrudeByPath = false;
+
+ var material = options.material;
+ var extrudeMaterial = options.extrudeMaterial;
+
+ // Use default WorldUVGenerator if no UV generators are specified.
+ var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+ var shapebb = this.shapebb;
+ //shapebb = shape.getBoundingBox();
+
+
+
+ var splineTube, binormal, normal, position2;
+ if ( extrudePath ) {
+
+ extrudePts = extrudePath.getSpacedPoints( steps );
+
+ extrudeByPath = true;
+ bevelEnabled = false; // bevels not supported for path extrusion
+
+ // SETUP TNB variables
+
+ // Reuse TNB from TubeGeomtry for now.
+ // TODO1 - have a .isClosed in spline?
+
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+ binormal = new THREE.Vector3();
+ normal = new THREE.Vector3();
+ position2 = new THREE.Vector3();
+
+ }
+
+ // Safeguards if bevels are not enabled
+
+ if ( ! bevelEnabled ) {
+
+ bevelSegments = 0;
+ bevelThickness = 0;
+ bevelSize = 0;
+
+ }
+
+ // Variables initalization
+
+ var ahole, h, hl; // looping of holes
+ var scope = this;
+ var bevelPoints = [];
+
+ var shapesOffset = this.vertices.length;
+
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = !THREE.Shape.Utils.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 ( THREE.Shape.Utils.isClockWise( ahole ) ) {
+
+ holes[ h ] = ahole.reverse();
+
+ }
+
+ }
+
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+
+ }
+
+
+ var faces = THREE.Shape.Utils.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.log( "die" );
+
+ return vec.clone().multiplyScalar( size ).add( pt );
+
+ }
+
+ var b, bs, t, z,
+ vert, vlen = vertices.length,
+ face, flen = faces.length,
+ cont, clen = contour.length;
+
+
+ // Find directions for point movement
+
+ var RAD_TO_DEGREES = 180 / Math.PI;
+
+
+ function getBevelVec( pt_i, pt_j, pt_k ) {
+
+ // Algorithm 2
+
+ return getBevelVec2( pt_i, pt_j, pt_k );
+
+ }
+
+ function getBevelVec1( pt_i, pt_j, pt_k ) {
+
+ var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
+ var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
+
+ if ( anglea > angleb ) {
+
+ angleb += Math.PI * 2;
+
+ }
+
+ var anglec = ( anglea + angleb ) / 2;
+
+
+ //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
+
+ var x = - Math.cos( anglec );
+ var y = - Math.sin( anglec );
+
+ var vec = new THREE.Vector2( x, y ); //.normalize();
+
+ return vec;
+
+ }
+
+ function getBevelVec2( pt_i, pt_j, pt_k ) {
+
+ var a = THREE.ExtrudeGeometry.__v1,
+ b = THREE.ExtrudeGeometry.__v2,
+ v_hat = THREE.ExtrudeGeometry.__v3,
+ w_hat = THREE.ExtrudeGeometry.__v4,
+ p = THREE.ExtrudeGeometry.__v5,
+ q = THREE.ExtrudeGeometry.__v6,
+ v, w,
+ v_dot_w_hat, q_sub_p_dot_w_hat,
+ s, intersection;
+
+ // good reading for line-line intersection
+ // http://sputsoft.com/blog/2010/03/line-line-intersection.html
+
+ // define a as vector j->i
+ // define b as vectot k->i
+
+ a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
+ b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
+
+ // get unit vectors
+
+ v = a.normalize();
+ w = b.normalize();
+
+ // normals from pt i
+
+ v_hat.set( -v.y, v.x );
+ w_hat.set( w.y, -w.x );
+
+ // pts from i
+
+ p.copy( pt_i ).add( v_hat );
+ q.copy( pt_i ).add( w_hat );
+
+ if ( p.equals( q ) ) {
+
+ //console.log("Warning: lines are straight");
+ return w_hat.clone();
+
+ }
+
+ // Points from j, k. helps prevents points cross overover most of the time
+
+ p.copy( pt_j ).add( v_hat );
+ q.copy( pt_k ).add( w_hat );
+
+ v_dot_w_hat = v.dot( w_hat );
+ q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
+
+ // We should not reach these conditions
+
+ if ( v_dot_w_hat === 0 ) {
+
+ console.log( "Either infinite or no solutions!" );
+
+ if ( q_sub_p_dot_w_hat === 0 ) {
+
+ console.log( "Its finite solutions." );
+
+ } else {
+
+ console.log( "Too bad, no solutions." );
+
+ }
+
+ }
+
+ s = q_sub_p_dot_w_hat / v_dot_w_hat;
+
+ if ( s < 0 ) {
+
+ // in case of emergecy, revert to algorithm 1.
+
+ return getBevelVec1( pt_i, pt_j, pt_k );
+
+ }
+
+ intersection = v.multiplyScalar( s ).add( p );
+
+ return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
+
+ }
+
+ 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)
+
+ var pt_i = contour[ i ];
+ var pt_j = contour[ j ];
+ var pt_k = contour[ k ];
+
+ contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+ }
+
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+
+ oneHoleMovements = [];
+
+ for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
+
+ // (j)---(i)---(k)
+ oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+ }
+
+ holesMovements.push( oneHoleMovements );
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+ }
+
+
+ // Loop bevelSegments, 1 for the front, 1 for the back
+
+ for ( b = 0; b < bevelSegments; b ++ ) {
+ //for ( b = bevelSegments; b > 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+
+ //z = bevelThickness * t;
+ bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
+ //bs = bevelSize * t ; // linear
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ //vert = scalePt( contour[ i ], contourCentroid, bs, false );
+ 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 );
+ //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
+
+ v( vert.x, vert.y, -z );
+
+ }
+
+ }
+
+ }
+
+ bs = bevelSize;
+
+ // Back facing vertices
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, 0 );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+ normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+ binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+ position2.copy( extrudePts[0] ).add(normal).add(binormal);
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ // Add stepped vertices...
+ // Including front facing vertices
+
+ var s;
+
+ for ( s = 1; s <= steps; s ++ ) {
+
+ for ( i = 0; i < vlen; i ++ ) {
+
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, amount / steps * s );
+
+ } else {
+
+ // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+ normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
+
+ position2.copy( extrudePts[s] ).add( normal ).add( binormal );
+
+ v( position2.x, position2.y, position2.z );
+
+ }
+
+ }
+
+ }
+
+
+ // Add bevel segments planes
+
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
+ //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+ bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
+
+ // contract shape
+
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ v( vert.x, vert.y, amount + z );
+
+ }
+
+ // expand holes
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
+
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+ if ( !extrudeByPath ) {
+
+ v( vert.x, vert.y, amount + z );
+
+ } else {
+
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ /* Faces */
+
+ // Top and bottom faces
+
+ buildLidFaces();
+
+ // Sides faces
+
+ buildSideFaces();
+
+
+ ///// Internal functions
+
+ function buildLidFaces() {
+
+ if ( bevelEnabled ) {
+
+ var layer = 0 ; // steps + 1
+ var offset = vlen * layer;
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
+
+ }
+
+ 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, false );
+
+ }
+
+ } else {
+
+ // Bottom faces
+
+ for ( i = 0; i < flen; i++ ) {
+
+ face = faces[ i ];
+ f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
+
+ }
+
+ // Top faces
+
+ for ( i = 0; i < flen; i ++ ) {
+
+ face = faces[ i ];
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
+
+ }
+ }
+
+ }
+
+ // Create faces for the z-sides of the shape
+
+ function buildSideFaces() {
+
+ var layeroffset = 0;
+ sidewalls( contour, layeroffset );
+ layeroffset += contour.length;
+
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ ahole = holes[ h ];
+ sidewalls( ahole, layeroffset );
+
+ //, true
+ layeroffset += ahole.length;
+
+ }
+
+ }
+
+ function sidewalls( contour, layeroffset ) {
+
+ var j, k;
+ i = contour.length;
+
+ while ( --i >= 0 ) {
+
+ j = i;
+ k = i - 1;
+ if ( k < 0 ) k = contour.length - 1;
+
+ //console.log('b', i,j, i-1, k,vertices.length);
+
+ var s = 0, sl = steps + bevelSegments * 2;
+
+ for ( s = 0; s < sl; s ++ ) {
+
+ var slen1 = vlen * s;
+ var slen2 = vlen * ( s + 1 );
+
+ var a = layeroffset + j + slen1,
+ b = layeroffset + k + slen1,
+ c = layeroffset + k + slen2,
+ d = layeroffset + j + slen2;
+
+ f4( a, b, c, d, contour, s, sl, j, k );
+
+ }
+ }
+
+ }
+
+
+ function v( x, y, z ) {
+
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+ function f3( a, b, c, isBottom ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+
+ // normal, color, material
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+
+ var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
+
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+ a += shapesOffset;
+ b += shapesOffset;
+ c += shapesOffset;
+ d += shapesOffset;
+
+ scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
+
+ var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
+ stepIndex, stepsLength, contourIndex1, contourIndex2 );
+ scope.faceVertexUvs[ 0 ].push( uvs );
+
+ }
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+ generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+ var ax = geometry.vertices[ indexA ].x,
+ ay = geometry.vertices[ indexA ].y,
+
+ bx = geometry.vertices[ indexB ].x,
+ by = geometry.vertices[ indexB ].y,
+
+ cx = geometry.vertices[ indexC ].x,
+ cy = geometry.vertices[ indexC ].y;
+
+ return [
+ new THREE.Vector2( ax, ay ),
+ new THREE.Vector2( bx, by ),
+ new THREE.Vector2( cx, cy )
+ ];
+
+ },
+
+ generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+
+ return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
+
+ },
+
+ generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
+ indexA, indexB, indexC, indexD, stepIndex, stepsLength,
+ contourIndex1, contourIndex2 ) {
+
+ var ax = geometry.vertices[ indexA ].x,
+ ay = geometry.vertices[ indexA ].y,
+ az = geometry.vertices[ indexA ].z,
+
+ bx = geometry.vertices[ indexB ].x,
+ by = geometry.vertices[ indexB ].y,
+ bz = geometry.vertices[ indexB ].z,
+
+ cx = geometry.vertices[ indexC ].x,
+ cy = geometry.vertices[ indexC ].y,
+ cz = geometry.vertices[ indexC ].z,
+
+ dx = geometry.vertices[ indexD ].x,
+ dy = geometry.vertices[ indexD ].y,
+ dz = geometry.vertices[ indexD ].z;
+
+ if ( Math.abs( ay - by ) < 0.01 ) {
+ return [
+ new THREE.Vector2( ax, 1 - az ),
+ new THREE.Vector2( bx, 1 - bz ),
+ new THREE.Vector2( cx, 1 - cz ),
+ new THREE.Vector2( dx, 1 - dz )
+ ];
+ } else {
+ return [
+ new THREE.Vector2( ay, 1 - az ),
+ new THREE.Vector2( by, 1 - bz ),
+ new THREE.Vector2( cy, 1 - cz ),
+ new THREE.Vector2( dy, 1 - dz )
+ ];
+ }
+ }
+};
+
+THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
+THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
+/**
+ * @author jonobr1 / http://jonobr1.com
+ *
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
+ * ExtrudeGeometry.
+ *
+ * parameters = {
+ *
+ * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
+ *
+ * material: <int> // material index for front and back faces
+ * uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ShapeGeometry = function ( shapes, options ) {
+
+ THREE.Geometry.call( this );
+
+ if ( shapes instanceof Array === false ) shapes = [ shapes ];
+
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+ this.addShapeList( shapes, options );
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+ for ( var i = 0, l = shapes.length; i < l; i++ ) {
+
+ this.addShape( shapes[ i ], options );
+
+ }
+
+ return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+ if ( options === undefined ) options = {};
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+ var material = options.material;
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
+
+ var shapebb = this.shapebb;
+
+ //
+
+ var i, l, hole, s;
+
+ var shapesOffset = this.vertices.length;
+ var shapePoints = shape.extractPoints( curveSegments );
+
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
+
+ var reverse = !THREE.Shape.Utils.isClockWise( vertices );
+
+ if ( reverse ) {
+
+ vertices = vertices.reverse();
+
+ // Maybe we should also check if holes are in the opposite direction, just to be safe...
+
+ for ( i = 0, l = holes.length; i < l; i++ ) {
+
+ hole = holes[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( hole ) ) {
+
+ holes[ i ] = hole.reverse();
+
+ }
+
+ }
+
+ reverse = false;
+
+ }
+
+ var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
+
+ // Vertices
+
+ var contour = vertices;
+
+ for ( i = 0, l = holes.length; i < l; i++ ) {
+
+ hole = holes[ i ];
+ vertices = vertices.concat( hole );
+
+ }
+
+ //
+
+ var vert, vlen = vertices.length;
+ var face, flen = faces.length;
+ var cont, clen = contour.length;
+
+ for ( i = 0; i < vlen; i++ ) {
+
+ vert = vertices[ i ];
+
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
+
+ }
+
+ for ( i = 0; i < flen; i++ ) {
+
+ face = faces[ i ];
+
+ var a = face[ 0 ] + shapesOffset;
+ var b = face[ 1 ] + shapesOffset;
+ var c = face[ 2 ] + shapesOffset;
+
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+ this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
+
+ }
+
+};
+/**
+ * @author astrodud / http://astrodud.isgreat.org/
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / http://exocortex.com
+ */
+
+// points - to create a closed torus, one must use a set of points
+// like so: [ a, b, c, d, a ], see first is the same as last.
+// segments - the number of circumference segments to create
+// phiStart - the starting radian
+// phiLength - the radian (0 to 2*PI) range of the lathed section
+// 2*pi is a closed lathe, less than 2PI is a portion.
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
+
+ THREE.Geometry.call( this );
+
+ segments = segments || 12;
+ phiStart = phiStart || 0;
+ phiLength = phiLength || 2 * Math.PI;
+
+ var inversePointLength = 1.0 / ( points.length - 1 );
+ var inverseSegments = 1.0 / segments;
+
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
+
+ var phi = phiStart + i * inverseSegments * phiLength;
+
+ var c = Math.cos( phi ),
+ s = Math.sin( phi );
+
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
+
+ var pt = points[ j ];
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = c * pt.x - s * pt.y;
+ vertex.y = s * pt.x + c * pt.y;
+ vertex.z = pt.z;
+
+ this.vertices.push( vertex );
+
+ }
+
+ }
+
+ var np = points.length;
+
+ for ( var i = 0, il = segments; i < il; i ++ ) {
+
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
+
+ var base = j + np * i;
+ var a = base;
+ var b = base + np;
+ var c = base + 1 + np;
+ var d = base + 1;
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+
+ var u0 = i * inverseSegments;
+ var v0 = j * inversePointLength;
+ var u1 = u0 + inverseSegments;
+ var v1 = v0 + inversePointLength;
+
+ this.faceVertexUvs[ 0 ].push( [
+
+ new THREE.Vector2( u0, v0 ),
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u0, v1 )
+
+ ] );
+
+ }
+
+ }
+
+ this.mergeVertices();
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.width = width;
+ this.height = height;
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+
+ var ix, iz;
+ var width_half = width / 2;
+ var height_half = height / 2;
+
+ var gridX = this.widthSegments;
+ var gridZ = this.heightSegments;
+
+ var gridX1 = gridX + 1;
+ var gridZ1 = gridZ + 1;
+
+ var segment_width = this.width / gridX;
+ var segment_height = this.height / gridZ;
+
+ var normal = new THREE.Vector3( 0, 0, 1 );
+
+ for ( iz = 0; iz < gridZ1; iz ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var x = ix * segment_width - width_half;
+ var y = iz * segment_height - height_half;
+
+ this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
+
+ }
+
+ }
+
+ for ( iz = 0; iz < gridZ; iz ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iz;
+ var b = ix + gridX1 * ( iz + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
+ var d = ( ix + 1 ) + gridX1 * iz;
+
+ var face = new THREE.Face4( a, b, c, d );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [
+ new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
+ new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
+ ] );
+
+ }
+
+ }
+
+ this.computeCentroids();
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.radius = radius || 50;
+
+ this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+ this.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 x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= this.heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ for ( x = 0; x <= this.widthSegments; x ++ ) {
+
+ var u = x / this.widthSegments;
+ var v = y / this.heightSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+ vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
+ vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ for ( y = 0; y < this.heightSegments; y ++ ) {
+
+ for ( x = 0; x < this.widthSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = vertices[ y + 1 ][ x ];
+ var v4 = vertices[ y + 1 ][ x + 1 ];
+
+ var n1 = this.vertices[ v1 ].clone().normalize();
+ var n2 = this.vertices[ v2 ].clone().normalize();
+ var n3 = this.vertices[ v3 ].clone().normalize();
+ var n4 = this.vertices[ v4 ].clone().normalize();
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x ].clone();
+ var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
+
+ if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
+
+ this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+ } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ } else {
+
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For creating 3D text geometry in three.js
+ *
+ * Text = 3D Text
+ *
+ * parameters = {
+ * size: <float>, // size of the text
+ * height: <float>, // thickness to extrude text
+ * curveSegments: <int>, // number of points on the curves
+ *
+ * font: <string>, // font name
+ * weight: <string>, // font weight (normal, bold)
+ * style: <string>, // font style (normal, italics)
+ *
+ * bevelEnabled: <bool>, // turn on bevel
+ * bevelThickness: <float>, // how deep into text bevel goes
+ * bevelSize: <float>, // how far from text outline is bevel
+ * }
+ *
+ */
+
+/* Usage Examples
+
+ // TextGeometry wrapper
+
+ var text3d = new TextGeometry( text, options );
+
+ // Complete manner
+
+ var textShapes = THREE.FontUtils.generateShapes( text, options );
+ var text3d = new ExtrudeGeometry( textShapes, options );
+
+*/
+
+
+THREE.TextGeometry = function ( text, parameters ) {
+
+ var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+ // translate parameters to ExtrudeGeometry API
+
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+ // defaults
+
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+ THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.radius = radius || 100;
+ this.tube = tube || 40;
+ this.radialSegments = radialSegments || 8;
+ this.tubularSegments = tubularSegments || 6;
+ this.arc = arc || Math.PI * 2;
+
+ var center = new THREE.Vector3(), uvs = [], normals = [];
+
+ for ( var j = 0; j <= this.radialSegments; j ++ ) {
+
+ for ( var i = 0; i <= this.tubularSegments; i ++ ) {
+
+ var u = i / this.tubularSegments * this.arc;
+ var v = j / this.radialSegments * Math.PI * 2;
+
+ center.x = this.radius * Math.cos( u );
+ center.y = this.radius * Math.sin( u );
+
+ var vertex = new THREE.Vector3();
+ vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
+ vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
+ vertex.z = this.tube * Math.sin( v );
+
+ this.vertices.push( vertex );
+
+ uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
+ normals.push( vertex.clone().sub( center ).normalize() );
+
+ }
+ }
+
+
+ for ( var j = 1; j <= this.radialSegments; j ++ ) {
+
+ for ( var i = 1; i <= this.tubularSegments; i ++ ) {
+
+ var a = ( this.tubularSegments + 1 ) * j + i - 1;
+ var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+ var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
+ var d = ( this.tubularSegments + 1 ) * j + i;
+
+ var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
+ face.normal.add( normals[ a ] );
+ face.normal.add( normals[ b ] );
+ face.normal.add( normals[ c ] );
+ face.normal.add( normals[ d ] );
+ face.normal.normalize();
+
+ this.faces.push( face );
+
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+ }
+
+ }
+
+ this.computeCentroids();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.radius = radius || 100;
+ this.tube = tube || 40;
+ this.radialSegments = radialSegments || 64;
+ this.tubularSegments = tubularSegments || 8;
+ this.p = p || 2;
+ this.q = q || 3;
+ this.heightScale = heightScale || 1;
+ this.grid = new Array( this.radialSegments );
+
+ var tang = new THREE.Vector3();
+ var n = new THREE.Vector3();
+ var bitan = new THREE.Vector3();
+
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+ this.grid[ i ] = new Array( this.tubularSegments );
+
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+ var u = i / this.radialSegments * 2 * this.p * Math.PI;
+ var v = j / this.tubularSegments * 2 * Math.PI;
+ var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
+ var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
+ var cx, cy;
+
+ tang.subVectors( p2, p1 );
+ n.addVectors( p2, p1 );
+
+ bitan.crossVectors( tang, n );
+ n.crossVectors( bitan, tang );
+ bitan.normalize();
+ n.normalize();
+
+ cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = this.tube * Math.sin( v );
+
+ p1.x += cx * n.x + cy * bitan.x;
+ p1.y += cx * n.y + cy * bitan.y;
+ p1.z += cx * n.z + cy * bitan.z;
+
+ this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
+
+ }
+
+ }
+
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+ var ip = ( i + 1 ) % this.radialSegments;
+ var jp = ( j + 1 ) % this.tubularSegments;
+
+ var a = this.grid[ i ][ j ];
+ var b = this.grid[ ip ][ j ];
+ var c = this.grid[ ip ][ jp ];
+ var d = this.grid[ i ][ jp ];
+
+ var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
+ var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
+ var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+ var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
+
+ }
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+ function getPos( u, v, in_q, in_p, radius, heightScale ) {
+
+ var cu = Math.cos( u );
+ var cv = Math.cos( v );
+ var su = Math.sin( u );
+ var quOverP = in_q / in_p * u;
+ var cs = Math.cos( quOverP );
+
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
+ var ty = radius * ( 2 + cs ) * su * 0.5;
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
+
+ THREE.Geometry.call( this );
+
+ this.path = path;
+ this.segments = segments || 64;
+ this.radius = radius || 1;
+ this.radiusSegments = radiusSegments || 8;
+ this.closed = closed || false;
+
+ if ( debug ) this.debug = new THREE.Object3D();
+
+ this.grid = [];
+
+ var scope = this,
+
+ tangent,
+ normal,
+ binormal,
+
+ numpoints = this.segments + 1,
+
+ x, y, z,
+ tx, ty, tz,
+ u, v,
+
+ cx, cy,
+ pos, pos2 = new THREE.Vector3(),
+ i, j,
+ ip, jp,
+ a, b, c, d,
+ uva, uvb, uvc, uvd;
+
+ var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
+ tangents = frames.tangents,
+ normals = frames.normals,
+ binormals = frames.binormals;
+
+ // proxy internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ function vert( x, y, z ) {
+
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+ }
+
+
+ // consruct the grid
+
+ for ( i = 0; i < numpoints; i++ ) {
+
+ this.grid[ i ] = [];
+
+ u = i / ( numpoints - 1 );
+
+ pos = path.getPointAt( u );
+
+ tangent = tangents[ i ];
+ normal = normals[ i ];
+ binormal = binormals[ i ];
+
+ if ( this.debug ) {
+
+ this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
+ this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
+ this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
+
+ }
+
+ for ( j = 0; j < this.radiusSegments; j++ ) {
+
+ v = j / this.radiusSegments * 2 * Math.PI;
+
+ cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ cy = this.radius * Math.sin( v );
+
+ pos2.copy( pos );
+ pos2.x += cx * normal.x + cy * binormal.x;
+ pos2.y += cx * normal.y + cy * binormal.y;
+ pos2.z += cx * normal.z + cy * binormal.z;
+
+ this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+ }
+ }
+
+
+ // construct the mesh
+
+ for ( i = 0; i < this.segments; i++ ) {
+
+ for ( j = 0; j < this.radiusSegments; j++ ) {
+
+ ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
+ jp = (j + 1) % this.radiusSegments;
+
+ a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
+ b = this.grid[ ip ][ j ];
+ c = this.grid[ ip ][ jp ];
+ d = this.grid[ i ][ jp ];
+
+ uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
+ uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
+ uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
+ uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
+
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
+
+ }
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
+
+ var tangent = new THREE.Vector3(),
+ normal = new THREE.Vector3(),
+ binormal = new THREE.Vector3(),
+
+ tangents = [],
+ normals = [],
+ binormals = [],
+
+ vec = new THREE.Vector3(),
+ mat = new THREE.Matrix4(),
+
+ numpoints = segments + 1,
+ theta,
+ epsilon = 0.0001,
+ smallest,
+
+ tx, ty, tz,
+ i, u, v;
+
+
+ // expose internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
+
+ // compute the tangent vectors for each segment on the path
+
+ for ( i = 0; i < numpoints; i++ ) {
+
+ u = i / ( numpoints - 1 );
+
+ tangents[ i ] = path.getTangentAt( u );
+ tangents[ i ].normalize();
+
+ }
+
+ initialNormal3();
+
+ function initialNormal1(lastBinormal) {
+ // fixed start binormal. Has dangers of 0 vectors
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+ normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+ }
+
+ function initialNormal2() {
+
+ // This uses the Frenet-Serret formula for deriving binormal
+ var t2 = path.getTangentAt( epsilon );
+
+ normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
+ binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
+
+ }
+
+ function initialNormal3() {
+ // select an initial normal vector perpenicular to the first tangent vector,
+ // and in the direction of the smallest tangent xyz component
+
+ normals[ 0 ] = new THREE.Vector3();
+ binormals[ 0 ] = new THREE.Vector3();
+ smallest = Number.MAX_VALUE;
+ tx = Math.abs( tangents[ 0 ].x );
+ ty = Math.abs( tangents[ 0 ].y );
+ tz = Math.abs( tangents[ 0 ].z );
+
+ if ( tx <= smallest ) {
+ smallest = tx;
+ normal.set( 1, 0, 0 );
+ }
+
+ if ( ty <= smallest ) {
+ smallest = ty;
+ normal.set( 0, 1, 0 );
+ }
+
+ if ( tz <= smallest ) {
+ normal.set( 0, 0, 1 );
+ }
+
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
+
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
+ }
+
+
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
+
+ for ( i = 1; i < numpoints; i++ ) {
+
+ normals[ i ] = normals[ i-1 ].clone();
+
+ binormals[ i ] = binormals[ i-1 ].clone();
+
+ vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
+
+ if ( vec.length() > epsilon ) {
+
+ vec.normalize();
+
+ theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
+
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+ }
+
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+
+ // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+ if ( closed ) {
+
+ theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
+ theta /= ( numpoints - 1 );
+
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
+
+ theta = -theta;
+
+ }
+
+ for ( i = 1; i < numpoints; i++ ) {
+
+ // twist a little...
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+ }
+
+ }
+};
+/**
+ * @author clockworkgeek / https://github.com/clockworkgeek
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
+
+ THREE.Geometry.call( this );
+
+ radius = radius || 1;
+ detail = detail || 0;
+
+ var that = this;
+
+ for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+ prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
+
+ }
+
+ var midpoints = [], p = this.vertices;
+
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+ make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
+
+ }
+
+ this.mergeVertices();
+
+ // Apply radius
+
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+ this.vertices[ i ].multiplyScalar( radius );
+
+ }
+
+
+ // Project vector onto sphere's surface
+
+ function prepare( vector ) {
+
+ var vertex = vector.normalize().clone();
+ vertex.index = that.vertices.push( vertex ) - 1;
+
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+ var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+ var v = inclination( vector ) / Math.PI + 0.5;
+ vertex.uv = new THREE.Vector2( u, 1 - v );
+
+ return vertex;
+
+ }
+
+
+ // Approximate a curved face with recursively sub-divided triangles.
+
+ function make( v1, v2, v3, detail ) {
+
+ if ( detail < 1 ) {
+
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+ face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+ face.normal = face.centroid.clone().normalize();
+ that.faces.push( face );
+
+ var azi = azimuth( face.centroid );
+ that.faceVertexUvs[ 0 ].push( [
+ correctUV( v1.uv, v1, azi ),
+ correctUV( v2.uv, v2, azi ),
+ correctUV( v3.uv, v3, azi )
+ ] );
+
+ } else {
+
+ detail -= 1;
+
+ // split triangle into 4 smaller triangles
+
+ make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
+ make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
+ make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
+ make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
+
+ }
+
+ }
+
+ function midpoint( v1, v2 ) {
+
+ if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
+ if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
+
+ var mid = midpoints[ v1.index ][ v2.index ];
+
+ if ( mid === undefined ) {
+
+ // generate mean point and project to surface with prepare()
+
+ midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
+ new THREE.Vector3().addVectors( v1, v2 ).divideScalar( 2 )
+ );
+ }
+
+ return mid;
+
+ }
+
+
+ // 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 ) ) );
+
+ }
+
+
+ // Texture fixing helper. Spheres have some odd behaviours.
+
+ function correctUV( uv, vector, azimuth ) {
+
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
+ return uv;
+
+ }
+
+ this.computeCentroids();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( 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 faces = [
+ [ 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 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
+ ];
+
+ var faces = [
+ [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+ var vertices = [
+ [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
+ ];
+
+ var faces = [
+ [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
+ ];
+
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
+
+ THREE.Geometry.call( this );
+
+ var verts = this.vertices;
+ var faces = this.faces;
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ useTris = (useTris === undefined) ? false : useTris;
+
+ var i, il, j, p;
+ var u, v;
+
+ var stackCount = stacks + 1;
+ var sliceCount = slices + 1;
+
+ for ( i = 0; i <= stacks; i ++ ) {
+
+ v = i / stacks;
+
+ for ( j = 0; j <= slices; j ++ ) {
+
+ u = j / slices;
+
+ p = func( u, v );
+ verts.push( p );
+
+ }
+ }
+
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
+
+ for ( i = 0; i < stacks; i ++ ) {
+
+ for ( j = 0; j < slices; j ++ ) {
+
+ a = i * sliceCount + j;
+ b = i * sliceCount + j + 1;
+ c = (i + 1) * sliceCount + j;
+ d = (i + 1) * sliceCount + j + 1;
+
+ uva = new THREE.Vector2( j / slices, i / stacks );
+ uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+ uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+ uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+
+ if ( useTris ) {
+
+ faces.push( new THREE.Face3( a, b, c ) );
+ faces.push( new THREE.Face3( b, d, c ) );
+
+ uvs.push( [ uva, uvb, uvc ] );
+ uvs.push( [ uvb, uvd, uvc ] );
+
+ } else {
+
+ faces.push( new THREE.Face4( a, b, d, c ) );
+ uvs.push( [ uva, uvb, uvd, uvc ] );
+
+ }
+
+ }
+
+ }
+
+ // console.log(this);
+
+ // magic bullet
+ // var diff = this.mergeVertices();
+ // console.log('removed ', diff, ' vertices by merging');
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author qiao / https://github.com/qiao
+ * @fileoverview This is a convex hull generator using the incremental method.
+ * The complexity is O(n^2) where n is the number of vertices.
+ * O(nlogn) algorithms do exist, but they are much more complicated.
+ *
+ * Benchmark:
+ *
+ * Platform: CPU: P7350 @2.00GHz Engine: V8
+ *
+ * Num Vertices Time(ms)
+ *
+ * 10 1
+ * 20 3
+ * 30 19
+ * 40 48
+ * 50 107
+ */
+
+THREE.ConvexGeometry = function( vertices ) {
+
+ THREE.Geometry.call( this );
+
+ var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
+
+ for ( var i = 3; i < vertices.length; i++ ) {
+
+ addPoint( i );
+
+ }
+
+
+ function addPoint( vertexId ) {
+
+ var vertex = vertices[ vertexId ].clone();
+
+ var mag = vertex.length();
+ vertex.x += mag * randomOffset();
+ vertex.y += mag * randomOffset();
+ vertex.z += mag * randomOffset();
+
+ var hole = [];
+
+ for ( var f = 0; f < faces.length; ) {
+
+ var face = faces[ f ];
+
+ // for each face, if the vertex can see it,
+ // then we try to add the face's edges into the hole.
+ if ( visible( face, vertex ) ) {
+
+ for ( var e = 0; e < 3; e++ ) {
+
+ var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
+ var boundary = true;
+
+ // remove duplicated edges.
+ for ( var h = 0; h < hole.length; h++ ) {
+
+ if ( equalEdge( hole[ h ], edge ) ) {
+
+ hole[ h ] = hole[ hole.length - 1 ];
+ hole.pop();
+ boundary = false;
+ break;
+
+ }
+
+ }
+
+ if ( boundary ) {
+
+ hole.push( edge );
+
+ }
+
+ }
+
+ // remove faces[ f ]
+ faces[ f ] = faces[ faces.length - 1 ];
+ faces.pop();
+
+ } else { // not visible
+
+ f++;
+
+ }
+ }
+
+ // construct the new faces formed by the edges of the hole and the vertex
+ for ( var h = 0; h < hole.length; h++ ) {
+
+ faces.push( [
+ hole[ h ][ 0 ],
+ hole[ h ][ 1 ],
+ vertexId
+ ] );
+
+ }
+ }
+
+ /**
+ * Whether the face is visible from the vertex
+ */
+ function visible( face, vertex ) {
+
+ var va = vertices[ face[ 0 ] ];
+ var vb = vertices[ face[ 1 ] ];
+ var vc = vertices[ face[ 2 ] ];
+
+ var n = normal( va, vb, vc );
+
+ // distance from face to origin
+ var dist = n.dot( va );
+
+ return n.dot( vertex ) >= dist;
+
+ }
+
+ /**
+ * Face normal
+ */
+ function normal( va, vb, vc ) {
+
+ var cb = new THREE.Vector3();
+ var ab = new THREE.Vector3();
+
+ cb.subVectors( vc, vb );
+ ab.subVectors( va, vb );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ return cb;
+
+ }
+
+ /**
+ * Detect whether two edges are equal.
+ * Note that when constructing the convex hull, two same edges can only
+ * be of the negative direction.
+ */
+ function equalEdge( ea, eb ) {
+
+ return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
+
+ }
+
+ /**
+ * Create a random offset between -1e-6 and 1e-6.
+ */
+ function randomOffset() {
+
+ return ( Math.random() - 0.5 ) * 2 * 1e-6;
+
+ }
+
+
+ /**
+ * XXX: Not sure if this is the correct approach. Need someone to review.
+ */
+ function vertexUv( vertex ) {
+
+ var mag = vertex.length();
+ return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
+
+ }
+
+ // Push vertices into `this.vertices`, skipping those inside the hull
+ var id = 0;
+ var newId = new Array( vertices.length ); // map from old vertex id to new id
+
+ for ( var i = 0; i < faces.length; i++ ) {
+
+ var face = faces[ i ];
+
+ for ( var j = 0; j < 3; j++ ) {
+
+ if ( newId[ face[ j ] ] === undefined ) {
+
+ newId[ face[ j ] ] = id++;
+ this.vertices.push( vertices[ face[ j ] ] );
+
+ }
+
+ face[ j ] = newId[ face[ j ] ];
+
+ }
+
+ }
+
+ // Convert faces into instances of THREE.Face3
+ for ( var i = 0; i < faces.length; i++ ) {
+
+ this.faces.push( new THREE.Face3(
+ faces[ i ][ 0 ],
+ faces[ i ][ 1 ],
+ faces[ i ][ 2 ]
+ ) );
+
+ }
+
+ // Compute UVs
+ for ( var i = 0; i < this.faces.length; i++ ) {
+
+ var face = this.faces[ i ];
+
+ this.faceVertexUvs[ 0 ].push( [
+ vertexUv( this.vertices[ face.a ] ),
+ vertexUv( this.vertices[ face.b ] ),
+ vertexUv( this.vertices[ face.c ])
+ ] );
+
+ }
+
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+};
+
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+ var geometry = new THREE.Geometry();
+
+ geometry.vertices.push(
+ new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
+ new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
+ new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
+ );
+
+ geometry.colors.push(
+ new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
+ new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
+ new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
+ );
+
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / https://exocortex.com
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ * dir - Vector3
+ * origin - Vector3
+ * length - Number
+ * hex - color in hex value
+ */
+
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
+
+ THREE.Object3D.call( this );
+
+ if ( length === undefined ) length = 20;
+ if ( hex === undefined ) hex = 0xffff00;
+
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
+
+ this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
+ this.add( this.line );
+
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
+
+ this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
+ this.cone.position.set( 0, 1, 0 );
+ this.add( this.cone );
+
+ if ( origin instanceof THREE.Vector3 ) this.position = origin;
+
+ this.setDirection( dir );
+ this.setLength( length );
+
+};
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
+
+ var d = THREE.ArrowHelper.__v1.copy( dir ).normalize();
+
+ if ( d.y > 0.999 ) {
+
+ this.rotation.set( 0, 0, 0 );
+
+ } else if ( d.y < - 0.999 ) {
+
+ this.rotation.set( Math.PI, 0, 0 );
+
+ } else {
+
+ var axis = THREE.ArrowHelper.__v2.set( d.z, 0, - d.x ).normalize();
+ var radians = Math.acos( d.y );
+ var quaternion = THREE.ArrowHelper.__q1.setFromAxisAngle( axis, radians );
+
+ this.rotation.setEulerFromQuaternion( quaternion, this.eulerOrder );
+
+ }
+
+};
+
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
+
+ this.scale.set( length, length, length );
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
+
+ this.line.material.color.setHex( hex );
+ this.cone.material.color.setHex( hex );
+
+};
+
+THREE.ArrowHelper.__v1 = new THREE.Vector3();
+THREE.ArrowHelper.__v2 = new THREE.Vector3();
+THREE.ArrowHelper.__q1 = new THREE.Quaternion();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows frustum, line of sight and up of the camera
+ * - suitable for fast updates
+ * - based on frustum visualization in lightgl.js shadowmap example
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+ THREE.Line.call( this );
+
+ var scope = this;
+
+ this.geometry = new THREE.Geometry();
+ this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+ this.type = THREE.LinePieces;
+
+ this.matrixWorld = camera.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.pointMap = {};
+
+ // colors
+
+ var hexFrustum = 0xffaa00;
+ var hexCone = 0xff0000;
+ var hexUp = 0x00aaff;
+ var hexTarget = 0xffffff;
+ var hexCross = 0x333333;
+
+ // near
+
+ addLine( "n1", "n2", hexFrustum );
+ addLine( "n2", "n4", hexFrustum );
+ addLine( "n4", "n3", hexFrustum );
+ addLine( "n3", "n1", hexFrustum );
+
+ // far
+
+ addLine( "f1", "f2", hexFrustum );
+ addLine( "f2", "f4", hexFrustum );
+ addLine( "f4", "f3", hexFrustum );
+ addLine( "f3", "f1", hexFrustum );
+
+ // sides
+
+ addLine( "n1", "f1", hexFrustum );
+ addLine( "n2", "f2", hexFrustum );
+ addLine( "n3", "f3", hexFrustum );
+ addLine( "n4", "f4", hexFrustum );
+
+ // cone
+
+ addLine( "p", "n1", hexCone );
+ addLine( "p", "n2", hexCone );
+ addLine( "p", "n3", hexCone );
+ addLine( "p", "n4", hexCone );
+
+ // up
+
+ addLine( "u1", "u2", hexUp );
+ addLine( "u2", "u3", hexUp );
+ addLine( "u3", "u1", hexUp );
+
+ // target
+
+ addLine( "c", "t", hexTarget );
+ addLine( "p", "c", hexCross );
+
+ // cross
+
+ addLine( "cn1", "cn2", hexCross );
+ addLine( "cn3", "cn4", hexCross );
+
+ addLine( "cf1", "cf2", hexCross );
+ addLine( "cf3", "cf4", hexCross );
+
+ this.camera = camera;
+
+ function addLine( a, b, hex ) {
+
+ addPoint( a, hex );
+ addPoint( b, hex );
+
+ }
+
+ function addPoint( id, hex ) {
+
+ scope.geometry.vertices.push( new THREE.Vector3() );
+ scope.geometry.colors.push( new THREE.Color( hex ) );
+
+ if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
+
+ scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
+
+ }
+
+ this.update( camera );
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.CameraHelper.prototype.update = function () {
+
+ var scope = this;
+
+ var w = 1, h = 1;
+
+ // we need just camera projection matrix
+ // world matrix must be identity
+
+ THREE.CameraHelper.__c.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 );
+
+ function setPoint( point, x, y, z ) {
+
+ THREE.CameraHelper.__v.set( x, y, z );
+ THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
+
+ var points = scope.pointMap[ point ];
+
+ if ( points !== undefined ) {
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
+
+ }
+
+ }
+
+ }
+
+ this.geometry.verticesNeedUpdate = true;
+
+};
+
+THREE.CameraHelper.__projector = new THREE.Projector();
+THREE.CameraHelper.__v = new THREE.Vector3();
+THREE.CameraHelper.__c = new THREE.Camera();
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows directional light color, intensity, position, orientation and target
+ */
+
+THREE.DirectionalLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+
+ // position
+
+ this.position = light.position;
+
+ // direction
+
+ this.direction = new THREE.Vector3();
+ this.direction.subVectors( light.target.position, light.position );
+
+ // color
+
+ var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+ this.color = light.color.clone();
+ this.color.multiplyScalar( intensity );
+
+ var hexColor = this.color.getHex();
+
+ // light helper
+
+ var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+ var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+
+ var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+ var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+
+ this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+ this.add( this.lightSphere );
+ this.add( this.lightRays );
+
+ this.lightSphere.properties.isGizmo = true;
+ this.lightSphere.properties.gizmoSubject = light;
+ this.lightSphere.properties.gizmoRoot = this;
+
+ // light target helper
+
+ this.targetSphere = null;
+
+ if ( light.target.properties.targetInverse !== undefined ) {
+
+ var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+ var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+ this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+ this.targetSphere.position = light.target.position;
+
+ this.targetSphere.properties.isGizmo = true;
+ this.targetSphere.properties.gizmoSubject = light.target;
+ this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+ var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( this.position.clone() );
+ lineGeometry.vertices.push( this.targetSphere.position.clone() );
+ lineGeometry.computeLineDistances();
+
+ this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+ this.targetLine.properties.isGizmo = true;
+
+ }
+
+ //
+
+ this.properties.isGizmo = true;
+
+}
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+ // update arrow orientation
+ // pointing from light to target
+
+ this.direction.subVectors( this.light.target.position, this.light.position );
+
+ // update arrow, spheres, rays and line colors to light color * light intensity
+
+ var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+ this.color.copy( this.light.color );
+ this.color.multiplyScalar( intensity );
+
+ this.lightSphere.material.color.copy( this.color );
+ this.lightRays.material.color.copy( this.color );
+
+ // Only update targetSphere and targetLine if available
+ if ( this.targetSphere !== null ) {
+
+ this.targetSphere.material.color.copy( this.color );
+ this.targetLine.material.color.copy( this.color );
+
+ // update target line vertices
+
+ this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+ this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+ this.targetLine.geometry.computeLineDistances();
+ this.targetLine.geometry.verticesNeedUpdate = true;
+
+ }
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows hemisphere light intensity, sky and ground colors and directions
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+
+ // position
+
+ this.position = light.position;
+
+ //
+
+ var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+ // sky color
+
+ this.color = light.color.clone();
+ this.color.multiplyScalar( intensity );
+
+ var hexColor = this.color.getHex();
+
+ // ground color
+
+ this.groundColor = light.groundColor.clone();
+ this.groundColor.multiplyScalar( intensity );
+
+ var hexColorGround = this.groundColor.getHex();
+
+ // double colored light bulb
+
+ var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
+ var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
+
+ var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+ var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
+
+ for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
+
+ bulbGeometry.faces[ i ].materialIndex = 0;
+
+ }
+
+ for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
+
+ bulbGroundGeometry.faces[ i ].materialIndex = 1;
+
+ }
+
+ THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
+
+ // arrows for sky and ground light directions
+
+ this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
+ this.lightArrow.rotation.x = Math.PI;
+
+ this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
+
+ var joint = new THREE.Object3D();
+ joint.rotation.x = -Math.PI * 0.5;
+
+ joint.add( this.lightSphere );
+ joint.add( this.lightArrow );
+ joint.add( this.lightArrowGround );
+
+ this.add( joint );
+
+ //
+
+ this.lightSphere.properties.isGizmo = true;
+ this.lightSphere.properties.gizmoSubject = light;
+ this.lightSphere.properties.gizmoRoot = this;
+
+ //
+
+ this.properties.isGizmo = true;
+
+ //
+
+ this.target = new THREE.Vector3();
+ this.lookAt( this.target );
+
+}
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+ // update sphere sky and ground colors to light color * light intensity
+
+ var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+ this.color.copy( this.light.color );
+ this.color.multiplyScalar( intensity );
+
+ this.groundColor.copy( this.light.groundColor );
+ this.groundColor.multiplyScalar( intensity );
+
+ this.lightSphere.material.materials[ 0 ].color.copy( this.color );
+ this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
+
+ this.lightArrow.setColor( this.color.getHex() );
+ this.lightArrowGround.setColor( this.groundColor.getHex() );
+
+ this.lookAt( this.target );
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - shows point light color, intensity, position and distance
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+
+ // position
+
+ this.position = light.position;
+
+ // color
+
+ var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+ this.color = light.color.clone();
+ this.color.multiplyScalar( intensity );
+
+ var hexColor = this.color.getHex();
+
+ // light helper
+
+ var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+ var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+ var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+
+ var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+ var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+ var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+ 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.lightSphere );
+ this.add( this.lightRays );
+ this.add( this.lightDistance );
+
+ //
+
+ this.lightSphere.properties.isGizmo = true;
+ this.lightSphere.properties.gizmoSubject = light;
+ this.lightSphere.properties.gizmoRoot = this;
+
+ //
+
+ this.properties.isGizmo = true;
+
+}
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointLightHelper.prototype.update = function () {
+
+ // update sphere and rays colors to light color * light intensity
+
+ var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+ this.color.copy( this.light.color );
+ this.color.multiplyScalar( intensity );
+
+ this.lightSphere.material.color.copy( this.color );
+ this.lightRays.material.color.copy( this.color );
+ this.lightDistance.material.color.copy( this.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 alteredq / http://alteredqualia.com/
+ *
+ * - shows spot light color, intensity, position, orientation, light cone and target
+ */
+
+THREE.SpotLightHelper = function ( light, sphereSize ) {
+
+ THREE.Object3D.call( this );
+
+ this.light = light;
+
+ // position
+
+ this.position = light.position;
+
+ // direction
+
+ this.direction = new THREE.Vector3();
+ this.direction.subVectors( light.target.position, light.position );
+
+ // color
+
+ var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+ this.color = light.color.clone();
+ this.color.multiplyScalar( intensity );
+
+ var hexColor = this.color.getHex();
+
+ // light helper
+
+ var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+ var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+ var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
+
+ var coneMatrix = new THREE.Matrix4();
+ coneMatrix.rotateX( -Math.PI/2 );
+ coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
+ coneGeometry.applyMatrix( coneMatrix );
+
+ var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+ var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+ var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
+
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
+
+ var coneLength = light.distance ? light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+ this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+ this.gyroscope = new THREE.Gyroscope();
+
+ this.gyroscope.add( this.lightSphere );
+ this.gyroscope.add( this.lightRays );
+
+ this.add( this.gyroscope );
+ this.add( this.lightCone );
+
+ this.lookAt( light.target.position );
+
+ this.lightSphere.properties.isGizmo = true;
+ this.lightSphere.properties.gizmoSubject = light;
+ this.lightSphere.properties.gizmoRoot = this;
+
+ // light target helper
+
+ this.targetSphere = null;
+
+ if ( light.target.properties.targetInverse !== undefined ) {
+
+ var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+ var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+ this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+ this.targetSphere.position = light.target.position;
+
+ this.targetSphere.properties.isGizmo = true;
+ this.targetSphere.properties.gizmoSubject = light.target;
+ this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+ var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( this.position.clone() );
+ lineGeometry.vertices.push( this.targetSphere.position.clone() );
+ lineGeometry.computeLineDistances();
+
+ this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+ this.targetLine.properties.isGizmo = true;
+
+ }
+
+ //
+
+ this.properties.isGizmo = true;
+
+}
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+ // update arrow orientation
+ // pointing from light to target
+
+ this.direction.subVectors( this.light.target.position, this.light.position );
+
+ // update light cone orientation and size
+
+ this.lookAt( this.light.target.position );
+
+ var coneLength = this.light.distance ? this.light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+ // update arrow, spheres, rays and line colors to light color * light intensity
+
+ var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+ this.color.copy( this.light.color );
+ this.color.multiplyScalar( intensity );
+
+ this.lightSphere.material.color.copy( this.color );
+ this.lightRays.material.color.copy( this.color );
+ this.lightCone.material.color.copy( this.color );
+
+ // Only update targetSphere and targetLine if available
+ if ( this.targetSphere !== null ) {
+
+ this.targetSphere.material.color.copy( this.color );
+ this.targetLine.material.color.copy( this.color );
+
+ // update target line vertices
+
+ this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+ this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+ this.targetLine.geometry.computeLineDistances();
+ this.targetLine.geometry.verticesNeedUpdate = true;
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ImmediateRenderObject = function () {
+
+ THREE.Object3D.call( this );
+
+ this.render = function ( renderCallback ) { };
+
+};
+
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+ THREE.Object3D.call( this );
+
+ this.lensFlares = [];
+
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
+
+ if( texture !== undefined ) {
+
+ this.add( texture, size, distance, blending, color );
+
+ }
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+ if( size === undefined ) size = -1;
+ if( distance === undefined ) distance = 0;
+ if( opacity === undefined ) opacity = 1;
+ if( color === undefined ) color = new THREE.Color( 0xffffff );
+ if( blending === undefined ) blending = THREE.NormalBlending;
+
+ distance = Math.min( distance, Math.max( 0, distance ) );
+
+ this.lensFlares.push( { texture: texture, // THREE.Texture
+ size: size, // size in pixels (-1 = use texture.width)
+ distance: distance, // distance (0-1) from light source (0=at light source)
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
+ scale: 1, // scale
+ rotation: 1, // rotation
+ opacity: opacity, // opacity
+ color: color, // color
+ blending: blending } ); // blending
+
+};
+
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+ var f, fl = this.lensFlares.length;
+ var flare;
+ var vecX = -this.positionScreen.x * 2;
+ var vecY = -this.positionScreen.y * 2;
+
+ for( f = 0; f < fl; f ++ ) {
+
+ flare = this.lensFlares[ f ];
+
+ flare.x = this.positionScreen.x + vecX * flare.distance;
+ flare.y = this.positionScreen.y + vecY * flare.distance;
+
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+ }
+
+};
+
+
+
+
+
+
+
+
+
+
+
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphBlendMesh = function( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.animationsMap = {};
+ this.animationsList = [];
+
+ // prepare default animation
+ // (all frames played together in 1 second)
+
+ var numFrames = this.geometry.morphTargets.length;
+
+ var name = "__default";
+
+ var startFrame = 0;
+ var endFrame = numFrames - 1;
+
+ var fps = numFrames / 1;
+
+ this.createAnimation( name, startFrame, endFrame, fps );
+ this.setAnimationWeight( name, 1 );
+
+};
+
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
+
+ var animation = {
+
+ startFrame: start,
+ endFrame: end,
+
+ length: end - start + 1,
+
+ fps: fps,
+ duration: ( end - start ) / fps,
+
+ lastFrame: 0,
+ currentFrame: 0,
+
+ active: false,
+
+ time: 0,
+ direction: 1,
+ weight: 1,
+
+ directionBackwards: false,
+ mirroredLoop: false
+
+ };
+
+ this.animationsMap[ name ] = animation;
+ this.animationsList.push( animation );
+
+};
+
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
+
+ var pattern = /([a-z]+)(\d+)/;
+
+ var firstAnimation, frameRanges = {};
+
+ var geometry = this.geometry;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var chunks = morph.name.match( pattern );
+
+ if ( chunks && chunks.length > 1 ) {
+
+ var name = chunks[ 1 ];
+ var num = chunks[ 2 ];
+
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
+
+ var range = frameRanges[ name ];
+
+ if ( i < range.start ) range.start = i;
+ if ( i > range.end ) range.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = name;
+
+ }
+
+ }
+
+ for ( var name in frameRanges ) {
+
+ var range = frameRanges[ name ];
+ this.createAnimation( name, range.start, range.end, fps );
+
+ }
+
+ this.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = 1;
+ animation.directionBackwards = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.direction = -1;
+ animation.directionBackwards = true;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.fps = fps;
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.duration = duration;
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.weight = weight;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = time;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
+
+ var time = 0;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ time = animation.time;
+
+ }
+
+ return time;
+
+};
+
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
+
+ var duration = -1;
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ duration = animation.duration;
+
+ }
+
+ return duration;
+
+};
+
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.time = 0;
+ animation.active = true;
+
+ } else {
+
+ console.warn( "animation[" + name + "] undefined" );
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
+
+ var animation = this.animationsMap[ name ];
+
+ if ( animation ) {
+
+ animation.active = false;
+
+ }
+
+};
+
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
+
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
+
+ var animation = this.animationsList[ i ];
+
+ if ( ! animation.active ) continue;
+
+ var frameTime = animation.duration / animation.length;
+
+ animation.time += animation.direction * delta;
+
+ if ( animation.mirroredLoop ) {
+
+ if ( animation.time > animation.duration || animation.time < 0 ) {
+
+ animation.direction *= -1;
+
+ if ( animation.time > animation.duration ) {
+
+ animation.time = animation.duration;
+ animation.directionBackwards = true;
+
+ }
+
+ if ( animation.time < 0 ) {
+
+ animation.time = 0;
+ animation.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ animation.time = animation.time % animation.duration;
+
+ if ( animation.time < 0 ) animation.time += animation.duration;
+
+ }
+
+ var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+ var weight = animation.weight;
+
+ if ( keyframe !== animation.currentFrame ) {
+
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ animation.lastFrame = animation.currentFrame;
+ animation.currentFrame = keyframe;
+
+ }
+
+ var mix = ( animation.time % frameTime ) / frameTime;
+
+ if ( animation.directionBackwards ) mix = 1 - mix;
+
+ this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
+ this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
+
+ }
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function () {
+
+ var _gl, _renderer, _precision, _lensFlare = {};
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ _precision = renderer.getPrecision();
+
+ _lensFlare.vertices = new Float32Array( 8 + 8 );
+ _lensFlare.faces = new Uint16Array( 6 );
+
+ var i = 0;
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
+
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
+
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
+
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
+
+ i = 0;
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
+
+ // buffers
+
+ _lensFlare.vertexBuffer = _gl.createBuffer();
+ _lensFlare.elementBuffer = _gl.createBuffer();
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
+
+ // textures
+
+ _lensFlare.tempTexture = _gl.createTexture();
+ _lensFlare.occlusionTexture = _gl.createTexture();
+
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
+
+ if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
+
+ _lensFlare.hasVertexTexture = false;
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
+
+ } else {
+
+ _lensFlare.hasVertexTexture = true;
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
+
+ }
+
+ _lensFlare.attributes = {};
+ _lensFlare.uniforms = {};
+
+ _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
+ _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
+
+ _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
+ _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
+ _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
+ _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
+ _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
+ _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
+ _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
+ _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
+
+ };
+
+
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ * Then _lensFlare.update_lensFlares() is called to re-position and
+ * update transparency of flares. Then they are rendered.
+ *
+ */
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ var flares = scene.__webglFlares,
+ nFlares = flares.length;
+
+ if ( ! nFlares ) return;
+
+ var tempPosition = new THREE.Vector3();
+
+ var invAspect = viewportHeight / viewportWidth,
+ halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ var size = 16 / viewportHeight,
+ scale = new THREE.Vector2( size * invAspect, size );
+
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+ var uniforms = _lensFlare.uniforms,
+ attributes = _lensFlare.attributes;
+
+ // set _lensFlare program and reset blending
+
+ _gl.useProgram( _lensFlare.program );
+
+ _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
+ _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
+
+ // loop through all lens flares to update their occlusion and positions
+ // setup gl and common used attribs/unforms
+
+ _gl.uniform1i( uniforms.occlusionMap, 0 );
+ _gl.uniform1i( uniforms.map, 1 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
+ _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
+
+ _gl.disable( _gl.CULL_FACE );
+ _gl.depthMask( false );
+
+ var i, j, jl, flare, sprite;
+
+ for ( i = 0; i < nFlares; i ++ ) {
+
+ size = 16 / viewportHeight;
+ scale.set( size * invAspect, size );
+
+ // calc object screen position
+
+ flare = flares[ i ];
+
+ tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
+
+ // setup arrays for gl programs
+
+ screenPosition.copy( tempPosition )
+
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+ // screen cull
+
+ if ( _lensFlare.hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewportWidth &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewportHeight ) ) {
+
+ // save current RGB to temp texture
+
+ _gl.activeTexture( _gl.TEXTURE1 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // render pink quad
+
+ _gl.uniform1i( uniforms.renderType, 0 );
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+ _gl.disable( _gl.BLEND );
+ _gl.enable( _gl.DEPTH_TEST );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+ // copy result to occlusionMap
+
+ _gl.activeTexture( _gl.TEXTURE0 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // restore graphics
+
+ _gl.uniform1i( uniforms.renderType, 1 );
+ _gl.disable( _gl.DEPTH_TEST );
+
+ _gl.activeTexture( _gl.TEXTURE1 );
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+
+ // update object positions
+
+ flare.positionScreen.copy( screenPosition )
+
+ if ( flare.customUpdateCallback ) {
+
+ flare.customUpdateCallback( flare );
+
+ } else {
+
+ flare.updateLensFlares();
+
+ }
+
+ // render flares
+
+ _gl.uniform1i( uniforms.renderType, 2 );
+ _gl.enable( _gl.BLEND );
+
+ for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+ sprite = flare.lensFlares[ j ];
+
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
+
+ size = sprite.size * sprite.scale / viewportHeight;
+
+ scale.x = size * invAspect;
+ scale.y = size;
+
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+ _gl.uniform1f( uniforms.opacity, sprite.opacity );
+ _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+ _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ _renderer.setTexture( sprite.texture, 1 );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // restore gl
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthMask( true );
+
+ };
+
+ function createProgram ( shader, precision ) {
+
+ var program = _gl.createProgram();
+
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ var prefix = "precision " + precision + " float;\n";
+
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ _gl.compileShader( fragmentShader );
+ _gl.compileShader( vertexShader );
+
+ _gl.attachShader( program, fragmentShader );
+ _gl.attachShader( program, vertexShader );
+
+ _gl.linkProgram( program );
+
+ return program;
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function () {
+
+ var _gl,
+ _renderer,
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _min = new THREE.Vector3(),
+ _max = new THREE.Vector3(),
+
+ _matrixPosition = new THREE.Vector3();
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
+
+ this.update( scene, camera );
+
+ };
+
+ this.update = function ( scene, camera ) {
+
+ var i, il, j, jl, n,
+
+ shadowMap, shadowMatrix, shadowCamera,
+ program, buffer, material,
+ webglObject, object, light,
+ renderList,
+
+ lights = [],
+ k = 0,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.setDepthTest( true );
+
+ // preprocess lights
+ // - skip lights that are not casting shadows
+ // - create virtual lights for cascaded shadow maps
+
+ for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
+
+ light = scene.__lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+ for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+ var virtualLight;
+
+ if ( ! light.shadowCascadeArray[ n ] ) {
+
+ virtualLight = createVirtualLight( light, n );
+ virtualLight.originalCamera = camera;
+
+ var gyro = new THREE.Gyroscope();
+ gyro.position = light.shadowCascadeOffset;
+
+ gyro.add( virtualLight );
+ gyro.add( virtualLight.target );
+
+ camera.add( gyro );
+
+ light.shadowCascadeArray[ n ] = virtualLight;
+
+ console.log( "Created virtualLight", virtualLight );
+
+ } else {
+
+ virtualLight = light.shadowCascadeArray[ n ];
+
+ }
+
+ updateVirtualLight( light, n );
+
+ lights[ k ] = virtualLight;
+ k ++;
+
+ }
+
+ } else {
+
+ lights[ k ] = light;
+ k ++;
+
+ }
+
+ }
+
+ // render depth map
+
+ for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+ light = lights[ i ];
+
+ if ( ! light.shadowMap ) {
+
+ var shadowFilter = THREE.LinearFilter;
+
+ if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowFilter = THREE.NearestFilter;
+
+ }
+
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
+
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+ light.shadowMatrix = new THREE.Matrix4();
+
+ }
+
+ if ( ! light.shadowCamera ) {
+
+ if ( light instanceof THREE.SpotLight ) {
+
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else {
+
+ console.error( "Unsupported light type for shadow" );
+ continue;
+
+ }
+
+ scene.add( light.shadowCamera );
+
+ if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+ }
+
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+ light.shadowCamera.add( light.cameraHelper );
+
+ }
+
+ if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+ updateShadowCamera( camera, light );
+
+ }
+
+ shadowMap = light.shadowMap;
+ shadowMatrix = light.shadowMatrix;
+ shadowCamera = light.shadowCamera;
+
+ shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
+ _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
+ shadowCamera.lookAt( _matrixPosition );
+ shadowCamera.updateMatrixWorld();
+
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+ // compute shadow matrix
+
+ shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
+ 0.0, 0.5, 0.0, 0.5,
+ 0.0, 0.0, 0.5, 0.5,
+ 0.0, 0.0, 0.0, 1.0 );
+
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render shadow map
+
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ renderList = scene.__webglObjects;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible && object.castShadow ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ webglObject.render = true;
+
+ }
+
+ }
+
+ }
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // culling is overriden globally for all objects
+ // while rendering depth map
+
+ // need to deal with MeshFaceMaterial somehow
+ // in that case just use the first of material.materials for now
+ // (proper solution would require to break objects by materials
+ // similarly to regular rendering and then set corresponding
+ // depth materials per each chunk instead of just once per object)
+
+ objectMaterial = getObjectMaterial( object );
+
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ if ( object.visible && object.castShadow ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ };
+
+ function createVirtualLight( light, cascade ) {
+
+ var virtualLight = new THREE.DirectionalLight();
+
+ virtualLight.isVirtual = true;
+
+ virtualLight.onlyShadow = true;
+ virtualLight.castShadow = true;
+
+ virtualLight.shadowCameraNear = light.shadowCameraNear;
+ virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+ virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+ virtualLight.shadowCameraRight = light.shadowCameraRight;
+ virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+ virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+ virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+ virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+ virtualLight.pointsWorld = [];
+ virtualLight.pointsFrustum = [];
+
+ var pointsWorld = virtualLight.pointsWorld,
+ pointsFrustum = virtualLight.pointsFrustum;
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ pointsWorld[ i ] = new THREE.Vector3();
+ pointsFrustum[ i ] = new THREE.Vector3();
+
+ }
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ pointsFrustum[ 0 ].set( -1, -1, nearZ );
+ pointsFrustum[ 1 ].set( 1, -1, nearZ );
+ pointsFrustum[ 2 ].set( -1, 1, nearZ );
+ pointsFrustum[ 3 ].set( 1, 1, nearZ );
+
+ pointsFrustum[ 4 ].set( -1, -1, farZ );
+ pointsFrustum[ 5 ].set( 1, -1, farZ );
+ pointsFrustum[ 6 ].set( -1, 1, farZ );
+ pointsFrustum[ 7 ].set( 1, 1, farZ );
+
+ return virtualLight;
+
+ }
+
+ // Synchronize virtual light with the original light
+
+ function updateVirtualLight( light, cascade ) {
+
+ var virtualLight = light.shadowCascadeArray[ cascade ];
+
+ virtualLight.position.copy( light.position );
+ virtualLight.target.position.copy( light.target.position );
+ virtualLight.lookAt( virtualLight.target );
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ var pointsFrustum = virtualLight.pointsFrustum;
+
+ pointsFrustum[ 0 ].z = nearZ;
+ pointsFrustum[ 1 ].z = nearZ;
+ pointsFrustum[ 2 ].z = nearZ;
+ pointsFrustum[ 3 ].z = nearZ;
+
+ pointsFrustum[ 4 ].z = farZ;
+ pointsFrustum[ 5 ].z = farZ;
+ pointsFrustum[ 6 ].z = farZ;
+ pointsFrustum[ 7 ].z = farZ;
+
+ }
+
+ // Fit shadow camera's ortho frustum to camera frustum
+
+ function updateShadowCamera( camera, light ) {
+
+ var shadowCamera = light.shadowCamera,
+ pointsFrustum = light.pointsFrustum,
+ pointsWorld = light.pointsWorld;
+
+ _min.set( Infinity, Infinity, Infinity );
+ _max.set( -Infinity, -Infinity, -Infinity );
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ var p = pointsWorld[ i ];
+
+ p.copy( pointsFrustum[ i ] );
+ THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
+
+ p.applyMatrix4( shadowCamera.matrixWorldInverse );
+
+ if ( p.x < _min.x ) _min.x = p.x;
+ if ( p.x > _max.x ) _max.x = p.x;
+
+ if ( p.y < _min.y ) _min.y = p.y;
+ if ( p.y > _max.y ) _max.y = p.y;
+
+ if ( p.z < _min.z ) _min.z = p.z;
+ if ( p.z > _max.z ) _max.z = p.z;
+
+ }
+
+ shadowCamera.left = _min.x;
+ shadowCamera.right = _max.x;
+ shadowCamera.top = _max.y;
+ shadowCamera.bottom = _min.y;
+
+ // can't really fit near/far
+ //shadowCamera.near = _min.z;
+ //shadowCamera.far = _max.z;
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+THREE.ShadowMapPlugin.__projector = new THREE.Projector();
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function () {
+
+ var _gl, _renderer, _precision, _sprite = {};
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ _precision = renderer.getPrecision();
+
+ _sprite.vertices = new Float32Array( 8 + 8 );
+ _sprite.faces = new Uint16Array( 6 );
+
+ var i = 0;
+
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0
+
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1
+
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2
+
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3
+
+ i = 0;
+
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
+
+ _sprite.vertexBuffer = _gl.createBuffer();
+ _sprite.elementBuffer = _gl.createBuffer();
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
+
+ _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
+
+ _sprite.attributes = {};
+ _sprite.uniforms = {};
+
+ _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
+ _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
+
+ _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
+ _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
+
+ _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
+ _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
+ _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
+
+ _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
+ _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
+ _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
+
+ _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
+ _sprite.uniforms.sizeAttenuation = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
+ _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
+ _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
+ _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+
+ _sprite.uniforms.fogType = _gl.getUniformLocation( _sprite.program, "fogType" );
+ _sprite.uniforms.fogDensity = _gl.getUniformLocation( _sprite.program, "fogDensity" );
+ _sprite.uniforms.fogNear = _gl.getUniformLocation( _sprite.program, "fogNear" );
+ _sprite.uniforms.fogFar = _gl.getUniformLocation( _sprite.program, "fogFar" );
+ _sprite.uniforms.fogColor = _gl.getUniformLocation( _sprite.program, "fogColor" );
+
+ _sprite.uniforms.alphaTest = _gl.getUniformLocation( _sprite.program, "alphaTest" );
+
+ };
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ var sprites = scene.__webglSprites,
+ nSprites = sprites.length;
+
+ if ( ! nSprites ) return;
+
+ var attributes = _sprite.attributes,
+ uniforms = _sprite.uniforms;
+
+ var invAspect = viewportHeight / viewportWidth;
+
+ var halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ // setup gl
+
+ _gl.useProgram( _sprite.program );
+
+ _gl.enableVertexAttribArray( attributes.position );
+ _gl.enableVertexAttribArray( attributes.uv );
+
+ _gl.disable( _gl.CULL_FACE );
+ _gl.enable( _gl.BLEND );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.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, _sprite.elementBuffer );
+
+ _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ _gl.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 instanceof THREE.Fog ) {
+
+ _gl.uniform1f( uniforms.fogNear, fog.near );
+ _gl.uniform1f( uniforms.fogFar, fog.far );
+
+ _gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ _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
+
+ var i, sprite, material, screenPosition, size, fogType, scale = [];
+
+ for( i = 0; i < nSprites; i ++ ) {
+
+ sprite = sprites[ i ];
+ material = sprite.material;
+
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+ if ( ! material.useScreenCoordinates ) {
+
+ sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+ sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+ } else {
+
+ sprite.z = - sprite.position.z;
+
+ }
+
+ }
+
+ sprites.sort( painterSortStable );
+
+ // render all sprites
+
+ for( i = 0; i < nSprites; i ++ ) {
+
+ sprite = sprites[ i ];
+ material = sprite.material;
+
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+ if ( material.map && material.map.image && material.map.image.width ) {
+
+ _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+
+ if ( material.useScreenCoordinates === true ) {
+
+ _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
+ _gl.uniform3f(
+ uniforms.screenPosition,
+ ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth ) / halfViewportWidth,
+ ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
+ Math.max( 0, Math.min( 1, sprite.position.z ) )
+ );
+
+ scale[ 0 ] = _renderer.devicePixelRatio;
+ scale[ 1 ] = _renderer.devicePixelRatio;
+
+ } else {
+
+ _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
+ _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+ scale[ 0 ] = 1;
+ scale[ 1 ] = 1;
+
+ }
+
+ if ( scene.fog && material.fog ) {
+
+ fogType = sceneFogType;
+
+ } else {
+
+ fogType = 0;
+
+ }
+
+ if ( oldFogType !== fogType ) {
+
+ _gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
+
+ }
+
+ size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
+
+ scale[ 0 ] *= size * invAspect * sprite.scale.x
+ scale[ 1 ] *= size * sprite.scale.y;
+
+ _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
+ _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
+ _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
+
+ _gl.uniform1f( uniforms.opacity, material.opacity );
+ _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
+ _gl.uniform2fv( uniforms.scale, scale );
+
+ _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ _renderer.setDepthTest( material.depthTest );
+ _renderer.setDepthWrite( material.depthWrite );
+ _renderer.setTexture( material.map, 0 );
+
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ // restore gl
+
+ _gl.enable( _gl.CULL_FACE );
+
+ };
+
+ function createProgram ( shader, precision ) {
+
+ var program = _gl.createProgram();
+
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ var prefix = "precision " + precision + " float;\n";
+
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ _gl.compileShader( fragmentShader );
+ _gl.compileShader( vertexShader );
+
+ _gl.attachShader( program, fragmentShader );
+ _gl.attachShader( program, vertexShader );
+
+ _gl.linkProgram( program );
+
+ return program;
+
+ };
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DepthPassPlugin = function () {
+
+ this.enabled = false;
+ this.renderTarget = null;
+
+ var _gl,
+ _renderer,
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4();
+
+ this.init = function ( renderer ) {
+
+ _gl = renderer.context;
+ _renderer = renderer;
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( ! this.enabled ) return;
+
+ this.update( scene, camera );
+
+ };
+
+ this.update = function ( scene, camera ) {
+
+ var i, il, j, jl, n,
+
+ program, buffer, material,
+ webglObject, object, light,
+ renderList,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _renderer.setDepthTest( true );
+
+ // update scene
+
+ if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render depth map
+
+ _renderer.setRenderTarget( this.renderTarget );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ renderList = scene.__webglObjects;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+ webglObject.render = true;
+
+ }
+
+ }
+
+ }
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // todo: create proper depth material for particles
+
+ if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
+
+ objectMaterial = getObjectMaterial( object );
+
+ if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
+
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+ webglObject = renderList[ j ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ };
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ *
+ */
+
+THREE.ShaderFlares = {
+
+ 'lensFlareVertexTexture': {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "uniform sampler2D occlusionMap;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+ "vVisibility = ( visibility.r / 9.0 ) *",
+ "( 1.0 - visibility.g / 9.0 ) *",
+ "( visibility.b / 9.0 ) *",
+ "( 1.0 - visibility.a / 9.0 );",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+ ].join( "\n" )
+
+ },
+
+
+ 'lensFlare': {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "precision mediump float;",
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+
+ "visibility = ( 1.0 - visibility / 4.0 );",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ */
+
+THREE.ShaderSprite = {
+
+ 'sprite': {
+
+ vertexShader: [
+
+ "uniform int useScreenCoordinates;",
+ "uniform int sizeAttenuation;",
+ "uniform vec3 screenPosition;",
+ "uniform mat4 modelViewMatrix;",
+ "uniform mat4 projectionMatrix;",
+ "uniform float rotation;",
+ "uniform vec2 scale;",
+ "uniform vec2 alignment;",
+ "uniform vec2 uvOffset;",
+ "uniform vec2 uvScale;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uvOffset + uv * uvScale;",
+
+ "vec2 alignedPosition = position + alignment;",
+
+ "vec2 rotatedPosition;",
+ "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
+ "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+
+ "vec4 finalPosition;",
+
+ "if( useScreenCoordinates != 0 ) {",
+
+ "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+
+ "} else {",
+
+ "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
+ "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
+
+ "}",
+
+ "gl_Position = finalPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 color;",
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+
+ "uniform int fogType;",
+ "uniform vec3 fogColor;",
+ "uniform float fogDensity;",
+ "uniform float fogNear;",
+ "uniform float fogFar;",
+ "uniform float alphaTest;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vec4 texture = texture2D( map, vUV );",
+
+ "if ( texture.a < alphaTest ) discard;",
+
+ "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
+
+ "if ( fogType > 0 ) {",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ "float fogFactor = 0.0;",
+
+ "if ( fogType == 1 ) {",
+
+ "fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+ "} else {",
+
+ "const float LOG2 = 1.442695;",
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+ "}",
+
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
+
+};
+
+// Export the THREE object for **Node.js**, with
+// backwards-compatibility for the old `require()` API. If we're in
+// the browser, add `_` as a global object via a string identifier,
+// for Closure Compiler "advanced" mode.
+if (typeof exports !== 'undefined') {
+ if (typeof module !== 'undefined' && module.exports) {
+ exports = module.exports = THREE;
+ }
+ exports.THREE = THREE;
+} else {
+ this['THREE'] = THREE;
+}
+ +}).call(this,require('_process')) +},{"_process":74}],29:[function(require,module,exports){ +/* + * tic + * https://github.com/shama/tic + * + * Copyright (c) 2013 Kyle Robinson Young + * Licensed under the MIT license. + */ + +function Tic() { this._things = []; } +module.exports = function() { return new Tic(); }; + +Tic.prototype._stack = function(thing) { + var self = this; + self._things.push(thing); + var i = self._things.length - 1; + return function() { delete self._things[i]; } +}; + +Tic.prototype.interval = Tic.prototype.setInterval = function(fn, at) { + return this._stack({ + fn: fn, at: at, args: Array.prototype.slice.call(arguments, 2), + elapsed: 0, once: false + }); +}; + +Tic.prototype.timeout = Tic.prototype.setTimeout = function(fn, at) { + return this._stack({ + fn: fn, at: at, args: Array.prototype.slice.call(arguments, 2), + elapsed: 0, once: true + }); +}; + +Tic.prototype.tick = function(dt) { + var self = this; + self._things.forEach(function(thing, i) { + thing.elapsed += dt; + if (thing.elapsed > thing.at) { + thing.elapsed -= thing.at; + thing.fn.apply(thing.fn, thing.args || []); + if (thing.once) { + delete self._things[i]; + } + } + }); +}; + +},{}],30:[function(require,module,exports){ +module.exports = control + +var Stream = require('stream').Stream + +function control(control_state, opts) { + return new Control(control_state, opts) +} + +function Control(state, opts) { + Stream.call(this) + + opts = opts || {} + + this.state = state + this._pitch_target = + this._yaw_target = + this._roll_target = + this._target = null + this.speed = opts.speed || 0.0032 + this.max_speed = opts.maxSpeed || 0.0112 + this.jump_max_speed = opts.jumpMaxSpeed || 0.016 + this.jump_max_timer = opts.jumpTimer || 200 + this.jump_speed = opts.jumpSpeed || 0.004 + this.jump_timer = this.jump_timer_max + this.jumping = false + this.acceleration = opts.accelerationCurve || this.acceleration + + this.fire_rate = opts.fireRate || 0 + this.needs_discrete_fire = opts.discreteFire || false + this.onfire = opts.onfire || this.onfire + this.firing = 0 + + this.x_rotation_per_ms = opts.rotationXMax || opts.rotationMax || 33 + this.y_rotation_per_ms = opts.rotationYMax || opts.rotationMax || 33 + this.z_rotation_per_ms = opts.rotationZMax || opts.rotationMax || 33 + + this.x_rotation_clamp = opts.rotationXClamp || Math.PI / 2 + this.y_rotation_clamp = opts.rotationYClamp || Infinity + this.z_rotation_clamp = opts.rotationZClamp || 0 + + this.rotation_scale = opts.rotationScale || 0.002 + + this.air_control = 'airControl' in opts ? opts.airControl : true + + this.state.x_rotation_accum = + this.state.y_rotation_accum = + this.state.z_rotation_accum = 0.0 + + this.accel_max_timer = opts.accelTimer || 200 + this.x_accel_timer = this.accel_max_timer+0 + this.z_accel_timer = this.accel_max_timer+0 + + this.readable = + this.writable = true + + this.buffer = [] + this.paused = false +} + +var cons = Control + , proto = cons.prototype = new Stream + +proto.constructor = cons + +var max = Math.max + , min = Math.min + , sin = Math.sin + , abs = Math.abs + , floor = Math.floor + , PI = Math.PI + +proto.tick = function(dt) { + if(!this._target) { + return + } + var state = this.state + , target = this._target + , speed = this.speed + , jump_speed = this.jump_speed + , okay_z = abs(target.velocity.z) < this.max_speed + , okay_x = abs(target.velocity.x) < this.max_speed + , at_rest = target.atRestY() + + if(!this._target) return + + if(state.forward || state.backward) { + this.z_accel_timer = max(0, this.z_accel_timer - dt) + } + if(state.backward) { + if(target.velocity.z < this.max_speed) + target.velocity.z = max(min(this.max_speed, speed * dt * this.acceleration(this.z_accel_timer, this.accel_max_timer)), target.velocity.z) + } else if(state.forward) { + if(target.velocity.z > -this.max_speed) + target.velocity.z = min(max(-this.max_speed, -speed * dt * this.acceleration(this.z_accel_timer, this.accel_max_timer)), target.velocity.z) + } else { + this.z_accel_timer = this.accel_max_timer + + } + + + if(state.left || state.right) { + this.x_accel_timer = max(0, this.x_accel_timer - dt) + } + + if(state.right) { + if(target.velocity.x < this.max_speed) + target.velocity.x = max(min(this.max_speed, speed * dt * this.acceleration(this.x_accel_timer, this.accel_max_timer)), target.velocity.x) + } else if(state.left) { + if(target.velocity.x > -this.max_speed) + target.velocity.x = min(max(-this.max_speed, -speed * dt * this.acceleration(this.x_accel_timer, this.accel_max_timer)), target.velocity.x) + } else { + this.x_accel_timer = this.accel_max_timer + } + + if(state.jump) { + if(!this.jumping && !at_rest) { + // we're falling, we can't jump + } else if(at_rest > 0) { + // we hit our head + this.jumping = false + } else { + this.jumping = true + if(this.jump_timer > 0) { + target.velocity.y = min(target.velocity.y + jump_speed * min(dt, this.jump_timer), this.jump_max_speed) + } + this.jump_timer = max(this.jump_timer - dt, 0) + } + } else { + this.jumping = false + } + this.jump_timer = at_rest < 0 ? this.jump_max_timer : this.jump_timer + + var can_fire = true + + if(state.fire || state.firealt) { + if(this.firing && this.needs_discrete_fire) { + this.firing += dt + } else { + if(!this.fire_rate || floor(this.firing / this.fire_rate) !== floor((this.firing + dt) / this.fire_rate)) { + this.onfire(state) + } + this.firing += dt + } + } else { + this.firing = 0 + } + + var x_rotation = this.state.x_rotation_accum * this.rotation_scale + , y_rotation = this.state.y_rotation_accum * this.rotation_scale + , z_rotation = this.state.z_rotation_accum * this.rotation_scale + , pitch_target = this._pitch_target + , yaw_target = this._yaw_target + , roll_target = this._roll_target + + pitch_target.rotation.x = clamp(pitch_target.rotation.x + clamp(x_rotation, this.x_rotation_per_ms), this.x_rotation_clamp) + yaw_target.rotation.y = clamp(yaw_target.rotation.y + clamp(y_rotation, this.y_rotation_per_ms), this.y_rotation_clamp) + roll_target.rotation.z = clamp(roll_target.rotation.z + clamp(z_rotation, this.z_rotation_per_ms), this.z_rotation_clamp) + + if(this.listeners('data').length) { + this.emitUpdate() + } + + this.state.x_rotation_accum = + this.state.y_rotation_accum = + this.state.z_rotation_accum = 0 +} + +proto.write = function(changes) { + for(var key in changes) { + this.state[key] = changes[key] + } +} + +proto.end = function(deltas) { + if(deltas) { + this.write(deltas) + } +} + +proto.createWriteRotationStream = function() { + var state = this.state + , stream = new Stream + + state.x_rotation_accum = + state.y_rotation_accum = + state.z_rotation_accum = 0 + + stream.writable = true + stream.write = write + stream.end = end + + return stream + + function write(changes) { + state.x_rotation_accum -= changes.dy || 0 + state.y_rotation_accum -= changes.dx || 0 + state.z_rotation_accum += changes.dz || 0 + } + + function end(deltas) { + if(deltas) { + stream.write(deltas) + } + } +} + +proto.emitUpdate = function() { + return this.queue({ + x_rotation_accum: this.state.x_rotation_accum + , y_rotation_accum: this.state.y_rotation_accum + , z_rotation_accum: this.state.z_rotation_accum + , forward: this.state.forward + , backward: this.state.backward + , left: this.state.left + , right: this.state.right + , fire: this.state.fire + , firealt: this.state.firealt + , jump: this.state.jump + }) +} + +proto.drain = function() { + var buf = this.buffer + , data + + while(buf.length && !this.paused) { + data = buf.shift() + if(null === data) { + return this.emit('end') + } + this.emit('data', data) + } +} + +proto.resume = function() { + this.paused = false + this.drain() + + if(!this.paused) { + this.emit('drain') + } + return this +} + +proto.pause = function() { + if(this.paused) return + + this.paused = true + this.emit('pause') + return this +} + +proto.queue = function(data) { + this.buffer.push(data) + this.drain() + return this +} + +proto.acceleration = function(current, max) { + // max -> 0 + var pct = (max - current) / max + return sin(PI/2*pct) +} + +proto.target = function(target) { + if(target) { + this._target = target + this._yaw_target = target.yaw || target + this._pitch_target = target.pitch || target + this._roll_target = target.roll || target + } + return this._target +} + +proto.onfire = function(_) { + +} + +function clamp(value, to) { + return isFinite(to) ? max(min(value, to), -to) : value +} + +},{"stream":86}],31:[function(require,module,exports){ +var THREE = require('three') + +module.exports = function(data, mesher, scaleFactor, three) { + return new Mesh(data, mesher, scaleFactor, three) +} + +module.exports.Mesh = Mesh + +function Mesh(data, mesher, scaleFactor, three) { + this.THREE = three || THREE + this.data = data + var geometry = this.geometry = new this.THREE.Geometry() + this.scale = scaleFactor || new this.THREE.Vector3(10, 10, 10) + + var result = mesher( data.voxels, data.dims ) + this.meshed = result + + geometry.vertices.length = 0 + geometry.faces.length = 0 + + for (var i = 0; i < result.vertices.length; ++i) { + var q = result.vertices[i] + geometry.vertices.push(new this.THREE.Vector3(q[0], q[1], q[2])) + } + + for (var i = 0; i < result.faces.length; ++i) { + geometry.faceVertexUvs[0].push(this.faceVertexUv(i)) + + var q = result.faces[i] + if (q.length === 5) { + var f = new this.THREE.Face4(q[0], q[1], q[2], q[3]) + f.color = new this.THREE.Color(q[4]) + geometry.faces.push(f) + } else if (q.length == 4) { + var f = new this.THREE.Face3(q[0], q[1], q[2]) + f.color = new this.THREE.Color(q[3]) + geometry.faces.push(f) + } + } + + geometry.computeFaceNormals() + + // compute vertex colors for ambient occlusion + var light = new THREE.Color(0xffffff) + var shadow = new THREE.Color(0x505050) + for (var i = 0; i < geometry.faces.length; ++i) { + var face = geometry.faces[i] + // facing up + if (face.normal.y === 1) face.vertexColors = [light, light, light, light] + // facing down + else if (face.normal.y === -1) face.vertexColors = [shadow, shadow, shadow, shadow] + // facing right + else if (face.normal.x === 1) face.vertexColors = [shadow, light, light, shadow] + // facing left + else if (face.normal.x === -1) face.vertexColors = [shadow, shadow, light, light] + // facing backward + else if (face.normal.z === 1) face.vertexColors = [shadow, shadow, light, light] + // facing forward + else face.vertexColors = [shadow, light, light, shadow] + } + + geometry.verticesNeedUpdate = true + geometry.elementsNeedUpdate = true + geometry.normalsNeedUpdate = true + + geometry.computeBoundingBox() + geometry.computeBoundingSphere() + +} + +Mesh.prototype.createWireMesh = function(hexColor) { + var wireMaterial = new this.THREE.MeshBasicMaterial({ + color : hexColor || 0xffffff, + wireframe : true + }) + wireMesh = new THREE.Mesh(this.geometry, wireMaterial) + wireMesh.scale = this.scale + wireMesh.doubleSided = true + this.wireMesh = wireMesh + return wireMesh +} + +Mesh.prototype.createSurfaceMesh = function(material) { + material = material || new this.THREE.MeshNormalMaterial() + var surfaceMesh = new this.THREE.Mesh( this.geometry, material ) + surfaceMesh.scale = this.scale + surfaceMesh.doubleSided = false + this.surfaceMesh = surfaceMesh + return surfaceMesh +} + +Mesh.prototype.addToScene = function(scene) { + if (this.wireMesh) scene.add( this.wireMesh ) + if (this.surfaceMesh) scene.add( this.surfaceMesh ) +} + +Mesh.prototype.setPosition = function(x, y, z) { + if (this.wireMesh) this.wireMesh.position = new this.THREE.Vector3(x, y, z) + if (this.surfaceMesh) this.surfaceMesh.position = new this.THREE.Vector3(x, y, z) +} + +Mesh.prototype.faceVertexUv = function(i) { + var vs = [ + this.meshed.vertices[i*4+0], + this.meshed.vertices[i*4+1], + this.meshed.vertices[i*4+2], + this.meshed.vertices[i*4+3] + ] + var spans = { + x0: vs[0][0] - vs[1][0], + x1: vs[1][0] - vs[2][0], + y0: vs[0][1] - vs[1][1], + y1: vs[1][1] - vs[2][1], + z0: vs[0][2] - vs[1][2], + z1: vs[1][2] - vs[2][2] + } + var size = { + x: Math.max(Math.abs(spans.x0), Math.abs(spans.x1)), + y: Math.max(Math.abs(spans.y0), Math.abs(spans.y1)), + z: Math.max(Math.abs(spans.z0), Math.abs(spans.z1)) + } + if (size.x === 0) { + if (spans.y0 > spans.y1) { + var width = size.y + var height = size.z + } + else { + var width = size.z + var height = size.y + } + } + if (size.y === 0) { + if (spans.x0 > spans.x1) { + var width = size.x + var height = size.z + } + else { + var width = size.z + var height = size.x + } + } + if (size.z === 0) { + if (spans.x0 > spans.x1) { + var width = size.x + var height = size.y + } + else { + var width = size.y + var height = size.x + } + } + if ((size.z === 0 && spans.x0 < spans.x1) || (size.x === 0 && spans.y0 > spans.y1)) { + return [ + new this.THREE.Vector2(height, 0), + new this.THREE.Vector2(0, 0), + new this.THREE.Vector2(0, width), + new this.THREE.Vector2(height, width) + ] + } else { + return [ + new this.THREE.Vector2(0, 0), + new this.THREE.Vector2(0, height), + new this.THREE.Vector2(width, height), + new this.THREE.Vector2(width, 0) + ] + } +} +; + +},{"three":28}],32:[function(require,module,exports){ +module.exports = physical + +var aabb = require('aabb-3d') + , THREE = require('three') + +function physical(avatar, collidables, dimensions, terminal) { + return new Physical(avatar, collidables, dimensions, terminal) +} + +function Physical(avatar, collidables, dimensions, terminal) { + this.avatar = avatar + this.terminal = terminal || new THREE.Vector3(0.9, 0.1, 0.9) + this.dimensions = dimensions = dimensions || [1, 1, 1] + this._aabb = aabb([0, 0, 0], dimensions) + this.resting = {x: false, y: false, z: false} + this.collidables = collidables + this.friction = new THREE.Vector3(1, 1, 1) + + this.rotation = this.avatar.rotation + this.default_friction = 1 + + // default yaw/pitch/roll controls to the avatar + this.yaw = + this.pitch = + this.roll = avatar + + this.forces = new THREE.Vector3(0, 0, 0) + this.attractors = [] + this.acceleration = new THREE.Vector3(0, 0, 0) + this.velocity = new THREE.Vector3(0, 0, 0) +} + +var cons = Physical + , proto = cons.prototype + , axes = ['x', 'y', 'z'] + , abs = Math.abs + +// make these *once*, so we're not generating +// garbage for every object in the game. +var WORLD_DESIRED = new THREE.Vector3(0, 0, 0) + , DESIRED = new THREE.Vector3(0, 0, 0) + , START = new THREE.Vector3(0, 0, 0) + , END = new THREE.Vector3(0, 0, 0) + , DIRECTION = new THREE.Vector3() + , LOCAL_ATTRACTOR = new THREE.Vector3() + , TOTAL_FORCES = new THREE.Vector3() + +proto.applyWorldAcceleration = applyTo('acceleration') +proto.applyWorldVelocity = applyTo('velocity') + +function applyTo(which) { + return function(world) { + var local = this.avatar.worldToLocal(world) + this[which].x += local.x + this[which].y += local.y + this[which].z += local.z + } +} + +proto.tick = function(dt) { + var forces = this.forces + , acceleration = this.acceleration + , velocity = this.velocity + , terminal = this.terminal + , friction = this.friction + , desired = DESIRED + , world_desired = WORLD_DESIRED + , bbox + , pcs + TOTAL_FORCES.multiplyScalar(0) + + desired.x = + desired.y = + desired.z = + world_desired.x = + world_desired.y = + world_desired.z = 0 + + for(var i = 0; i < this.attractors.length; i++) { + var distance_factor = this.avatar.position.distanceToSquared(this.attractors[i]) + LOCAL_ATTRACTOR.copy(this.attractors[i]) + LOCAL_ATTRACTOR = this.avatar.worldToLocal(LOCAL_ATTRACTOR) + + DIRECTION.sub(LOCAL_ATTRACTOR, this.avatar.position) + + DIRECTION.divideScalar(DIRECTION.length() * distance_factor) + DIRECTION.multiplyScalar(this.attractors[i].mass) + + TOTAL_FORCES.addSelf(DIRECTION) + } + + if(!this.resting.x) { + acceleration.x /= 8 * dt + acceleration.x += TOTAL_FORCES.x * dt + acceleration.x += forces.x * dt + + velocity.x += acceleration.x * dt + velocity.x *= friction.x + + if(abs(velocity.x) < terminal.x) { + desired.x = (velocity.x * dt) + } else if(velocity.x !== 0) { + desired.x = (velocity.x / abs(velocity.x)) * terminal.x + } + } else { + acceleration.x = velocity.x = 0 + } + if(!this.resting.y) { + acceleration.y /= 8 * dt + acceleration.y += TOTAL_FORCES.y * dt + acceleration.y += forces.y * dt + + velocity.y += acceleration.y * dt + velocity.y *= friction.y + + if(abs(velocity.y) < terminal.y) { + desired.y = (velocity.y * dt) + } else if(velocity.y !== 0) { + desired.y = (velocity.y / abs(velocity.y)) * terminal.y + } + } else { + acceleration.y = velocity.y = 0 + } + if(!this.resting.z) { + acceleration.z /= 8 * dt + acceleration.z += TOTAL_FORCES.z * dt + acceleration.z += forces.z * dt + + velocity.z += acceleration.z * dt + velocity.z *= friction.z + + if(abs(velocity.z) < terminal.z) { + desired.z = (velocity.z * dt) + } else if(velocity.z !== 0) { + desired.z = (velocity.z / abs(velocity.z)) * terminal.z + } + } else { + acceleration.z = velocity.z = 0 + } + + START.copy(this.avatar.position) + this.avatar.translateX(desired.x) + this.avatar.translateY(desired.y) + this.avatar.translateZ(desired.z) + END.copy(this.avatar.position) + this.avatar.position.copy(START) + world_desired.x = END.x - START.x + world_desired.y = END.y - START.y + world_desired.z = END.z - START.z + this.friction.x = + this.friction.y = + this.friction.z = this.default_friction + + // run collisions + this.resting.x = + this.resting.y = + this.resting.z = false + + bbox = this.aabb() + pcs = this.collidables + + for(var i = 0, len = pcs.length; i < len; ++i) { + if(pcs[i] !== this) { + pcs[i].collide(this, bbox, world_desired, this.resting) + } + } + + // apply translation + this.avatar.position.x += world_desired.x + this.avatar.position.y += world_desired.y + this.avatar.position.z += world_desired.z +} + +proto.subjectTo = function(force) { + this.forces.x += force[0] + this.forces.y += force[1] + this.forces.z += force[2] + return this +} + +proto.removeForce = function(force) { + this.forces.x -= force[0] + this.forces.y -= force[1] + this.forces.z -= force[2] + return this +} + +proto.attractTo = function(vector, mass) { + vector.mass = mass + this.attractors.push(vector) +} + +proto.aabb = function() { + var pos = this.avatar.position + var d = this.dimensions + return aabb( + [pos.x - (d[0]/2), pos.y, pos.z - (d[2]/2)], + this.dimensions + ) +} + +// no object -> object collisions for now, thanks +proto.collide = function(other, bbox, world_vec, resting) { + return +} + +proto.atRestX = function() { + return this.resting.x +} + +proto.atRestY = function() { + return this.resting.y +} + +proto.atRestZ = function() { + return this.resting.z +} + +},{"aabb-3d":6,"three":28}],33:[function(require,module,exports){ +"use strict" + +function traceRay_impl( + voxels, + px, py, pz, + dx, dy, dz, + max_d, + hit_pos, + hit_norm, + EPSILON) { + var t = 0.0 + , nx=0, ny=0, nz=0 + , ix, iy, iz + , fx, fy, fz + , ox, oy, oz + , ex, ey, ez + , b, step, min_step + , floor = Math.floor + //Step block-by-block along ray + while(t <= max_d) { + ox = px + t * dx + oy = py + t * dy + oz = pz + t * dz + ix = floor(ox)|0 + iy = floor(oy)|0 + iz = floor(oz)|0 + fx = ox - ix + fy = oy - iy + fz = oz - iz + b = voxels.getBlock(ix, iy, iz) + if(b) { + if(hit_pos) { + //Clamp to face on hit + hit_pos[0] = fx < EPSILON ? +ix : (fx > 1.0-EPSILON ? ix+1.0-EPSILON : ox) + hit_pos[1] = fy < EPSILON ? +iy : (fy > 1.0-EPSILON ? iy+1.0-EPSILON : oy) + hit_pos[2] = fz < EPSILON ? +iz : (fz > 1.0-EPSILON ? iz+1.0-EPSILON : oz) + } + if(hit_norm) { + hit_norm[0] = nx + hit_norm[1] = ny + hit_norm[2] = nz + } + return b + } + //Check edge cases + min_step = +(EPSILON * (1.0 + t)) + if(t > min_step) { + ex = nx < 0 ? fx <= min_step : fx >= 1.0 - min_step + ey = ny < 0 ? fy <= min_step : fy >= 1.0 - min_step + ez = nz < 0 ? fz <= min_step : fz >= 1.0 - min_step + if(ex && ey && ez) { + b = voxels.getBlock(ix+nx, iy+ny, iz) || + voxels.getBlock(ix, iy+ny, iz+nz) || + voxels.getBlock(ix+nx, iy, iz+nz) + if(b) { + if(hit_pos) { + hit_pos[0] = nx < 0 ? ix-EPSILON : ix + 1.0-EPSILON + hit_pos[1] = ny < 0 ? iy-EPSILON : iy + 1.0-EPSILON + hit_pos[2] = nz < 0 ? iz-EPSILON : iz + 1.0-EPSILON + } + if(hit_norm) { + hit_norm[0] = nx + hit_norm[1] = ny + hit_norm[2] = nz + } + return b + } + } + if(ex && (ey || ez)) { + b = voxels.getBlock(ix+nx, iy, iz) + if(b) { + if(hit_pos) { + hit_pos[0] = nx < 0 ? ix-EPSILON : ix + 1.0-EPSILON + hit_pos[1] = fy < EPSILON ? +iy : oy + hit_pos[2] = fz < EPSILON ? +iz : oz + } + if(hit_norm) { + hit_norm[0] = nx + hit_norm[1] = ny + hit_norm[2] = nz + } + return b + } + } + if(ey && (ex || ez)) { + b = voxels.getBlock(ix, iy+ny, iz) + if(b) { + if(hit_pos) { + hit_pos[0] = fx < EPSILON ? +ix : ox + hit_pos[1] = ny < 0 ? iy-EPSILON : iy + 1.0-EPSILON + hit_pos[2] = fz < EPSILON ? +iz : oz + } + if(hit_norm) { + hit_norm[0] = nx + hit_norm[1] = ny + hit_norm[2] = nz + } + return b + } + } + if(ez && (ex || ey)) { + b = voxels.getBlock(ix, iy, iz+nz) + if(b) { + if(hit_pos) { + hit_pos[0] = fx < EPSILON ? +ix : ox + hit_pos[1] = fy < EPSILON ? +iy : oy + hit_pos[2] = nz < 0 ? iz-EPSILON : iz + 1.0-EPSILON + } + if(hit_norm) { + hit_norm[0] = nx + hit_norm[1] = ny + hit_norm[2] = nz + } + return b + } + } + } + //Walk to next face of cube along ray + nx = ny = nz = 0 + step = 2.0 + if(dx < -EPSILON) { + var s = -fx/dx + nx = 1 + step = s + } + if(dx > EPSILON) { + var s = (1.0-fx)/dx + nx = -1 + step = s + } + if(dy < -EPSILON) { + var s = -fy/dy + if(s < step-min_step) { + nx = 0 + ny = 1 + step = s + } else if(s < step+min_step) { + ny = 1 + } + } + if(dy > EPSILON) { + var s = (1.0-fy)/dy + if(s < step-min_step) { + nx = 0 + ny = -1 + step = s + } else if(s < step+min_step) { + ny = -1 + } + } + if(dz < -EPSILON) { + var s = -fz/dz + if(s < step-min_step) { + nx = ny = 0 + nz = 1 + step = s + } else if(s < step+min_step) { + nz = 1 + } + } + if(dz > EPSILON) { + var s = (1.0-fz)/dz + if(s < step-min_step) { + nx = ny = 0 + nz = -1 + step = s + } else if(s < step+min_step) { + nz = -1 + } + } + if(step > max_d - t) { + step = max_d - t - min_step + } + if(step < min_step) { + step = min_step + } + t += step + } + if(hit_pos) { + hit_pos[0] = ox; + hit_pos[1] = oy; + hit_pos[2] = oz; + } + if(hit_norm) { + hit_norm[0] = hit_norm[1] = hit_norm[2] = 0; + } + return 0 +} + +function traceRay(voxels, origin, direction, max_d, hit_pos, hit_norm, EPSILON) { + var px = +origin[0] + , py = +origin[1] + , pz = +origin[2] + , dx = +direction[0] + , dy = +direction[1] + , dz = +direction[2] + , ds = Math.sqrt(dx*dx + dy*dy + dz*dz) + if(typeof(EPSILON) === "undefined") { + EPSILON = 1e-8 + } + if(ds < EPSILON) { + if(hit_pos) { + hit_pos[0] = hit_pos[1] = hit_pos[2] + } + if(hit_norm) { + hit_norm[0] = hit_norm[1] = hit_norm[2] + } + return 0; + } + dx /= ds + dy /= ds + dz /= ds + if(typeof(max_d) === "undefined") { + max_d = 64.0 + } else { + max_d = +max_d + } + return traceRay_impl(voxels, px, py, pz, dx, dy, dz, max_d, hit_pos, hit_norm, EPSILON) +} + +module.exports = traceRay +},{}],34:[function(require,module,exports){ +module.exports = coordinates + +var aabb = require('aabb-3d') +var events = require('events') + +function coordinates(spatial, box, regionWidth) { + var emitter = new events.EventEmitter() + var lastRegion = [NaN, NaN, NaN] + var thisRegion + + if (arguments.length === 2) { + regionWidth = box + box = aabb([-Infinity, -Infinity, -Infinity], [Infinity, Infinity, Infinity]) + } + + spatial.on('position', box, updateRegion) + + function updateRegion(pos) { + thisRegion = [Math.floor(pos[0] / regionWidth), Math.floor(pos[1] / regionWidth), Math.floor(pos[2] / regionWidth)] + if (thisRegion[0] !== lastRegion[0] || thisRegion[1] !== lastRegion[1] || thisRegion[2] !== lastRegion[2]) { + emitter.emit('change', thisRegion) + } + lastRegion = thisRegion + } + + return emitter +} +},{"aabb-3d":35,"events":70}],35:[function(require,module,exports){ +arguments[4][6][0].apply(exports,arguments) +},{"dup":6,"gl-matrix":36}],36:[function(require,module,exports){ +/** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.1.0 + */ + +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + +(function() { + "use strict"; + + var shim = {}; + if (typeof(exports) === 'undefined') { + if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { + shim.exports = {}; + define(function() { + return shim.exports; + }); + } else { + // gl-matrix lives in a browser, define its namespaces in global + shim.exports = window; + } + } + else { + // gl-matrix lives in commonjs, define its namespaces in exports + shim.exports = exports; + } + + (function(exports) { + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +if(!GLMAT_ARRAY_TYPE) { + var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; +} + +/** + * @class Common utilities + * @name glMatrix + */ +var glMatrix = {}; + +/** + * Sets the type of array used when creating new vectors and matricies + * + * @param {Type} type Array type, such as Float32Array or Array + */ +glMatrix.setMatrixArrayType = function(type) { + GLMAT_ARRAY_TYPE = type; +} + +if(typeof(exports) !== 'undefined') { + exports.glMatrix = glMatrix; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2 Dimensional Vector + * @name vec2 + */ + +var vec2 = {}; + +/** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ +vec2.create = function() { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = 0; + out[1] = 0; + return out; +}; + +/** + * Creates a new vec2 initialized with values from an existing vector + * + * @param {vec2} a vector to clone + * @returns {vec2} a new 2D vector + */ +vec2.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Creates a new vec2 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} a new 2D vector + */ +vec2.fromValues = function(x, y) { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Copy the values from one vec2 to another + * + * @param {vec2} out the receiving vector + * @param {vec2} a the source vector + * @returns {vec2} out + */ +vec2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + return out; +}; + +/** + * Set the components of a vec2 to the given values + * + * @param {vec2} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @returns {vec2} out + */ +vec2.set = function(out, x, y) { + out[0] = x; + out[1] = y; + return out; +}; + +/** + * Adds two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + return out; +}; + +/** + * Subtracts two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; +}; + +/** + * Alias for {@link vec2.subtract} + * @function + */ +vec2.sub = vec2.subtract; + +/** + * Multiplies two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; +}; + +/** + * Alias for {@link vec2.multiply} + * @function + */ +vec2.mul = vec2.multiply; + +/** + * Divides two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; +}; + +/** + * Alias for {@link vec2.divide} + * @function + */ +vec2.div = vec2.divide; + +/** + * Returns the minimum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + return out; +}; + +/** + * Returns the maximum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + return out; +}; + +/** + * Scales a vec2 by a scalar number + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec2} out + */ +vec2.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} distance between a and b + */ +vec2.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.distance} + * @function + */ +vec2.dist = vec2.distance; + +/** + * Calculates the squared euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} squared distance between a and b + */ +vec2.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredDistance} + * @function + */ +vec2.sqrDist = vec2.squaredDistance; + +/** + * Calculates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ +vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.length} + * @function + */ +vec2.len = vec2.length; + +/** + * Calculates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredLength} + * @function + */ +vec2.sqrLen = vec2.squaredLength; + +/** + * Negates the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to negate + * @returns {vec2} out + */ +vec2.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + return out; +}; + +/** + * Normalize a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to normalize + * @returns {vec2} out + */ +vec2.normalize = function(out, a) { + var x = a[0], + y = a[1]; + var len = x*x + y*y; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ +vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; +}; + +/** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ +vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; +}; + +/** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ +vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; +}; + +/** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; +}; + +/** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; +}; + +/** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; +}; + +/** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + return out; +}; + +/** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec2.forEach = (function() { + var vec = vec2.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec2 = vec2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3 Dimensional Vector + * @name vec3 + */ + +var vec3 = {}; + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; +}; + +/** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ +vec3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ +vec3.fromValues = function(x, y, z) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ +vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ +vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; +}; + +/** + * Subtracts two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; +}; + +/** + * Alias for {@link vec3.subtract} + * @function + */ +vec3.sub = vec3.subtract; + +/** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; +}; + +/** + * Alias for {@link vec3.multiply} + * @function + */ +vec3.mul = vec3.multiply; + +/** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; +}; + +/** + * Alias for {@link vec3.divide} + * @function + */ +vec3.div = vec3.divide; + +/** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; +}; + +/** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; +}; + +/** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ +vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ +vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.distance} + * @function + */ +vec3.dist = vec3.distance; + +/** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ +vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredDistance} + * @function + */ +vec3.sqrDist = vec3.squaredDistance; + +/** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.length} + * @function + */ +vec3.len = vec3.length; + +/** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredLength} + * @function + */ +vec3.sqrLen = vec3.squaredLength; + +/** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ +vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; +}; + +/** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ +vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ +vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +}; + +/** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; +}; + +/** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; +}; + +/** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + return out; +}; + +/** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ +vec3.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec3.forEach = (function() { + var vec = vec3.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec3 = vec3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4 Dimensional Vector + * @name vec4 + */ + +var vec4 = {}; + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; +}; + +/** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ +vec4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ +vec4.fromValues = function(x, y, z, w) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ +vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ +vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; +}; + +/** + * Subtracts two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; +}; + +/** + * Alias for {@link vec4.subtract} + * @function + */ +vec4.sub = vec4.subtract; + +/** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; +}; + +/** + * Alias for {@link vec4.multiply} + * @function + */ +vec4.mul = vec4.multiply; + +/** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; +}; + +/** + * Alias for {@link vec4.divide} + * @function + */ +vec4.div = vec4.divide; + +/** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; +}; + +/** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; +}; + +/** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ +vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ +vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.distance} + * @function + */ +vec4.dist = vec4.distance; + +/** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ +vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredDistance} + * @function + */ +vec4.sqrDist = vec4.squaredDistance; + +/** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.length} + * @function + */ +vec4.len = vec4.length; + +/** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredLength} + * @function + */ +vec4.sqrLen = vec4.squaredLength; + +/** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ +vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; +}; + +/** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ +vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + out[3] = a[3] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ +vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +}; + +/** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ +vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; +}; + +/** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ +vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; +}; + +/** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ +vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec4.forEach = (function() { + var vec = vec4.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec4 = vec4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x2 Matrix + * @name mat2 + */ + +var mat2 = {}; + +var mat2Identity = new Float32Array([ + 1, 0, + 0, 1 +]); + +/** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ +mat2.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param {mat2} a matrix to clone + * @returns {mat2} a new 2x2 matrix + */ +mat2.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Copy the values from one mat2 to another + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set a mat2 to the identity matrix + * + * @param {mat2} out the receiving matrix + * @returns {mat2} out + */ +mat2.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Transpose the values of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a1 = a[1]; + out[1] = a[2]; + out[2] = a1; + } else { + out[0] = a[0]; + out[1] = a[2]; + out[2] = a[1]; + out[3] = a[3]; + } + + return out; +}; + +/** + * Inverts a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + + // Calculate the determinant + det = a0 * a3 - a2 * a1; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = a3 * det; + out[1] = -a1 * det; + out[2] = -a2 * det; + out[3] = a0 * det; + + return out; +}; + +/** + * Calculates the adjugate of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.adjoint = function(out, a) { + // Caching this value is nessecary if out == a + var a0 = a[0]; + out[0] = a[3]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a0; + + return out; +}; + +/** + * Calculates the determinant of a mat2 + * + * @param {mat2} a the source matrix + * @returns {Number} determinant of a + */ +mat2.determinant = function (a) { + return a[0] * a[3] - a[2] * a[1]; +}; + +/** + * Multiplies two mat2's + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the first operand + * @param {mat2} b the second operand + * @returns {mat2} out + */ +mat2.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = a0 * b0 + a1 * b2; + out[1] = a0 * b1 + a1 * b3; + out[2] = a2 * b0 + a3 * b2; + out[3] = a2 * b1 + a3 * b3; + return out; +}; + +/** + * Alias for {@link mat2.multiply} + * @function + */ +mat2.mul = mat2.multiply; + +/** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2} out + */ +mat2.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a1 * s; + out[1] = a0 * -s + a1 * c; + out[2] = a2 * c + a3 * s; + out[3] = a2 * -s + a3 * c; + return out; +}; + +/** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2} out + **/ +mat2.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v1; + out[2] = a2 * v0; + out[3] = a3 * v1; + return out; +}; + +/** + * Returns a string representation of a mat2 + * + * @param {mat2} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2.str = function (a) { + return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2 = mat2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x3 Matrix + * @name mat2d + * + * @description + * A mat2d contains six elements defined as: + * <pre> + * [a, b, + * c, d, + * tx,ty] + * </pre> + * This is a short form for the 3x3 matrix: + * <pre> + * [a, b, 0 + * c, d, 0 + * tx,ty,1] + * </pre> + * The last column is ignored so the array is shorter and operations are faster. + */ + +var mat2d = {}; + +var mat2dIdentity = new Float32Array([ + 1, 0, + 0, 1, + 0, 0 +]); + +/** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.create = function() { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ +mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; +}; + +/** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ +mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; +}; + +/** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.multiply = function (out, a, b) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5], + ba = b[0], bb = b[1], bc = b[2], bd = b[3], + btx = b[4], bty = b[5]; + + out[0] = aa*ba + ab*bc; + out[1] = aa*bb + ab*bd; + out[2] = ac*ba + ad*bc; + out[3] = ac*bb + ad*bd; + out[4] = ba*atx + bc*aty + btx; + out[5] = bb*atx + bd*aty + bty; + return out; +}; + +/** + * Alias for {@link mat2d.multiply} + * @function + */ +mat2d.mul = mat2d.multiply; + + +/** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.rotate = function (out, a, rad) { + var aa = a[0], + ab = a[1], + ac = a[2], + ad = a[3], + atx = a[4], + aty = a[5], + st = Math.sin(rad), + ct = Math.cos(rad); + + out[0] = aa*ct + ab*st; + out[1] = -aa*st + ab*ct; + out[2] = ac*ct + ad*st; + out[3] = -ac*st + ct*ad; + out[4] = ct*atx + st*aty; + out[5] = ct*aty - st*atx; + return out; +}; + +/** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {mat2d} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ +mat2d.scale = function(out, a, v) { + var vx = v[0], vy = v[1]; + out[0] = a[0] * vx; + out[1] = a[1] * vy; + out[2] = a[2] * vx; + out[3] = a[3] * vy; + out[4] = a[4] * vx; + out[5] = a[5] * vy; + return out; +}; + +/** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {mat2d} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ +mat2d.translate = function(out, a, v) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4] + v[0]; + out[5] = a[5] + v[1]; + return out; +}; + +/** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2d = mat2d; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3x3 Matrix + * @name mat3 + */ + +var mat3 = {}; + +var mat3Identity = new Float32Array([ + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 +]); + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ +mat3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ +mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; +}; + +/** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; +}; + +/** + * Calculates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; +}; + +/** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ +mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); +}; + +/** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; +}; + +/** + * Alias for {@link mat3.multiply} + * @function + */ +mat3.mul = mat3.multiply; + +/** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ +mat3.translate = function(out, a, v) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + x = v[0], y = v[1]; + + out[0] = a00; + out[1] = a01; + out[2] = a02; + + out[3] = a10; + out[4] = a11; + out[5] = a12; + + out[6] = x * a00 + y * a10 + a20; + out[7] = x * a01 + y * a11 + a21; + out[8] = x * a02 + y * a12 + a22; + return out; +}; + +/** + * Rotates a mat3 by the given angle + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.rotate = function (out, a, rad) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + s = Math.sin(rad), + c = Math.cos(rad); + + out[0] = c * a00 + s * a10; + out[1] = c * a01 + s * a11; + out[2] = c * a02 + s * a12; + + out[3] = c * a10 - s * a00; + out[4] = c * a11 - s * a01; + out[5] = c * a12 - s * a02; + + out[6] = a20; + out[7] = a21; + out[8] = a22; + return out; +}; + +/** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.scale = function(out, a, v) { + var x = v[0], y = v[2]; + + out[0] = x * a[0]; + out[1] = x * a[1]; + out[2] = x * a[2]; + + out[3] = y * a[3]; + out[4] = y * a[4]; + out[5] = y * a[5]; + + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; +}; + +/** +* Calculates a 3x3 matrix from the given quaternion +* +* @param {mat3} out mat3 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat3} out +*/ +mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + + out[3] = xy - wz; + out[4] = 1 - (xx + zz); + out[5] = yz + wx; + + out[6] = xz + wy; + out[7] = yz - wx; + out[8] = 1 - (xx + yy); + + return out; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat3 = mat3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4x4 Matrix + * @name mat4 + */ + +var mat4 = {}; + +var mat4Identity = new Float32Array([ + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 +]); + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Transpose the values of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; +}; + +/** + * Inverts a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = function(out, a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + 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; +}; + +/** + * Calculates the adjugate of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.adjoint = function(out, a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; +}; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.multiply = function (out, a, b) { + var 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], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Alias for {@link mat4.multiply} + * @function + */ +mat4.mul = mat4.multiply; + +/** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, 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; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < GLMAT_EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + 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]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + 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; +}; + +/** +* Calculates a 4x4 matrix from the given quaternion +* +* @param {mat4} out mat4 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat4} out +*/ +mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + 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] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + 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; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && + Math.abs(eyey - centery) < GLMAT_EPSILON && + Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat4 = mat4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class Quaternion + * @name quat + */ + +var quat = {}; + +var quatIdentity = new Float32Array([0, 0, 0, 1]); + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + * @function + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Alias for {@link quat.multiply} + * @function + */ +quat.mul = quat.multiply; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle around the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var cosHalfTheta = ax * bx + ay * by + az * bz + aw * bw, + halfTheta, + sinHalfTheta, + ratioA, + ratioB; + + if (Math.abs(cosHalfTheta) >= 1.0) { + if (out !== a) { + out[0] = ax; + out[1] = ay; + out[2] = az; + out[3] = aw; + } + return out; + } + + halfTheta = Math.acos(cosHalfTheta); + sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + + if (Math.abs(sinHalfTheta) < 0.001) { + out[0] = (ax * 0.5 + bx * 0.5); + out[1] = (ay * 0.5 + by * 0.5); + out[2] = (az * 0.5 + bz * 0.5); + out[3] = (aw * 0.5 + bw * 0.5); + return out; + } + + ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta; + ratioB = Math.sin(t * halfTheta) / sinHalfTheta; + + out[0] = (ax * ratioA + bx * ratioB); + out[1] = (ay * ratioA + by * ratioB); + out[2] = (az * ratioA + bz * ratioB); + out[3] = (aw * ratioA + bw * ratioB); + + return out; +}; + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ +quat.length = vec4.length; + +/** + * Alias for {@link quat.length} + * @function + */ +quat.len = quat.length; + +/** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ +quat.squaredLength = vec4.squaredLength; + +/** + * Alias for {@link quat.squaredLength} + * @function + */ +quat.sqrLen = quat.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ +quat.normalize = vec4.normalize; + +/** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ +quat.fromMat3 = (function() { + var s_iNext = [1,2,0]; + return function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[7]-m[5])*fRoot; + out[1] = (m[2]-m[6])*fRoot; + out[2] = (m[3]-m[1])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = s_iNext[i]; + var k = s_iNext[j]; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; + }; +})(); + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.quat = quat; +} +; + + + + + + + + + + + + + + })(shim.exports); +})(); + +},{}],37:[function(require,module,exports){ +var tic = require('tic')(); +var createAtlas = require('atlaspack'); + +function Texture(opts) { + if (!(this instanceof Texture)) return new Texture(opts || {}); + var self = this; + this.game = opts.game; delete opts.game; + this.THREE = this.game.THREE; + this.materials = []; + this.texturePath = opts.texturePath || '/textures/'; + this.loading = 0; + + var useFlatColors = opts.materialFlatColor === true; + delete opts.materialFlatColor; + + this.options = defaults(opts || {}, { + crossOrigin: 'Anonymous', + materialParams: defaults(opts.materialParams || {}, { + ambient: 0xbbbbbb + }), + materialType: this.THREE.MeshLambertMaterial, + applyTextureParams: function(map) { + map.magFilter = self.THREE.NearestFilter; + map.minFilter = self.THREE.LinearMipMapLinearFilter; + } + }); + + // create a canvas for the texture atlas + this.canvas = (typeof document !== 'undefined') ? document.createElement('canvas') : {}; + this.canvas.width = opts.atlasWidth || 512; + this.canvas.height = opts.atlasHeight || 512; + + // create core atlas and texture + this.atlas = createAtlas(this.canvas); + this.atlas.tilepad = true; + this._atlasuv = false; + this._atlaskey = false; + this.texture = new this.THREE.Texture(this.canvas); + this.options.applyTextureParams(this.texture); + + if (useFlatColors) { + // If were using simple colors + this.material = new this.THREE.MeshBasicMaterial({ + vertexColors: this.THREE.VertexColors + }); + } else { + // load a first material for easy application to meshes + this.material = new this.options.materialType(this.options.materialParams); + this.material.map = this.texture; + this.material.transparent = true; + } + + // a place for meshes to wait while textures are loading + this._meshQueue = []; +} +module.exports = Texture; + +Texture.prototype.load = function(names, done) { + var self = this; + if (!Array.isArray(names)) names = [names]; + done = done || function() {}; + this.loading++; + + var materialSlice = names.map(self._expandName); + self.materials = self.materials.concat(materialSlice); + + // load onto the texture atlas + var load = Object.create(null); + materialSlice.forEach(function(mats) { + mats.forEach(function(mat) { + if (mat.slice(0, 1) === '#') return; + // todo: check if texture already exists + load[mat] = true; + }); + }); + if (Object.keys(load).length > 0) { + each(Object.keys(load), self.pack.bind(self), function() { + self._afterLoading(); + done(materialSlice); + }); + } else { + self._afterLoading(); + } +}; + +Texture.prototype.pack = function(name, done) { + var self = this; + function pack(img) { + var node = self.atlas.pack(img); + if (node === false) { + self.atlas = self.atlas.expand(img); + self.atlas.tilepad = true; + } + done(); + } + if (typeof name === 'string') { + var img = new Image(); + img.id = name; + img.crossOrigin = self.options.crossOrigin; + img.src = self.texturePath + ext(name); + img.onload = function() { + pack(img); + }; + img.onerror = function() { + console.error('Couldn\'t load URL [' + img.src + ']'); + done(); + }; + } else { + pack(name); + } + return self; +}; + +Texture.prototype.find = function(name) { + var self = this; + var type = 0; + self.materials.forEach(function(mats, i) { + mats.forEach(function(mat) { + if (mat === name) { + type = i + 1; + return false; + } + }); + if (type !== 0) return false; + }); + return type; +}; + +Texture.prototype._expandName = function(name) { + if (name === null) return Array(6); + if (name.top) return [name.back, name.front, name.top, name.bottom, name.left, name.right]; + if (!Array.isArray(name)) name = [name]; + // load the 0 texture to all + if (name.length === 1) name = [name[0],name[0],name[0],name[0],name[0],name[0]]; + // 0 is top/bottom, 1 is sides + if (name.length === 2) name = [name[1],name[1],name[0],name[0],name[1],name[1]]; + // 0 is top, 1 is bottom, 2 is sides + if (name.length === 3) name = [name[2],name[2],name[0],name[1],name[2],name[2]]; + // 0 is top, 1 is bottom, 2 is front/back, 3 is left/right + if (name.length === 4) name = [name[2],name[2],name[0],name[1],name[3],name[3]]; + return name; +}; + +Texture.prototype._afterLoading = function() { + var self = this; + function alldone() { + self.loading--; + self._atlasuv = self.atlas.uv(self.canvas.width, self.canvas.height); + self._atlaskey = Object.create(null); + self.atlas.index().forEach(function(key) { + self._atlaskey[key.name] = key; + }); + self.texture.needsUpdate = true; + self.material.needsUpdate = true; + //window.open(self.canvas.toDataURL()); + if (self._meshQueue.length > 0) { + self._meshQueue.forEach(function(queue, i) { + self.paint.apply(queue.self, queue.args); + delete self._meshQueue[i]; + }); + } + } + self._powerof2(function() { + setTimeout(alldone, 100); + }); +}; + +// Ensure the texture stays at a power of 2 for mipmaps +// this is cheating :D +Texture.prototype._powerof2 = function(done) { + var w = this.canvas.width; + var h = this.canvas.height; + function pow2(x) { + x--; + x |= x >> 1; + x |= x >> 2; + x |= x >> 4; + x |= x >> 8; + x |= x >> 16; + x++; + return x; + } + if (h > w) w = h; + var old = this.canvas.getContext('2d').getImageData(0, 0, this.canvas.width, this.canvas.height); + this.canvas.width = this.canvas.height = pow2(w); + this.canvas.getContext('2d').putImageData(old, 0, 0); + done(); +}; + +Texture.prototype.paint = function(mesh, materials) { + var self = this; + + // if were loading put into queue + if (self.loading > 0) { + self._meshQueue.push({self: self, args: arguments}); + return false; + } + + var isVoxelMesh = (materials) ? false : true; + if (!isVoxelMesh) materials = self._expandName(materials); + + mesh.geometry.faces.forEach(function(face, i) { + if (mesh.geometry.faceVertexUvs[0].length < 1) return; + + if (isVoxelMesh) { + var index = Math.floor(face.color.b*255 + face.color.g*255*255 + face.color.r*255*255*255); + materials = self.materials[index - 1]; + if (!materials) materials = self.materials[0]; + } + + // BACK, FRONT, TOP, BOTTOM, LEFT, RIGHT + var name = materials[0] || ''; + if (face.normal.z === 1) name = materials[1] || ''; + else if (face.normal.y === 1) name = materials[2] || ''; + else if (face.normal.y === -1) name = materials[3] || ''; + else if (face.normal.x === -1) name = materials[4] || ''; + else if (face.normal.x === 1) name = materials[5] || ''; + + // if just a simple color + if (name.slice(0, 1) === '#') { + self.setColor(mesh.geometry.faces[i], name); + return; + } + + var atlasuv = self._atlasuv[name]; + if (!atlasuv) return; + + // 0 -- 1 + // | | + // 3 -- 2 + // faces on these meshes are flipped vertically, so we map in reverse + // TODO: tops need rotate + if (isVoxelMesh) { + if (face.normal.z === -1 || face.normal.x === 1) { + atlasuv = uvrot(atlasuv, 90); + } + atlasuv = uvinvert(atlasuv); + } else { + atlasuv = uvrot(atlasuv, -90); + } + for (var j = 0; j < 4; j++) { + mesh.geometry.faceVertexUvs[0][i][j].set(atlasuv[j][0], 1 - atlasuv[j][1]); + } + }); + + mesh.geometry.uvsNeedUpdate = true; +}; + +Texture.prototype.sprite = function(name, w, h, cb) { + var self = this; + if (typeof w === 'function') { cb = w; w = null; } + if (typeof h === 'function') { cb = h; h = null; } + w = w || 16; h = h || w; + self.loading++; + var img = new Image(); + img.src = self.texturePath + ext(name); + img.onerror = cb; + img.onload = function() { + var canvases = []; + for (var x = 0; x < img.width; x += w) { + for (var y = 0; y < img.height; y += h) { + var canvas = document.createElement('canvas'); + canvas.width = w; canvas.height = h; + canvas.name = name + '_' + x + '_' + y; + canvas.getContext('2d').drawImage(img, x, y, w, h, 0, 0, w, h); + canvases.push(canvas); + } + } + var textures = []; + each(canvases, function(canvas, next) { + var tex = new Image(); + tex.name = canvas.name; + tex.src = canvas.toDataURL(); + tex.onload = function() { + self.pack(tex, next); + }; + tex.onerror = next; + textures.push([ + tex.name, tex.name, tex.name, + tex.name, tex.name, tex.name + ]); + }, function() { + self._afterLoading(); + delete canvases; + self.materials = self.materials.concat(textures); + cb(textures); + }); + }; + return self; +}; + +Texture.prototype.animate = function(mesh, names, delay) { + var self = this; + delay = delay || 1000; + if (!Array.isArray(names) || names.length < 2) return false; + var i = 0; + var mat = new this.options.materialType(this.options.materialParams); + mat.map = this.texture; + mat.transparent = true; + mat.needsUpdate = true; + tic.interval(function() { + self.paint(mesh, names[i % names.length]); + i++; + }, delay); + return mat; +}; + +Texture.prototype.tick = function(dt) { + tic.tick(dt); +}; + +Texture.prototype.setColor = function(face, color) { + var rgb = hex2rgb(color); + face.color.setRGB(rgb[0], rgb[1], rgb[2]); + var ld = this._lightDark(color); + + // TODO: AO should be figured better than this + if (face.normal.y === 1) face.vertexColors = [ld[0], ld[0], ld[0], ld[0]]; + else if (face.normal.y === -1) face.vertexColors = [ld[1], ld[1], ld[1], ld[1]]; + else if (face.normal.x === 1) face.vertexColors = [ld[1], ld[0], ld[0], ld[1]]; + else if (face.normal.x === -1) face.vertexColors = [ld[1], ld[1], ld[0], ld[0]]; + else if (face.normal.z === 1) face.vertexColors = [ld[1], ld[1], ld[0], ld[0]]; + else face.vertexColors = [ld[1], ld[0], ld[0], ld[1]]; +}; + +Texture.prototype._lightDark = memoize(function(color) { + var light = new this.THREE.Color(color); + var hsl = light.getHSL(); + var dark = light.clone(); + dark.setHSL(hsl.h, hsl.s, hsl.l - 0.1); + return [light, dark]; +}); + +function uvrot(coords, deg) { + if (deg === 0) return coords; + var c = []; + var i = (4 - Math.ceil(deg / 90)) % 4; + for (var j = 0; j < 4; j++) { + c.push(coords[i]); + if (i === 3) i = 0; else i++; + } + return c; +} + +function uvinvert(coords) { + var c = coords.slice(0); + return [c[3], c[2], c[1], c[0]]; +} + +function ext(name) { + return (String(name).indexOf('.') !== -1) ? name : name + '.png'; +} + +function defaults(obj) { + [].slice.call(arguments, 1).forEach(function(from) { + if (from) for (var k in from) if (obj[k] == null) obj[k] = from[k]; + }); + return obj; +} + +function each(arr, it, done) { + var count = 0; + arr.forEach(function(a) { + it(a, function() { + count++; + if (count >= arr.length) done(); + }); + }); +} + +function hex2rgb(hex) { + if (hex[0] === '#') hex = hex.substr(1); + return [parseInt(hex.substr(0,2), 16)/255, parseInt(hex.substr(2,2), 16)/255, parseInt(hex.substr(4,2), 16)/255]; +} + +function memoize(func) { + function memoized() { + var cache = memoized.cache, key = arguments[0]; + return hasOwnProperty.call(cache, key) + ? cache[key] + : (cache[key] = func.apply(this, arguments)); + } + memoized.cache = {}; + return memoized; +} + +},{"atlaspack":38,"tic":29}],38:[function(require,module,exports){ +(function (global){ +!function(e){if("object"==typeof exports&&"undefined"!=typeof module)module.exports=e();else if("function"==typeof define&&define.amd)define([],e);else{var f;"undefined"!=typeof window?f=window:"undefined"!=typeof global?f=global:"undefined"!=typeof self&&(f=self),f.atlaspack=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);throw new Error("Cannot find module '"+o+"'")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){ +/* + * atlaspack + * https://github.com/shama/atlaspack + * + * Copyright (c) 2014 Kyle Robinson Young + * Licensed under the MIT license. + * + * Based on Nick Welch's binpack: https://github.com/mackstann/binpack + */ + +function Rect(x, y, w, h) { + this.x = x; this.y = y; + this.w = w; this.h = h; +} + +Rect.prototype.fitsIn = function(outer) { + return outer.w >= this.w && outer.h >= this.h; +}; + +Rect.prototype.sameSizeAs = function(other) { + return this.w === other.w && this.h === other.h; +}; + +function Atlas(x, y, w, h) { + if (arguments.length === 1) { + this.canvas = x; + x = y = 0; + w = this.canvas.width; + h = this.canvas.height; + } + if (arguments.length === 2) { + w = x; h = y; x = y = 0; + } + this.left = this.right = null; + this.rect = new Rect(x, y, w, h); + this.filled = false; + this.tilepad = false; + this._cache = []; + this._uvcache = Object.create(null); +} +module.exports = function() { + if (arguments.length === 1) { return new Atlas(arguments[0]); } + if (arguments.length === 2) { return new Atlas(arguments[0], arguments[1]); } + return new Atlas(arguments[0], arguments[1], arguments[2], arguments[3]); +}; +module.exports.Atlas = Atlas; +module.exports.Rect = Rect; + +// pack image/rect to the atlas +Atlas.prototype.pack = function(rect) { + this._cache = []; + this._uvcache = Object.create(null); + rect = this._toRect(rect); + + if (this.img && this.tilepad) { + rect = this._tilepad(rect); + } + + if (this.left !== null) { + return this._ontoCanvas(this.left.pack(rect) || this.right.pack(rect)); + } + // if atlas filled or wont fit + if (this.filled || !rect.fitsIn(this.rect)) { + return false; + } + // if this atlas has been filled + if (rect.sameSizeAs(this.rect)) { + this.filled = true; + return this._ontoCanvas(this); + } + if ((this.rect.w - rect.w) > (this.rect.h - rect.h)) { + this.left = new Atlas(this.rect.x, this.rect.y, rect.w, this.rect.h); + this.right = new Atlas(this.rect.x + rect.w, this.rect.y, this.rect.w - rect.w, this.rect.h); + } else { + this.left = new Atlas(this.rect.x, this.rect.y, this.rect.w, rect.h); + this.right = new Atlas(this.rect.x, this.rect.y + rect.h, this.rect.w, this.rect.h - rect.h); + } + return this._ontoCanvas(this.left.pack(rect)); +}; + +Atlas.prototype.expand = function(rect) { + var self = this; + rect = this._toRect(rect); + + if (this.img && this.tilepad) { + rect = this._tilepad(rect); + } + + var atlas; + if (this.rect.w < this.rect.h) { + atlas = new Atlas(0, 0, this.rect.w + rect.w, this.rect.h); + atlas.right = new Atlas(this.rect.w, 0, rect.w, this.rect.h); + atlas.left = this; + } else { + atlas = new Atlas(0, 0, this.rect.w, this.rect.h + rect.h); + atlas.right = new Atlas(0, this.rect.h, this.rect.w, rect.h); + atlas.left = this; + } + + ['canvas', 'context', 'img'].forEach(function(p) { + if (self[p]) { + atlas[p] = self[p]; + self[p] = null; + } + }); + + // resize canvas + if (atlas.canvas) { + if (!atlas.context) { + atlas.context = atlas.canvas.getContext('2d'); + } + var old = atlas.context.getImageData(0, 0, atlas.canvas.width, atlas.canvas.height); + atlas.canvas.width = atlas.rect.w; + atlas.canvas.height = atlas.rect.h; + atlas.context.putImageData(old, 0, 0); + } + + return (atlas.pack(rect) === false) ? atlas.expand(rect) : atlas; +}; + +Atlas.prototype.index = function() { + var self = this; + if (self._cache.length > 0) { + return self._cache; + } + (function loop(atlas) { + if (atlas.left !== null) { + loop(atlas.left); + loop(atlas.right); + } else if (atlas.rect.name) { + self._cache.push(atlas.rect); + } + }(self)); + return self._cache; +}; + +Atlas.prototype.uv = function(w, h) { + var self = this; + w = w || self.rect.w; + h = h || self.rect.h; + var isPad = this.tilepad; + (function loop(atlas) { + if (atlas.left !== null) { + loop(atlas.left); + loop(atlas.right); + } else if (typeof atlas.rect.name !== 'undefined') { + var p = (isPad) ? atlas.rect.w / 4 : 0; + self._uvcache[atlas.rect.name] = [ + [atlas.rect.x + p, atlas.rect.y + p], + [(atlas.rect.x + p) + (atlas.rect.w - (p * 2)), atlas.rect.y + p], + [(atlas.rect.x + p) + (atlas.rect.w - (p * 2)), (atlas.rect.y + p) + (atlas.rect.h - (p * 2))], + [(atlas.rect.x + p), (atlas.rect.y + p) + (atlas.rect.h - (p * 2))], + ].map(function(uv) { + if (uv[0] !== 0) { + uv[0] = uv[0] / w; + } + if (uv[1] !== 0) { + uv[1] = uv[1] / h; + } + return uv; + }); + } + }(self)); + return self._uvcache; +}; + +Atlas.prototype.json = function(input) { + var self = this; + if (input) { + if (typeof input === 'string') input = JSON.parse(input); + return (function loop(obj) { + if (!obj || !obj.rect) return; + var atlas = new Atlas(obj.rect.x, obj.rect.y, obj.rect.w, obj.rect.h); + if (obj.left) atlas.left = loop(obj.left); + if (obj.right) atlas.right = loop(obj.right); + return atlas; + }(input)); + } else { + return JSON.stringify(function loop(atlas) { + var obj = { + left: null, right: null, + rect: atlas.rect, filled: atlas.filled + }; + if (atlas.left !== null) { + obj.left = loop(atlas.left); + obj.right = loop(atlas.right); + } + return obj; + }(self), null, 2); + } +}; + +// Pads the image by tiling itself around itself +Atlas.prototype._tilepad = function(rect) { + var img = this.img; + if (!img) return rect; + + var p = img.width / 2; + + var canvas = document.createElement('canvas'); + canvas.name = img.name || img.src; + canvas.id = img.id || ''; + canvas.width = img.width + img.width; + canvas.height = img.height + img.height; + var ctx = canvas.getContext('2d'); + + var pattern = ctx.createPattern(img, 'repeat'); + ctx.fillStyle = pattern; + ctx.translate(p, p); + ctx.fillRect(-p, -p, canvas.width + p, canvas.height + p); + ctx.translate(-p, -p); + + this.img = canvas; + + return new Rect(rect.x, rect.y, this.img.width, this.img.height); +}; + +// if has an image and canvas, draw to the canvas as we go +Atlas.prototype._ontoCanvas = function(node) { + if (node && this.img && this.canvas) { + if (!this.context) { + this.context = this.canvas.getContext('2d'); + } + this.context.clearRect(node.rect.x, node.rect.y, node.rect.w, node.rect.h); + this.context.drawImage(this.img, node.rect.x, node.rect.y, node.rect.w, node.rect.h); + node.rect.name = this.img.id || this.img.name || this.img.src || null; + } + return node; +}; + +// make sure we're always working with rects +Atlas.prototype._toRect = function(rect) { + // if rect is an image + if (rect.nodeName && rect.nodeName === 'IMG') { + this.img = rect; + rect = new Rect(rect.x, rect.y, rect.width, rect.height); + } + // if rect is an object + if (!(rect instanceof Rect)) { + rect = new Rect(rect.x || 0, rect.y || 0, rect.w || rect.width, rect.h || rect.height); + } + return rect; +}; + +Atlas.prototype._debug = function() { + if (!this.canvas) { return; } + var context = this.canvas.getContext('2d'); + this.index().forEach(function(rect) { + context.lineWidth = 1; + context.strokeStyle = 'red'; + context.strokeRect(rect.x, rect.y, rect.w, rect.h); + }); +}; + +},{}]},{},[1]) +(1) +});; + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) +},{}],39:[function(require,module,exports){ +(function (process){ +var THREE, temporaryPosition, temporaryVector + +module.exports = function(three, opts) { + temporaryPosition = new three.Vector3 + temporaryVector = new three.Vector3 + + return new View(three, opts) +} + +function View(three, opts) { + THREE = three // three.js doesn't support multiple instances on a single page + this.fov = opts.fov || 60 + this.width = opts.width || 512 + this.height = opts.height || 512 + this.aspectRatio = opts.aspectRatio || this.width/this.height + this.nearPlane = opts.nearPlane || 1 + this.farPlane = opts.farPlane || 10000 + this.skyColor = opts.skyColor || 0xBFD1E5 + this.ortho = opts.ortho + this.camera = this.ortho?(new THREE.OrthographicCamera(this.width/-2, this.width/2, this.height/2, this.height/-2, this.nearPlane, this.farPlane)):(new THREE.PerspectiveCamera(this.fov, this.aspectRatio, this.nearPlane, this.farPlane)) + this.camera.lookAt(new THREE.Vector3(0, 0, 0)) + + if (!process.browser) return + + this.createRenderer() + this.element = this.renderer.domElement +} + +View.prototype.createRenderer = function() { + this.renderer = new THREE.WebGLRenderer({ + antialias: true + }) + this.renderer.setSize(this.width, this.height) + this.renderer.setClearColorHex(this.skyColor, 1.0) + this.renderer.clear() +} + +View.prototype.bindToScene = function(scene) { + scene.add(this.camera) +} + +View.prototype.getCamera = function() { + return this.camera +} + +View.prototype.cameraPosition = function() { + temporaryPosition.multiplyScalar(0) + temporaryPosition.applyMatrix4(this.camera.matrixWorld) + return [temporaryPosition.x, temporaryPosition.y, temporaryPosition.z] +} + +View.prototype.cameraVector = function() { + temporaryVector.multiplyScalar(0) + temporaryVector.z = -1 + this.camera.matrixWorld.rotateAxis(temporaryVector) + return [temporaryVector.x, temporaryVector.y, temporaryVector.z] +} + +View.prototype.resizeWindow = function(width, height) { + if (this.element.parentElement) { + width = width || this.element.parentElement.clientWidth + height = height || this.element.parentElement.clientHeight + } + + this.camera.aspect = this.aspectRatio = width/height + this.width = width + this.height = height + + this.camera.updateProjectionMatrix() + + this.renderer.setSize( width, height ) +} + +View.prototype.render = function(scene) { + this.renderer.render(scene, this.camera) +} + +View.prototype.appendTo = function(element) { + if (typeof element === 'object') { + element.appendChild(this.element) + } + else { + document.querySelector(element).appendChild(this.element) + } + + this.resizeWindow(this.width,this.height) +} +}).call(this,require('_process')) +},{"_process":74}],40:[function(require,module,exports){ +var events = require('events') +var inherits = require('inherits') + +module.exports = function(opts) { + return new Chunker(opts) +} + +module.exports.Chunker = Chunker + +function Chunker(opts) { + this.distance = opts.chunkDistance || 2 + this.chunkSize = opts.chunkSize || 32 + this.cubeSize = opts.cubeSize || 25 + this.generateVoxelChunk = opts.generateVoxelChunk + this.chunks = {} + this.meshes = {} + + if (this.chunkSize & this.chunkSize-1 !== 0) + throw new Error('chunkSize must be a power of 2') + var bits = 0; + for (var size = this.chunkSize; size > 0; size >>= 1) bits++; + this.chunkBits = bits - 1; +} + +inherits(Chunker, events.EventEmitter) + +Chunker.prototype.nearbyChunks = function(position, distance) { + var current = this.chunkAtPosition(position) + var x = current[0] + var y = current[1] + var z = current[2] + var dist = distance || this.distance + var nearby = [] + for (var cx = (x - dist); cx !== (x + dist); ++cx) { + for (var cy = (y - dist); cy !== (y + dist); ++cy) { + for (var cz = (z - dist); cz !== (z + dist); ++cz) { + nearby.push([cx, cy, cz]) + } + } + } + return nearby +} + +Chunker.prototype.requestMissingChunks = function(position) { + var self = this + this.nearbyChunks(position).map(function(chunk) { + if (!self.chunks[chunk.join('|')]) { + self.emit('missingChunk', chunk) + } + }) +} + +Chunker.prototype.getBounds = function(x, y, z) { + var bits = this.chunkBits + var low = [x << bits, y << bits, z << bits] + var high = [(x+1) << bits, (y+1) << bits, (z+1) << bits] + return [low, high] +} + +Chunker.prototype.generateChunk = function(x, y, z) { + var self = this + var bounds = this.getBounds(x, y, z) + var chunk = this.generateVoxelChunk(bounds[0], bounds[1], x, y, z) + var position = [x, y, z] + chunk.position = position + this.chunks[position.join('|')] = chunk + return chunk +} + +Chunker.prototype.chunkAtCoordinates = function(x, y, z) { + var bits = this.chunkBits; + var cx = x >> bits; + var cy = y >> bits; + var cz = z >> bits; + var chunkPos = [cx, cy, cz]; + return chunkPos; +} + +Chunker.prototype.chunkAtPosition = function(position) { + var cubeSize = this.cubeSize; + var x = Math.floor(position[0] / cubeSize) + var y = Math.floor(position[1] / cubeSize) + var z = Math.floor(position[2] / cubeSize) + var chunkPos = this.chunkAtCoordinates(x, y, z) + return chunkPos +}; + +Chunker.prototype.voxelIndexFromCoordinates = function(x, y, z) { + var bits = this.chunkBits + var mask = (1 << bits) - 1 + var vidx = (x & mask) + ((y & mask) << bits) + ((z & mask) << bits * 2) + return vidx +} + +Chunker.prototype.voxelIndexFromPosition = function(pos) { + var v = this.voxelVector(pos) + return this.voxelIndex(v) +} + +Chunker.prototype.voxelAtCoordinates = function(x, y, z, val) { + var ckey = this.chunkAtCoordinates(x, y, z).join('|') + var chunk = this.chunks[ckey] + if (!chunk) return false + var vidx = this.voxelIndexFromCoordinates(x, y, z) + var v = chunk.voxels[vidx] + if (typeof val !== 'undefined') { + chunk.voxels[vidx] = val + } + return v +} + +Chunker.prototype.voxelAtPosition = function(pos, val) { + var cubeSize = this.cubeSize; + var x = Math.floor(pos[0] / cubeSize) + var y = Math.floor(pos[1] / cubeSize) + var z = Math.floor(pos[2] / cubeSize) + var v = this.voxelAtCoordinates(x, y, z, val) + return v; +} + +// deprecated +Chunker.prototype.voxelIndex = function(voxelVector) { + var vidx = this.voxelIndexFromCoordinates(voxelVector[0], voxelVector[1], voxelVector[2]) + return vidx +} + +// deprecated +Chunker.prototype.voxelVector = function(pos) { + var cubeSize = this.cubeSize + var mask = (1 << this.chunkBits) - 1 + var vx = (Math.floor(pos[0] / cubeSize)) & mask + var vy = (Math.floor(pos[1] / cubeSize)) & mask + var vz = (Math.floor(pos[2] / cubeSize)) & mask + return [vx, vy, vz] +}; + +},{"events":70,"inherits":9}],41:[function(require,module,exports){ +var chunker = require('./chunker') + +module.exports = function(opts) { + if (!opts.generateVoxelChunk) opts.generateVoxelChunk = function(low, high) { + return generate(low, high, module.exports.generator['Valley']) + } + return chunker(opts) +} + +module.exports.meshers = { + culled: require('./meshers/culled').mesher, + greedy: require('./meshers/greedy').mesher, + monotone: require('./meshers/monotone').mesher, + stupid: require('./meshers/stupid').mesher +} + +module.exports.Chunker = chunker.Chunker +module.exports.geometry = {} +module.exports.generator = {} +module.exports.generate = generate + +// from https://github.com/mikolalysenko/mikolalysenko.github.com/blob/master/MinecraftMeshes2/js/testdata.js#L4 +function generate(l, h, f, game) { + var d = [ h[0]-l[0], h[1]-l[1], h[2]-l[2] ] + var v = new Int8Array(d[0]*d[1]*d[2]) + var n = 0 + for(var k=l[2]; k<h[2]; ++k) + for(var j=l[1]; j<h[1]; ++j) + for(var i=l[0]; i<h[0]; ++i, ++n) { + v[n] = f(i,j,k,n,game) + } + return {voxels:v, dims:d} +} + +// shape and terrain generator functions +module.exports.generator['Sphere'] = function(i,j,k) { + return i*i+j*j+k*k <= 16*16 ? 1 : 0 +} + +module.exports.generator['Noise'] = function(i,j,k) { + return Math.random() < 0.1 ? Math.random() * 0xffffff : 0; +} + +module.exports.generator['Dense Noise'] = function(i,j,k) { + return Math.round(Math.random() * 0xffffff); +} + +module.exports.generator['Checker'] = function(i,j,k) { + return !!((i+j+k)&1) ? (((i^j^k)&2) ? 1 : 0xffffff) : 0; +} + +module.exports.generator['Hill'] = function(i,j,k) { + return j <= 16 * Math.exp(-(i*i + k*k) / 64) ? 1 : 0; +} + +module.exports.generator['Valley'] = function(i,j,k) { + return j <= (i*i + k*k) * 31 / (32*32*2) + 1 ? 1 : 0; +} + +module.exports.generator['Hilly Terrain'] = function(i,j,k) { + var h0 = 3.0 * Math.sin(Math.PI * i / 12.0 - Math.PI * k * 0.1) + 27; + if(j > h0+1) { + return 0; + } + if(h0 <= j) { + return 1; + } + var h1 = 2.0 * Math.sin(Math.PI * i * 0.25 - Math.PI * k * 0.3) + 20; + if(h1 <= j) { + return 2; + } + if(2 < j) { + return Math.random() < 0.1 ? 0x222222 : 0xaaaaaa; + } + return 3; +} + +module.exports.scale = function ( x, fromLow, fromHigh, toLow, toHigh ) { + return ( x - fromLow ) * ( toHigh - toLow ) / ( fromHigh - fromLow ) + toLow +} + +// convenience function that uses the above functions to prebake some simple voxel geometries +module.exports.generateExamples = function() { + return { + 'Sphere': generate([-16,-16,-16], [16,16,16], module.exports.generator['Sphere']), + 'Noise': generate([0,0,0], [16,16,16], module.exports.generator['Noise']), + 'Dense Noise': generate([0,0,0], [16,16,16], module.exports.generator['Dense Noise']), + 'Checker': generate([0,0,0], [8,8,8], module.exports.generator['Checker']), + 'Hill': generate([-16, 0, -16], [16,16,16], module.exports.generator['Hill']), + 'Valley': generate([0,0,0], [32,32,32], module.exports.generator['Valley']), + 'Hilly Terrain': generate([0, 0, 0], [32,32,32], module.exports.generator['Hilly Terrain']) + } +} + + +},{"./chunker":40,"./meshers/culled":42,"./meshers/greedy":43,"./meshers/monotone":44,"./meshers/stupid":45}],42:[function(require,module,exports){ +//Naive meshing (with face culling) +function CulledMesh(volume, dims) { + //Precalculate direction vectors for convenience + var dir = new Array(3); + for(var i=0; i<3; ++i) { + dir[i] = [[0,0,0], [0,0,0]]; + dir[i][0][(i+1)%3] = 1; + dir[i][1][(i+2)%3] = 1; + } + //March over the volume + var vertices = [] + , faces = [] + , x = [0,0,0] + , B = [[false,true] //Incrementally update bounds (this is a bit ugly) + ,[false,true] + ,[false,true]] + , n = -dims[0]*dims[1]; + for( B[2]=[false,true],x[2]=-1; x[2]<dims[2]; B[2]=[true,(++x[2]<dims[2]-1)]) + for(n-=dims[0],B[1]=[false,true],x[1]=-1; x[1]<dims[1]; B[1]=[true,(++x[1]<dims[1]-1)]) + for(n-=1, B[0]=[false,true],x[0]=-1; x[0]<dims[0]; B[0]=[true,(++x[0]<dims[0]-1)], ++n) { + //Read current voxel and 3 neighboring voxels using bounds check results + var p = (B[0][0] && B[1][0] && B[2][0]) ? volume[n] : 0 + , b = [ (B[0][1] && B[1][0] && B[2][0]) ? volume[n+1] : 0 + , (B[0][0] && B[1][1] && B[2][0]) ? volume[n+dims[0]] : 0 + , (B[0][0] && B[1][0] && B[2][1]) ? volume[n+dims[0]*dims[1]] : 0 + ]; + //Generate faces + for(var d=0; d<3; ++d) + if((!!p) !== (!!b[d])) { + var s = !p ? 1 : 0; + var t = [x[0],x[1],x[2]] + , u = dir[d][s] + , v = dir[d][s^1]; + ++t[d]; + + var vertex_count = vertices.length; + vertices.push([t[0], t[1], t[2] ]); + vertices.push([t[0]+u[0], t[1]+u[1], t[2]+u[2] ]); + vertices.push([t[0]+u[0]+v[0], t[1]+u[1]+v[1], t[2]+u[2]+v[2]]); + vertices.push([t[0] +v[0], t[1] +v[1], t[2] +v[2]]); + faces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, s ? b[d] : p]); + } + } + return { vertices:vertices, faces:faces }; +} + + +if(exports) { + exports.mesher = CulledMesh; +} + +},{}],43:[function(require,module,exports){ +var GreedyMesh = (function() { +//Cache buffer internally +var mask = new Int32Array(4096); + +return function(volume, dims) { + var vertices = [], faces = [] + , dimsX = dims[0] + , dimsY = dims[1] + , dimsXY = dimsX * dimsY; + + //Sweep over 3-axes + for(var d=0; d<3; ++d) { + var i, j, k, l, w, W, h, n, c + , u = (d+1)%3 + , v = (d+2)%3 + , x = [0,0,0] + , q = [0,0,0] + , du = [0,0,0] + , dv = [0,0,0] + , dimsD = dims[d] + , dimsU = dims[u] + , dimsV = dims[v] + , qdimsX, qdimsXY + , xd + + if (mask.length < dimsU * dimsV) { + mask = new Int32Array(dimsU * dimsV); + } + + q[d] = 1; + x[d] = -1; + + qdimsX = dimsX * q[1] + qdimsXY = dimsXY * q[2] + + // Compute mask + while (x[d] < dimsD) { + xd = x[d] + n = 0; + + for(x[v] = 0; x[v] < dimsV; ++x[v]) { + for(x[u] = 0; x[u] < dimsU; ++x[u], ++n) { + var a = xd >= 0 && volume[x[0] + dimsX * x[1] + dimsXY * x[2] ] + , b = xd < dimsD-1 && volume[x[0]+q[0] + dimsX * x[1] + qdimsX + dimsXY * x[2] + qdimsXY] + if (a ? b : !b) { + mask[n] = 0; continue; + } + mask[n] = a ? a : -b; + } + } + + ++x[d]; + + // Generate mesh for mask using lexicographic ordering + n = 0; + for (j=0; j < dimsV; ++j) { + for (i=0; i < dimsU; ) { + c = mask[n]; + if (!c) { + i++; n++; continue; + } + + //Compute width + w = 1; + while (c === mask[n+w] && i+w < dimsU) w++; + + //Compute height (this is slightly awkward) + for (h=1; j+h < dimsV; ++h) { + k = 0; + while (k < w && c === mask[n+k+h*dimsU]) k++ + if (k < w) break; + } + + // Add quad + // The du/dv arrays are reused/reset + // for each iteration. + du[d] = 0; dv[d] = 0; + x[u] = i; x[v] = j; + + if (c > 0) { + dv[v] = h; dv[u] = 0; + du[u] = w; du[v] = 0; + } else { + c = -c; + du[v] = h; du[u] = 0; + dv[u] = w; dv[v] = 0; + } + var vertex_count = vertices.length; + vertices.push([x[0], x[1], x[2] ]); + vertices.push([x[0]+du[0], x[1]+du[1], x[2]+du[2] ]); + vertices.push([x[0]+du[0]+dv[0], x[1]+du[1]+dv[1], x[2]+du[2]+dv[2]]); + vertices.push([x[0] +dv[0], x[1] +dv[1], x[2] +dv[2]]); + faces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, c]); + + //Zero-out mask + W = n + w; + for(l=0; l<h; ++l) { + for(k=n; k<W; ++k) { + mask[k+l*dimsU] = 0; + } + } + + //Increment counters and continue + i += w; n += w; + } + } + } + } + return { vertices:vertices, faces:faces }; +} +})(); + +if(exports) { + exports.mesher = GreedyMesh; +} + +},{}],44:[function(require,module,exports){ +"use strict"; + +var MonotoneMesh = (function(){ + +function MonotonePolygon(c, v, ul, ur) { + this.color = c; + this.left = [[ul, v]]; + this.right = [[ur, v]]; +}; + +MonotonePolygon.prototype.close_off = function(v) { + this.left.push([ this.left[this.left.length-1][0], v ]); + this.right.push([ this.right[this.right.length-1][0], v ]); +}; + +MonotonePolygon.prototype.merge_run = function(v, u_l, u_r) { + var l = this.left[this.left.length-1][0] + , r = this.right[this.right.length-1][0]; + if(l !== u_l) { + this.left.push([ l, v ]); + this.left.push([ u_l, v ]); + } + if(r !== u_r) { + this.right.push([ r, v ]); + this.right.push([ u_r, v ]); + } +}; + + +return function(volume, dims) { + function f(i,j,k) { + return volume[i + dims[0] * (j + dims[1] * k)]; + } + //Sweep over 3-axes + var vertices = [], faces = []; + for(var d=0; d<3; ++d) { + var i, j, k + , u = (d+1)%3 //u and v are orthogonal directions to d + , v = (d+2)%3 + , x = new Int32Array(3) + , q = new Int32Array(3) + , runs = new Int32Array(2 * (dims[u]+1)) + , frontier = new Int32Array(dims[u]) //Frontier is list of pointers to polygons + , next_frontier = new Int32Array(dims[u]) + , left_index = new Int32Array(2 * dims[v]) + , right_index = new Int32Array(2 * dims[v]) + , stack = new Int32Array(24 * dims[v]) + , delta = [[0,0], [0,0]]; + //q points along d-direction + q[d] = 1; + //Initialize sentinel + for(x[d]=-1; x[d]<dims[d]; ) { + // --- Perform monotone polygon subdivision --- + var n = 0 + , polygons = [] + , nf = 0; + for(x[v]=0; x[v]<dims[v]; ++x[v]) { + //Make one pass over the u-scan line of the volume to run-length encode polygon + var nr = 0, p = 0, c = 0; + for(x[u]=0; x[u]<dims[u]; ++x[u], p = c) { + //Compute the type for this face + var a = (0 <= x[d] ? f(x[0], x[1], x[2]) : 0) + , b = (x[d] < dims[d]-1 ? f(x[0]+q[0], x[1]+q[1], x[2]+q[2]) : 0); + c = a; + if((!a) === (!b)) { + c = 0; + } else if(!a) { + c = -b; + } + //If cell type doesn't match, start a new run + if(p !== c) { + runs[nr++] = x[u]; + runs[nr++] = c; + } + } + //Add sentinel run + runs[nr++] = dims[u]; + runs[nr++] = 0; + //Update frontier by merging runs + var fp = 0; + for(var i=0, j=0; i<nf && j<nr-2; ) { + var p = polygons[frontier[i]] + , p_l = p.left[p.left.length-1][0] + , p_r = p.right[p.right.length-1][0] + , p_c = p.color + , r_l = runs[j] //Start of run + , r_r = runs[j+2] //End of run + , r_c = runs[j+1]; //Color of run + //Check if we can merge run with polygon + if(r_r > p_l && p_r > r_l && r_c === p_c) { + //Merge run + p.merge_run(x[v], r_l, r_r); + //Insert polygon into frontier + next_frontier[fp++] = frontier[i]; + ++i; + j += 2; + } else { + //Check if we need to advance the run pointer + if(r_r <= p_r) { + if(!!r_c) { + var n_poly = new MonotonePolygon(r_c, x[v], r_l, r_r); + next_frontier[fp++] = polygons.length; + polygons.push(n_poly); + } + j += 2; + } + //Check if we need to advance the frontier pointer + if(p_r <= r_r) { + p.close_off(x[v]); + ++i; + } + } + } + //Close off any residual polygons + for(; i<nf; ++i) { + polygons[frontier[i]].close_off(x[v]); + } + //Add any extra runs to frontier + for(; j<nr-2; j+=2) { + var r_l = runs[j] + , r_r = runs[j+2] + , r_c = runs[j+1]; + if(!!r_c) { + var n_poly = new MonotonePolygon(r_c, x[v], r_l, r_r); + next_frontier[fp++] = polygons.length; + polygons.push(n_poly); + } + } + //Swap frontiers + var tmp = next_frontier; + next_frontier = frontier; + frontier = tmp; + nf = fp; + } + //Close off frontier + for(var i=0; i<nf; ++i) { + var p = polygons[frontier[i]]; + p.close_off(dims[v]); + } + // --- Monotone subdivision of polygon is complete at this point --- + + x[d]++; + + //Now we just need to triangulate each monotone polygon + for(var i=0; i<polygons.length; ++i) { + var p = polygons[i] + , c = p.color + , flipped = false; + if(c < 0) { + flipped = true; + c = -c; + } + for(var j=0; j<p.left.length; ++j) { + left_index[j] = vertices.length; + var y = [0.0,0.0,0.0] + , z = p.left[j]; + y[d] = x[d]; + y[u] = z[0]; + y[v] = z[1]; + vertices.push(y); + } + for(var j=0; j<p.right.length; ++j) { + right_index[j] = vertices.length; + var y = [0.0,0.0,0.0] + , z = p.right[j]; + y[d] = x[d]; + y[u] = z[0]; + y[v] = z[1]; + vertices.push(y); + } + //Triangulate the monotone polygon + var bottom = 0 + , top = 0 + , l_i = 1 + , r_i = 1 + , side = true; //true = right, false = left + + stack[top++] = left_index[0]; + stack[top++] = p.left[0][0]; + stack[top++] = p.left[0][1]; + + stack[top++] = right_index[0]; + stack[top++] = p.right[0][0]; + stack[top++] = p.right[0][1]; + + while(l_i < p.left.length || r_i < p.right.length) { + //Compute next side + var n_side = false; + if(l_i === p.left.length) { + n_side = true; + } else if(r_i !== p.right.length) { + var l = p.left[l_i] + , r = p.right[r_i]; + n_side = l[1] > r[1]; + } + var idx = n_side ? right_index[r_i] : left_index[l_i] + , vert = n_side ? p.right[r_i] : p.left[l_i]; + if(n_side !== side) { + //Opposite side + while(bottom+3 < top) { + if(flipped === n_side) { + faces.push([ stack[bottom], stack[bottom+3], idx, c]); + } else { + faces.push([ stack[bottom+3], stack[bottom], idx, c]); + } + bottom += 3; + } + } else { + //Same side + while(bottom+3 < top) { + //Compute convexity + for(var j=0; j<2; ++j) + for(var k=0; k<2; ++k) { + delta[j][k] = stack[top-3*(j+1)+k+1] - vert[k]; + } + var det = delta[0][0] * delta[1][1] - delta[1][0] * delta[0][1]; + if(n_side === (det > 0)) { + break; + } + if(det !== 0) { + if(flipped === n_side) { + faces.push([ stack[top-3], stack[top-6], idx, c ]); + } else { + faces.push([ stack[top-6], stack[top-3], idx, c ]); + } + } + top -= 3; + } + } + //Push vertex + stack[top++] = idx; + stack[top++] = vert[0]; + stack[top++] = vert[1]; + //Update loop index + if(n_side) { + ++r_i; + } else { + ++l_i; + } + side = n_side; + } + } + } + } + return { vertices:vertices, faces:faces }; +} +})(); + +if(exports) { + exports.mesher = MonotoneMesh; +} + +},{}],45:[function(require,module,exports){ +//The stupidest possible way to generate a Minecraft mesh (I think) +function StupidMesh(volume, dims) { + var vertices = [], faces = [], x = [0,0,0], n = 0; + for(x[2]=0; x[2]<dims[2]; ++x[2]) + for(x[1]=0; x[1]<dims[1]; ++x[1]) + for(x[0]=0; x[0]<dims[0]; ++x[0], ++n) + if(!!volume[n]) { + for(var d=0; d<3; ++d) { + var t = [x[0], x[1], x[2]] + , u = [0,0,0] + , v = [0,0,0]; + u[(d+1)%3] = 1; + v[(d+2)%3] = 1; + for(var s=0; s<2; ++s) { + t[d] = x[d] + s; + var tmp = u; + u = v; + v = tmp; + var vertex_count = vertices.length; + vertices.push([t[0], t[1], t[2] ]); + vertices.push([t[0]+u[0], t[1]+u[1], t[2]+u[2] ]); + vertices.push([t[0]+u[0]+v[0], t[1]+u[1]+v[1], t[2]+u[2]+v[2]]); + vertices.push([t[0] +v[0], t[1] +v[1], t[2] +v[2]]); + faces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, volume[n]]); + } + } + } + return { vertices:vertices, faces:faces }; +} + + +if(exports) { + exports.mesher = StupidMesh; +} + +},{}],46:[function(require,module,exports){ +var ever = require('ever') +var vkey = require('vkey') +var events = require('events') + +var game + +module.exports = function(gameInstance) { + // cache the game instance + game = gameInstance + return function makeFly(physical, noKeyEvents) { + return new Fly(physical, noKeyEvents) + } +} + +function Fly(physical, noKeyEvents) { + this.flySpeed = 0.8 + this.physical = physical + if (!noKeyEvents) this.bindKeyEvents() +} + +Fly.prototype.bindKeyEvents = function(el) { + if (!el) el = document.body + var self = this + var counter = 0 + var spaceUpAfterFirstDown = false + var first = Date.now() + ever(el) + .on('keydown', onKeyDown) + .on('keyup', onKeyUp) + + function onKeyDown(ev) { + var key = vkey[ev.keyCode] || ev.char + var binding = game.keybindings[key] + if (binding !== "jump") return + if (counter === 1) { + if (Date.now() - first > 300) { + spaceUpAfterFirstDown = false + return first = Date.now() + } else { + if (!self.flying && spaceUpAfterFirstDown) { + self.startFlying() + } + } + spaceUpAfterFirstDown = false + return counter = 0 + } + if (counter === 0) { + first = Date.now() + counter += 1 + } + } + + function onKeyUp(ev) { + var key = vkey[ev.keyCode] || ev.char + if (key === '<space>' && counter === 1) { + spaceUpAfterFirstDown = true + } + } +} + +Fly.prototype.startFlying = function() { + var self = this + this.flying = true + var physical = this.physical + physical.removeForce(game.gravity) + physical.onGameTick = function(dt) { + if (physical.atRestY() === -1) return self.stopFlying() + physical.friction.x = self.flySpeed + physical.friction.z = self.flySpeed + var press = game.controls.state + if (press['crouch']) return physical.velocity.y = -0.01 + if (press['jump']) return physical.velocity.y = 0.01 + physical.velocity.y = 0 + } + game.on('tick', physical.onGameTick) +} + +Fly.prototype.stopFlying = function() { + this.flying = false + var physical = this.physical + physical.subjectTo(game.gravity) + game.removeListener('tick', physical.onGameTick) +} +},{"events":70,"ever":47,"vkey":50}],47:[function(require,module,exports){ +arguments[4][20][0].apply(exports,arguments) +},{"./init.json":48,"./types.json":49,"dup":20,"events":70}],48:[function(require,module,exports){ +arguments[4][21][0].apply(exports,arguments) +},{"dup":21}],49:[function(require,module,exports){ +arguments[4][22][0].apply(exports,arguments) +},{"dup":22}],50:[function(require,module,exports){ +var ua = typeof window !== 'undefined' ? window.navigator.userAgent : '' + , isOSX = /OS X/.test(ua) + , isOpera = /Opera/.test(ua) + , maybeFirefox = !/like Gecko/.test(ua) && !isOpera + +var i, output = module.exports = { + 0: isOSX ? '<menu>' : '<UNK>' +, 1: '<mouse 1>' +, 2: '<mouse 2>' +, 3: '<break>' +, 4: '<mouse 3>' +, 5: '<mouse 4>' +, 6: '<mouse 5>' +, 8: '<backspace>' +, 9: '<tab>' +, 12: '<clear>' +, 13: '<enter>' +, 16: '<shift>' +, 17: '<control>' +, 18: '<alt>' +, 19: '<pause>' +, 20: '<caps-lock>' +, 21: '<ime-hangul>' +, 23: '<ime-junja>' +, 24: '<ime-final>' +, 25: '<ime-kanji>' +, 27: '<escape>' +, 28: '<ime-convert>' +, 29: '<ime-nonconvert>' +, 30: '<ime-accept>' +, 31: '<ime-mode-change>' +, 27: '<escape>' +, 32: '<space>' +, 33: '<page-up>' +, 34: '<page-down>' +, 35: '<end>' +, 36: '<home>' +, 37: '<left>' +, 38: '<up>' +, 39: '<right>' +, 40: '<down>' +, 41: '<select>' +, 42: '<print>' +, 43: '<execute>' +, 44: '<snapshot>' +, 45: '<insert>' +, 46: '<delete>' +, 47: '<help>' +, 91: '<meta>' // meta-left -- no one handles left and right properly, so we coerce into one. +, 92: '<meta>' // meta-right +, 93: isOSX ? '<meta>' : '<menu>' // chrome,opera,safari all report this for meta-right (osx mbp). +, 95: '<sleep>' +, 106: '<num-*>' +, 107: '<num-+>' +, 108: '<num-enter>' +, 109: '<num-->' +, 110: '<num-.>' +, 111: '<num-/>' +, 144: '<num-lock>' +, 145: '<scroll-lock>' +, 160: '<shift-left>' +, 161: '<shift-right>' +, 162: '<control-left>' +, 163: '<control-right>' +, 164: '<alt-left>' +, 165: '<alt-right>' +, 166: '<browser-back>' +, 167: '<browser-forward>' +, 168: '<browser-refresh>' +, 169: '<browser-stop>' +, 170: '<browser-search>' +, 171: '<browser-favorites>' +, 172: '<browser-home>' + + // ff/osx reports '<volume-mute>' for '-' +, 173: isOSX && maybeFirefox ? '-' : '<volume-mute>' +, 174: '<volume-down>' +, 175: '<volume-up>' +, 176: '<next-track>' +, 177: '<prev-track>' +, 178: '<stop>' +, 179: '<play-pause>' +, 180: '<launch-mail>' +, 181: '<launch-media-select>' +, 182: '<launch-app 1>' +, 183: '<launch-app 2>' +, 186: ';' +, 187: '=' +, 188: ',' +, 189: '-' +, 190: '.' +, 191: '/' +, 192: '`' +, 219: '[' +, 220: '\\' +, 221: ']' +, 222: "'" +, 223: '<meta>' +, 224: '<meta>' // firefox reports meta here. +, 226: '<alt-gr>' +, 229: '<ime-process>' +, 231: isOpera ? '`' : '<unicode>' +, 246: '<attention>' +, 247: '<crsel>' +, 248: '<exsel>' +, 249: '<erase-eof>' +, 250: '<play>' +, 251: '<zoom>' +, 252: '<no-name>' +, 253: '<pa-1>' +, 254: '<clear>' +} + +for(i = 58; i < 65; ++i) { + output[i] = String.fromCharCode(i) +} + +// 0-9 +for(i = 48; i < 58; ++i) { + output[i] = (i - 48)+'' +} + +// A-Z +for(i = 65; i < 91; ++i) { + output[i] = String.fromCharCode(i) +} + +// num0-9 +for(i = 96; i < 107; ++i) { + output[i] = '<num-'+(i - 96)+'>' +} + +// F1-F24 +for(i = 112; i < 136; ++i) { + output[i] = 'F'+(i-111) +} + +},{}],51:[function(require,module,exports){ +var inherits = require('inherits') +var events = require('events') +var _ = require('underscore') + +module.exports = Highlighter + +function Highlighter(game, opts) { + if (!(this instanceof Highlighter)) return new Highlighter(game, opts) + this.game = game + opts = opts || {} + this.enabled = opts.enabled || function () { return true } + var geometry = this.geometry = opts.geometry || new game.THREE.CubeGeometry(1, 1, 1) + var material = opts.material || new game.THREE.MeshBasicMaterial({ + color: opts.color || 0x000000, + wireframe: true, + wireframeLinewidth: opts.wireframeLinewidth || 3, + transparent: true, + opacity: opts.wireframeOpacity || 0.5 + }) + this.mesh = new game.THREE.Mesh(geometry, material) + this.distance = opts.distance || 10 + this.currVoxelPos // undefined when no voxel selected for highlight + this.currVoxelAdj // undefined when no adjacent voxel selected for highlight + this.targetPosition // desired position of highlight cube center + + // the adjacent highlight will be active when the following returns true + this.adjacentActive = opts.adjacentActive || function () { return game.controls.state.alt } + + // the selection highlight will be active when the following returns true + this.selectActive = opts.selectActive || function () { return game.controls.state.select } + + // animate highlight transitions? + this.animate = opts.animate + this.animateFunction = opts.animateFunction || function (position, targetPosition, deltaTime) { + if (!position || !targetPosition || !deltaTime) return; + var rate = 10 + if (Math.abs(targetPosition[0] - position[0]) < 0.05 + && Math.abs(targetPosition[1] - position[1]) < 0.05 + && Math.abs(targetPosition[2] - position[2]) < 0.05) { + return targetPosition // close enough to snap and be done + } + deltaTime = deltaTime / 1000 // usually around .016 seconds (60 FPS) + position[0] += rate * deltaTime * (targetPosition[0] - position[0]) + position[1] += rate * deltaTime * (targetPosition[1] - position[1]) + position[2] += rate * deltaTime * (targetPosition[2] - position[2]) + return position + } + + // highlight 'easing' animation, called every tick if enabled + var self = this + if (this.animate) game.on('tick', function (dt) { + var position = [self.mesh.position.x, self.mesh.position.y, self.mesh.position.z] + position = self.animateFunction(position, self.targetPosition, dt) + if (position) self.mesh.position.set(position[0], position[1], position[2]) + }) + + game.on('tick', _.throttle(this.highlight.bind(this), opts.frequency || 100)) + + // anchors for multi-voxel selection + this.selectStart + this.selectEnd +} + +inherits(Highlighter, events.EventEmitter) + +Highlighter.prototype.highlight = function () { + + if (!this.enabled()) { + if (this.mesh.parent !== null) { + this.game.scene.remove(this.mesh) + } + return; + } + + var cp = this.game.cameraPosition() + var cv = this.game.cameraVector() + var hit = this.game.raycastVoxels(cp, cv, this.distance) + var targetPositionCandidate + + var removeAdjacent = function (self) { // remove adjacent highlight if any + if (!self.currVoxelAdj) return; + self.emit('remove-adjacent', self.currVoxelAdj) + self.currVoxelAdj = undefined + } + + // remove existing highlight if any + if (!hit) { + if (!this.currVoxelPos) return; // already removed + this.game.scene.remove(this.mesh) + this.emit('remove', this.currVoxelPos.slice()) + this.currVoxelPos = undefined + removeAdjacent(this) + return; + } + + var newVoxelPos = hit.voxel + if (!this.currVoxelPos + || newVoxelPos[0] !== this.currVoxelPos[0] + || newVoxelPos[1] !== this.currVoxelPos[1] + || newVoxelPos[2] !== this.currVoxelPos[2]) { // no current highlight or it moved + + if (this.currVoxelPos) { + this.emit('remove', this.currVoxelPos.slice()) // moved highlight + } + else { + this.game.scene.add(this.mesh) // fresh highlight + } + this.emit('highlight', newVoxelPos.slice()) + this.currVoxelPos = newVoxelPos.slice() + } + // try to set the position every time, it may be overridden below + targetPositionCandidate = [this.currVoxelPos[0] + 0.5, this.currVoxelPos[1] + 0.5, this.currVoxelPos[2] + 0.5] + + // if in "adjacent" mode, highlight adjacent voxel instead + if (this.adjacentActive()) { + // since we got here, we know we have a selected non-empty voxel + // and with an empty adjacent voxel that we can work with + var newVoxelAdj = hit.adjacent + if (!this.currVoxelAdj + || newVoxelAdj[0] !== this.currVoxelAdj[0] + || newVoxelAdj[1] !== this.currVoxelAdj[1] + || newVoxelAdj[2] !== this.currVoxelAdj[2]) { // no current adj highlight or it has moved + + if (this.currVoxelAdj) { + this.emit('remove-adjacent', this.currVoxelAdj.slice()) // moved adjacent highlight + } + this.emit('highlight-adjacent', newVoxelAdj.slice()) + + this.currVoxelAdj = newVoxelAdj.slice() + } + targetPositionCandidate = [this.currVoxelAdj[0] + 0.5, this.currVoxelAdj[1] + 0.5, this.currVoxelAdj[2] + 0.5] + } + else removeAdjacent(this) + + // if in "select" mode, track start and end voxel bounds + if (this.selectActive()) { + if (!this.selectStart) { // start a new selection + this.selectStart = this.selectEnd = this.currVoxelAdj || this.currVoxelPos + } + else { + var endCandidate = this.currVoxelAdj || this.currVoxelPos + if (endCandidate[0] !== this.selectEnd[0] + || endCandidate[1] !== this.selectEnd[1] + || endCandidate[2] !== this.selectEnd[2]) { + + this.selectEnd = endCandidate // selection end has changed + + this.emit('highlight-select', { start: this.selectStart.slice(), end: this.selectEnd.slice() }) + + var scale = [] + scale[0] = Math.abs(this.selectEnd[0] - this.selectStart[0]) + 1 + scale[1] = Math.abs(this.selectEnd[1] - this.selectStart[1]) + 1 + scale[2] = Math.abs(this.selectEnd[2] - this.selectStart[2]) + 1 + this.mesh.scale.set(scale[0], scale[1], scale[2]) + + var pos = [] + pos[0] = this.selectStart[0] + 0.5 + (this.selectEnd[0] - this.selectStart[0]) / 2 + pos[1] = this.selectStart[1] + 0.5 + (this.selectEnd[1] - this.selectStart[1]) / 2 + pos[2] = this.selectStart[2] + 0.5 + (this.selectEnd[2] - this.selectStart[2]) / 2 + this.targetPosition = pos + } + } + } + else { + if (this.selectStart) { + this.emit('highlight-deselect', { start: this.selectStart.slice(), end: this.selectEnd.slice() }) + this.selectStart = null + this.mesh.scale.set(1, 1, 1) + } + this.targetPosition = targetPositionCandidate // highlighted voxel or adjacent + } + if (!this.animate) this.mesh.position.set(this.targetPosition[0], this.targetPosition[1], this.targetPosition[2]) +} + +},{"events":70,"inherits":52,"underscore":53}],52:[function(require,module,exports){ +arguments[4][9][0].apply(exports,arguments) +},{"dup":9}],53:[function(require,module,exports){ +// Underscore.js 1.4.4 +// http://underscorejs.org +// (c) 2009-2013 Jeremy Ashkenas, DocumentCloud Inc. +// Underscore may be freely distributed under the MIT license. + +(function() { + + // Baseline setup + // -------------- + + // Establish the root object, `window` in the browser, or `global` on the server. + var root = this; + + // Save the previous value of the `_` variable. + var previousUnderscore = root._; + + // Establish the object that gets returned to break out of a loop iteration. + var breaker = {}; + + // Save bytes in the minified (but not gzipped) version: + var ArrayProto = Array.prototype, ObjProto = Object.prototype, FuncProto = Function.prototype; + + // Create quick reference variables for speed access to core prototypes. + var push = ArrayProto.push, + slice = ArrayProto.slice, + concat = ArrayProto.concat, + toString = ObjProto.toString, + hasOwnProperty = ObjProto.hasOwnProperty; + + // All **ECMAScript 5** native function implementations that we hope to use + // are declared here. + var + nativeForEach = ArrayProto.forEach, + nativeMap = ArrayProto.map, + nativeReduce = ArrayProto.reduce, + nativeReduceRight = ArrayProto.reduceRight, + nativeFilter = ArrayProto.filter, + nativeEvery = ArrayProto.every, + nativeSome = ArrayProto.some, + nativeIndexOf = ArrayProto.indexOf, + nativeLastIndexOf = ArrayProto.lastIndexOf, + nativeIsArray = Array.isArray, + nativeKeys = Object.keys, + nativeBind = FuncProto.bind; + + // Create a safe reference to the Underscore object for use below. + var _ = function(obj) { + if (obj instanceof _) return obj; + if (!(this instanceof _)) return new _(obj); + this._wrapped = obj; + }; + + // Export the Underscore object for **Node.js**, with + // backwards-compatibility for the old `require()` API. If we're in + // the browser, add `_` as a global object via a string identifier, + // for Closure Compiler "advanced" mode. + if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) { + exports = module.exports = _; + } + exports._ = _; + } else { + root._ = _; + } + + // Current version. + _.VERSION = '1.4.4'; + + // Collection Functions + // -------------------- + + // The cornerstone, an `each` implementation, aka `forEach`. + // Handles objects with the built-in `forEach`, arrays, and raw objects. + // Delegates to **ECMAScript 5**'s native `forEach` if available. + var each = _.each = _.forEach = function(obj, iterator, context) { + if (obj == null) return; + if (nativeForEach && obj.forEach === nativeForEach) { + obj.forEach(iterator, context); + } else if (obj.length === +obj.length) { + for (var i = 0, l = obj.length; i < l; i++) { + if (iterator.call(context, obj[i], i, obj) === breaker) return; + } + } else { + for (var key in obj) { + if (_.has(obj, key)) { + if (iterator.call(context, obj[key], key, obj) === breaker) return; + } + } + } + }; + + // Return the results of applying the iterator to each element. + // Delegates to **ECMAScript 5**'s native `map` if available. + _.map = _.collect = function(obj, iterator, context) { + var results = []; + if (obj == null) return results; + if (nativeMap && obj.map === nativeMap) return obj.map(iterator, context); + each(obj, function(value, index, list) { + results[results.length] = iterator.call(context, value, index, list); + }); + return results; + }; + + var reduceError = 'Reduce of empty array with no initial value'; + + // **Reduce** builds up a single result from a list of values, aka `inject`, + // or `foldl`. Delegates to **ECMAScript 5**'s native `reduce` if available. + _.reduce = _.foldl = _.inject = function(obj, iterator, memo, context) { + var initial = arguments.length > 2; + if (obj == null) obj = []; + if (nativeReduce && obj.reduce === nativeReduce) { + if (context) iterator = _.bind(iterator, context); + return initial ? obj.reduce(iterator, memo) : obj.reduce(iterator); + } + each(obj, function(value, index, list) { + if (!initial) { + memo = value; + initial = true; + } else { + memo = iterator.call(context, memo, value, index, list); + } + }); + if (!initial) throw new TypeError(reduceError); + return memo; + }; + + // The right-associative version of reduce, also known as `foldr`. + // Delegates to **ECMAScript 5**'s native `reduceRight` if available. + _.reduceRight = _.foldr = function(obj, iterator, memo, context) { + var initial = arguments.length > 2; + if (obj == null) obj = []; + if (nativeReduceRight && obj.reduceRight === nativeReduceRight) { + if (context) iterator = _.bind(iterator, context); + return initial ? obj.reduceRight(iterator, memo) : obj.reduceRight(iterator); + } + var length = obj.length; + if (length !== +length) { + var keys = _.keys(obj); + length = keys.length; + } + each(obj, function(value, index, list) { + index = keys ? keys[--length] : --length; + if (!initial) { + memo = obj[index]; + initial = true; + } else { + memo = iterator.call(context, memo, obj[index], index, list); + } + }); + if (!initial) throw new TypeError(reduceError); + return memo; + }; + + // Return the first value which passes a truth test. Aliased as `detect`. + _.find = _.detect = function(obj, iterator, context) { + var result; + any(obj, function(value, index, list) { + if (iterator.call(context, value, index, list)) { + result = value; + return true; + } + }); + return result; + }; + + // Return all the elements that pass a truth test. + // Delegates to **ECMAScript 5**'s native `filter` if available. + // Aliased as `select`. + _.filter = _.select = function(obj, iterator, context) { + var results = []; + if (obj == null) return results; + if (nativeFilter && obj.filter === nativeFilter) return obj.filter(iterator, context); + each(obj, function(value, index, list) { + if (iterator.call(context, value, index, list)) results[results.length] = value; + }); + return results; + }; + + // Return all the elements for which a truth test fails. + _.reject = function(obj, iterator, context) { + return _.filter(obj, function(value, index, list) { + return !iterator.call(context, value, index, list); + }, context); + }; + + // Determine whether all of the elements match a truth test. + // Delegates to **ECMAScript 5**'s native `every` if available. + // Aliased as `all`. + _.every = _.all = function(obj, iterator, context) { + iterator || (iterator = _.identity); + var result = true; + if (obj == null) return result; + if (nativeEvery && obj.every === nativeEvery) return obj.every(iterator, context); + each(obj, function(value, index, list) { + if (!(result = result && iterator.call(context, value, index, list))) return breaker; + }); + return !!result; + }; + + // Determine if at least one element in the object matches a truth test. + // Delegates to **ECMAScript 5**'s native `some` if available. + // Aliased as `any`. + var any = _.some = _.any = function(obj, iterator, context) { + iterator || (iterator = _.identity); + var result = false; + if (obj == null) return result; + if (nativeSome && obj.some === nativeSome) return obj.some(iterator, context); + each(obj, function(value, index, list) { + if (result || (result = iterator.call(context, value, index, list))) return breaker; + }); + return !!result; + }; + + // Determine if the array or object contains a given value (using `===`). + // Aliased as `include`. + _.contains = _.include = function(obj, target) { + if (obj == null) return false; + if (nativeIndexOf && obj.indexOf === nativeIndexOf) return obj.indexOf(target) != -1; + return any(obj, function(value) { + return value === target; + }); + }; + + // Invoke a method (with arguments) on every item in a collection. + _.invoke = function(obj, method) { + var args = slice.call(arguments, 2); + var isFunc = _.isFunction(method); + return _.map(obj, function(value) { + return (isFunc ? method : value[method]).apply(value, args); + }); + }; + + // Convenience version of a common use case of `map`: fetching a property. + _.pluck = function(obj, key) { + return _.map(obj, function(value){ return value[key]; }); + }; + + // Convenience version of a common use case of `filter`: selecting only objects + // containing specific `key:value` pairs. + _.where = function(obj, attrs, first) { + if (_.isEmpty(attrs)) return first ? null : []; + return _[first ? 'find' : 'filter'](obj, function(value) { + for (var key in attrs) { + if (attrs[key] !== value[key]) return false; + } + return true; + }); + }; + + // Convenience version of a common use case of `find`: getting the first object + // containing specific `key:value` pairs. + _.findWhere = function(obj, attrs) { + return _.where(obj, attrs, true); + }; + + // Return the maximum element or (element-based computation). + // Can't optimize arrays of integers longer than 65,535 elements. + // See: https://bugs.webkit.org/show_bug.cgi?id=80797 + _.max = function(obj, iterator, context) { + if (!iterator && _.isArray(obj) && obj[0] === +obj[0] && obj.length < 65535) { + return Math.max.apply(Math, obj); + } + if (!iterator && _.isEmpty(obj)) return -Infinity; + var result = {computed : -Infinity, value: -Infinity}; + each(obj, function(value, index, list) { + var computed = iterator ? iterator.call(context, value, index, list) : value; + computed >= result.computed && (result = {value : value, computed : computed}); + }); + return result.value; + }; + + // Return the minimum element (or element-based computation). + _.min = function(obj, iterator, context) { + if (!iterator && _.isArray(obj) && obj[0] === +obj[0] && obj.length < 65535) { + return Math.min.apply(Math, obj); + } + if (!iterator && _.isEmpty(obj)) return Infinity; + var result = {computed : Infinity, value: Infinity}; + each(obj, function(value, index, list) { + var computed = iterator ? iterator.call(context, value, index, list) : value; + computed < result.computed && (result = {value : value, computed : computed}); + }); + return result.value; + }; + + // Shuffle an array. + _.shuffle = function(obj) { + var rand; + var index = 0; + var shuffled = []; + each(obj, function(value) { + rand = _.random(index++); + shuffled[index - 1] = shuffled[rand]; + shuffled[rand] = value; + }); + return shuffled; + }; + + // An internal function to generate lookup iterators. + var lookupIterator = function(value) { + return _.isFunction(value) ? value : function(obj){ return obj[value]; }; + }; + + // Sort the object's values by a criterion produced by an iterator. + _.sortBy = function(obj, value, context) { + var iterator = lookupIterator(value); + return _.pluck(_.map(obj, function(value, index, list) { + return { + value : value, + index : index, + criteria : iterator.call(context, value, index, list) + }; + }).sort(function(left, right) { + var a = left.criteria; + var b = right.criteria; + if (a !== b) { + if (a > b || a === void 0) return 1; + if (a < b || b === void 0) return -1; + } + return left.index < right.index ? -1 : 1; + }), 'value'); + }; + + // An internal function used for aggregate "group by" operations. + var group = function(obj, value, context, behavior) { + var result = {}; + var iterator = lookupIterator(value || _.identity); + each(obj, function(value, index) { + var key = iterator.call(context, value, index, obj); + behavior(result, key, value); + }); + return result; + }; + + // Groups the object's values by a criterion. Pass either a string attribute + // to group by, or a function that returns the criterion. + _.groupBy = function(obj, value, context) { + return group(obj, value, context, function(result, key, value) { + (_.has(result, key) ? result[key] : (result[key] = [])).push(value); + }); + }; + + // Counts instances of an object that group by a certain criterion. Pass + // either a string attribute to count by, or a function that returns the + // criterion. + _.countBy = function(obj, value, context) { + return group(obj, value, context, function(result, key) { + if (!_.has(result, key)) result[key] = 0; + result[key]++; + }); + }; + + // Use a comparator function to figure out the smallest index at which + // an object should be inserted so as to maintain order. Uses binary search. + _.sortedIndex = function(array, obj, iterator, context) { + iterator = iterator == null ? _.identity : lookupIterator(iterator); + var value = iterator.call(context, obj); + var low = 0, high = array.length; + while (low < high) { + var mid = (low + high) >>> 1; + iterator.call(context, array[mid]) < value ? low = mid + 1 : high = mid; + } + return low; + }; + + // Safely convert anything iterable into a real, live array. + _.toArray = function(obj) { + if (!obj) return []; + if (_.isArray(obj)) return slice.call(obj); + if (obj.length === +obj.length) return _.map(obj, _.identity); + return _.values(obj); + }; + + // Return the number of elements in an object. + _.size = function(obj) { + if (obj == null) return 0; + return (obj.length === +obj.length) ? obj.length : _.keys(obj).length; + }; + + // Array Functions + // --------------- + + // Get the first element of an array. Passing **n** will return the first N + // values in the array. Aliased as `head` and `take`. The **guard** check + // allows it to work with `_.map`. + _.first = _.head = _.take = function(array, n, guard) { + if (array == null) return void 0; + return (n != null) && !guard ? slice.call(array, 0, n) : array[0]; + }; + + // Returns everything but the last entry of the array. Especially useful on + // the arguments object. Passing **n** will return all the values in + // the array, excluding the last N. The **guard** check allows it to work with + // `_.map`. + _.initial = function(array, n, guard) { + return slice.call(array, 0, array.length - ((n == null) || guard ? 1 : n)); + }; + + // Get the last element of an array. Passing **n** will return the last N + // values in the array. The **guard** check allows it to work with `_.map`. + _.last = function(array, n, guard) { + if (array == null) return void 0; + if ((n != null) && !guard) { + return slice.call(array, Math.max(array.length - n, 0)); + } else { + return array[array.length - 1]; + } + }; + + // Returns everything but the first entry of the array. Aliased as `tail` and `drop`. + // Especially useful on the arguments object. Passing an **n** will return + // the rest N values in the array. The **guard** + // check allows it to work with `_.map`. + _.rest = _.tail = _.drop = function(array, n, guard) { + return slice.call(array, (n == null) || guard ? 1 : n); + }; + + // Trim out all falsy values from an array. + _.compact = function(array) { + return _.filter(array, _.identity); + }; + + // Internal implementation of a recursive `flatten` function. + var flatten = function(input, shallow, output) { + each(input, function(value) { + if (_.isArray(value)) { + shallow ? push.apply(output, value) : flatten(value, shallow, output); + } else { + output.push(value); + } + }); + return output; + }; + + // Return a completely flattened version of an array. + _.flatten = function(array, shallow) { + return flatten(array, shallow, []); + }; + + // Return a version of the array that does not contain the specified value(s). + _.without = function(array) { + return _.difference(array, slice.call(arguments, 1)); + }; + + // Produce a duplicate-free version of the array. If the array has already + // been sorted, you have the option of using a faster algorithm. + // Aliased as `unique`. + _.uniq = _.unique = function(array, isSorted, iterator, context) { + if (_.isFunction(isSorted)) { + context = iterator; + iterator = isSorted; + isSorted = false; + } + var initial = iterator ? _.map(array, iterator, context) : array; + var results = []; + var seen = []; + each(initial, function(value, index) { + if (isSorted ? (!index || seen[seen.length - 1] !== value) : !_.contains(seen, value)) { + seen.push(value); + results.push(array[index]); + } + }); + return results; + }; + + // Produce an array that contains the union: each distinct element from all of + // the passed-in arrays. + _.union = function() { + return _.uniq(concat.apply(ArrayProto, arguments)); + }; + + // Produce an array that contains every item shared between all the + // passed-in arrays. + _.intersection = function(array) { + var rest = slice.call(arguments, 1); + return _.filter(_.uniq(array), function(item) { + return _.every(rest, function(other) { + return _.indexOf(other, item) >= 0; + }); + }); + }; + + // Take the difference between one array and a number of other arrays. + // Only the elements present in just the first array will remain. + _.difference = function(array) { + var rest = concat.apply(ArrayProto, slice.call(arguments, 1)); + return _.filter(array, function(value){ return !_.contains(rest, value); }); + }; + + // Zip together multiple lists into a single array -- elements that share + // an index go together. + _.zip = function() { + var args = slice.call(arguments); + var length = _.max(_.pluck(args, 'length')); + var results = new Array(length); + for (var i = 0; i < length; i++) { + results[i] = _.pluck(args, "" + i); + } + return results; + }; + + // Converts lists into objects. Pass either a single array of `[key, value]` + // pairs, or two parallel arrays of the same length -- one of keys, and one of + // the corresponding values. + _.object = function(list, values) { + if (list == null) return {}; + var result = {}; + for (var i = 0, l = list.length; i < l; i++) { + if (values) { + result[list[i]] = values[i]; + } else { + result[list[i][0]] = list[i][1]; + } + } + return result; + }; + + // If the browser doesn't supply us with indexOf (I'm looking at you, **MSIE**), + // we need this function. Return the position of the first occurrence of an + // item in an array, or -1 if the item is not included in the array. + // Delegates to **ECMAScript 5**'s native `indexOf` if available. + // If the array is large and already in sort order, pass `true` + // for **isSorted** to use binary search. + _.indexOf = function(array, item, isSorted) { + if (array == null) return -1; + var i = 0, l = array.length; + if (isSorted) { + if (typeof isSorted == 'number') { + i = (isSorted < 0 ? Math.max(0, l + isSorted) : isSorted); + } else { + i = _.sortedIndex(array, item); + return array[i] === item ? i : -1; + } + } + if (nativeIndexOf && array.indexOf === nativeIndexOf) return array.indexOf(item, isSorted); + for (; i < l; i++) if (array[i] === item) return i; + return -1; + }; + + // Delegates to **ECMAScript 5**'s native `lastIndexOf` if available. + _.lastIndexOf = function(array, item, from) { + if (array == null) return -1; + var hasIndex = from != null; + if (nativeLastIndexOf && array.lastIndexOf === nativeLastIndexOf) { + return hasIndex ? array.lastIndexOf(item, from) : array.lastIndexOf(item); + } + var i = (hasIndex ? from : array.length); + while (i--) if (array[i] === item) return i; + return -1; + }; + + // Generate an integer Array containing an arithmetic progression. A port of + // the native Python `range()` function. See + // [the Python documentation](http://docs.python.org/library/functions.html#range). + _.range = function(start, stop, step) { + if (arguments.length <= 1) { + stop = start || 0; + start = 0; + } + step = arguments[2] || 1; + + var len = Math.max(Math.ceil((stop - start) / step), 0); + var idx = 0; + var range = new Array(len); + + while(idx < len) { + range[idx++] = start; + start += step; + } + + return range; + }; + + // Function (ahem) Functions + // ------------------ + + // Create a function bound to a given object (assigning `this`, and arguments, + // optionally). Delegates to **ECMAScript 5**'s native `Function.bind` if + // available. + _.bind = function(func, context) { + if (func.bind === nativeBind && nativeBind) return nativeBind.apply(func, slice.call(arguments, 1)); + var args = slice.call(arguments, 2); + return function() { + return func.apply(context, args.concat(slice.call(arguments))); + }; + }; + + // Partially apply a function by creating a version that has had some of its + // arguments pre-filled, without changing its dynamic `this` context. + _.partial = function(func) { + var args = slice.call(arguments, 1); + return function() { + return func.apply(this, args.concat(slice.call(arguments))); + }; + }; + + // Bind all of an object's methods to that object. Useful for ensuring that + // all callbacks defined on an object belong to it. + _.bindAll = function(obj) { + var funcs = slice.call(arguments, 1); + if (funcs.length === 0) funcs = _.functions(obj); + each(funcs, function(f) { obj[f] = _.bind(obj[f], obj); }); + return obj; + }; + + // Memoize an expensive function by storing its results. + _.memoize = function(func, hasher) { + var memo = {}; + hasher || (hasher = _.identity); + return function() { + var key = hasher.apply(this, arguments); + return _.has(memo, key) ? memo[key] : (memo[key] = func.apply(this, arguments)); + }; + }; + + // Delays a function for the given number of milliseconds, and then calls + // it with the arguments supplied. + _.delay = function(func, wait) { + var args = slice.call(arguments, 2); + return setTimeout(function(){ return func.apply(null, args); }, wait); + }; + + // Defers a function, scheduling it to run after the current call stack has + // cleared. + _.defer = function(func) { + return _.delay.apply(_, [func, 1].concat(slice.call(arguments, 1))); + }; + + // Returns a function, that, when invoked, will only be triggered at most once + // during a given window of time. + _.throttle = function(func, wait) { + var context, args, timeout, result; + var previous = 0; + var later = function() { + previous = new Date; + timeout = null; + result = func.apply(context, args); + }; + return function() { + var now = new Date; + var remaining = wait - (now - previous); + context = this; + args = arguments; + if (remaining <= 0) { + clearTimeout(timeout); + timeout = null; + previous = now; + result = func.apply(context, args); + } else if (!timeout) { + timeout = setTimeout(later, remaining); + } + return result; + }; + }; + + // Returns a function, that, as long as it continues to be invoked, will not + // be triggered. The function will be called after it stops being called for + // N milliseconds. If `immediate` is passed, trigger the function on the + // leading edge, instead of the trailing. + _.debounce = function(func, wait, immediate) { + var timeout, result; + return function() { + var context = this, args = arguments; + var later = function() { + timeout = null; + if (!immediate) result = func.apply(context, args); + }; + var callNow = immediate && !timeout; + clearTimeout(timeout); + timeout = setTimeout(later, wait); + if (callNow) result = func.apply(context, args); + return result; + }; + }; + + // Returns a function that will be executed at most one time, no matter how + // often you call it. Useful for lazy initialization. + _.once = function(func) { + var ran = false, memo; + return function() { + if (ran) return memo; + ran = true; + memo = func.apply(this, arguments); + func = null; + return memo; + }; + }; + + // Returns the first function passed as an argument to the second, + // allowing you to adjust arguments, run code before and after, and + // conditionally execute the original function. + _.wrap = function(func, wrapper) { + return function() { + var args = [func]; + push.apply(args, arguments); + return wrapper.apply(this, args); + }; + }; + + // Returns a function that is the composition of a list of functions, each + // consuming the return value of the function that follows. + _.compose = function() { + var funcs = arguments; + return function() { + var args = arguments; + for (var i = funcs.length - 1; i >= 0; i--) { + args = [funcs[i].apply(this, args)]; + } + return args[0]; + }; + }; + + // Returns a function that will only be executed after being called N times. + _.after = function(times, func) { + if (times <= 0) return func(); + return function() { + if (--times < 1) { + return func.apply(this, arguments); + } + }; + }; + + // Object Functions + // ---------------- + + // Retrieve the names of an object's properties. + // Delegates to **ECMAScript 5**'s native `Object.keys` + _.keys = nativeKeys || function(obj) { + if (obj !== Object(obj)) throw new TypeError('Invalid object'); + var keys = []; + for (var key in obj) if (_.has(obj, key)) keys[keys.length] = key; + return keys; + }; + + // Retrieve the values of an object's properties. + _.values = function(obj) { + var values = []; + for (var key in obj) if (_.has(obj, key)) values.push(obj[key]); + return values; + }; + + // Convert an object into a list of `[key, value]` pairs. + _.pairs = function(obj) { + var pairs = []; + for (var key in obj) if (_.has(obj, key)) pairs.push([key, obj[key]]); + return pairs; + }; + + // Invert the keys and values of an object. The values must be serializable. + _.invert = function(obj) { + var result = {}; + for (var key in obj) if (_.has(obj, key)) result[obj[key]] = key; + return result; + }; + + // Return a sorted list of the function names available on the object. + // Aliased as `methods` + _.functions = _.methods = function(obj) { + var names = []; + for (var key in obj) { + if (_.isFunction(obj[key])) names.push(key); + } + return names.sort(); + }; + + // Extend a given object with all the properties in passed-in object(s). + _.extend = function(obj) { + each(slice.call(arguments, 1), function(source) { + if (source) { + for (var prop in source) { + obj[prop] = source[prop]; + } + } + }); + return obj; + }; + + // Return a copy of the object only containing the whitelisted properties. + _.pick = function(obj) { + var copy = {}; + var keys = concat.apply(ArrayProto, slice.call(arguments, 1)); + each(keys, function(key) { + if (key in obj) copy[key] = obj[key]; + }); + return copy; + }; + + // Return a copy of the object without the blacklisted properties. + _.omit = function(obj) { + var copy = {}; + var keys = concat.apply(ArrayProto, slice.call(arguments, 1)); + for (var key in obj) { + if (!_.contains(keys, key)) copy[key] = obj[key]; + } + return copy; + }; + + // Fill in a given object with default properties. + _.defaults = function(obj) { + each(slice.call(arguments, 1), function(source) { + if (source) { + for (var prop in source) { + if (obj[prop] == null) obj[prop] = source[prop]; + } + } + }); + return obj; + }; + + // Create a (shallow-cloned) duplicate of an object. + _.clone = function(obj) { + if (!_.isObject(obj)) return obj; + return _.isArray(obj) ? obj.slice() : _.extend({}, obj); + }; + + // Invokes interceptor with the obj, and then returns obj. + // The primary purpose of this method is to "tap into" a method chain, in + // order to perform operations on intermediate results within the chain. + _.tap = function(obj, interceptor) { + interceptor(obj); + return obj; + }; + + // Internal recursive comparison function for `isEqual`. + var eq = function(a, b, aStack, bStack) { + // Identical objects are equal. `0 === -0`, but they aren't identical. + // See the Harmony `egal` proposal: http://wiki.ecmascript.org/doku.php?id=harmony:egal. + if (a === b) return a !== 0 || 1 / a == 1 / b; + // A strict comparison is necessary because `null == undefined`. + if (a == null || b == null) return a === b; + // Unwrap any wrapped objects. + if (a instanceof _) a = a._wrapped; + if (b instanceof _) b = b._wrapped; + // Compare `[[Class]]` names. + var className = toString.call(a); + if (className != toString.call(b)) return false; + switch (className) { + // Strings, numbers, dates, and booleans are compared by value. + case '[object String]': + // Primitives and their corresponding object wrappers are equivalent; thus, `"5"` is + // equivalent to `new String("5")`. + return a == String(b); + case '[object Number]': + // `NaN`s are equivalent, but non-reflexive. An `egal` comparison is performed for + // other numeric values. + return a != +a ? b != +b : (a == 0 ? 1 / a == 1 / b : a == +b); + case '[object Date]': + case '[object Boolean]': + // Coerce dates and booleans to numeric primitive values. Dates are compared by their + // millisecond representations. Note that invalid dates with millisecond representations + // of `NaN` are not equivalent. + return +a == +b; + // RegExps are compared by their source patterns and flags. + case '[object RegExp]': + return a.source == b.source && + a.global == b.global && + a.multiline == b.multiline && + a.ignoreCase == b.ignoreCase; + } + if (typeof a != 'object' || typeof b != 'object') return false; + // Assume equality for cyclic structures. The algorithm for detecting cyclic + // structures is adapted from ES 5.1 section 15.12.3, abstract operation `JO`. + var length = aStack.length; + while (length--) { + // Linear search. Performance is inversely proportional to the number of + // unique nested structures. + if (aStack[length] == a) return bStack[length] == b; + } + // Add the first object to the stack of traversed objects. + aStack.push(a); + bStack.push(b); + var size = 0, result = true; + // Recursively compare objects and arrays. + if (className == '[object Array]') { + // Compare array lengths to determine if a deep comparison is necessary. + size = a.length; + result = size == b.length; + if (result) { + // Deep compare the contents, ignoring non-numeric properties. + while (size--) { + if (!(result = eq(a[size], b[size], aStack, bStack))) break; + } + } + } else { + // Objects with different constructors are not equivalent, but `Object`s + // from different frames are. + var aCtor = a.constructor, bCtor = b.constructor; + if (aCtor !== bCtor && !(_.isFunction(aCtor) && (aCtor instanceof aCtor) && + _.isFunction(bCtor) && (bCtor instanceof bCtor))) { + return false; + } + // Deep compare objects. + for (var key in a) { + if (_.has(a, key)) { + // Count the expected number of properties. + size++; + // Deep compare each member. + if (!(result = _.has(b, key) && eq(a[key], b[key], aStack, bStack))) break; + } + } + // Ensure that both objects contain the same number of properties. + if (result) { + for (key in b) { + if (_.has(b, key) && !(size--)) break; + } + result = !size; + } + } + // Remove the first object from the stack of traversed objects. + aStack.pop(); + bStack.pop(); + return result; + }; + + // Perform a deep comparison to check if two objects are equal. + _.isEqual = function(a, b) { + return eq(a, b, [], []); + }; + + // Is a given array, string, or object empty? + // An "empty" object has no enumerable own-properties. + _.isEmpty = function(obj) { + if (obj == null) return true; + if (_.isArray(obj) || _.isString(obj)) return obj.length === 0; + for (var key in obj) if (_.has(obj, key)) return false; + return true; + }; + + // Is a given value a DOM element? + _.isElement = function(obj) { + return !!(obj && obj.nodeType === 1); + }; + + // Is a given value an array? + // Delegates to ECMA5's native Array.isArray + _.isArray = nativeIsArray || function(obj) { + return toString.call(obj) == '[object Array]'; + }; + + // Is a given variable an object? + _.isObject = function(obj) { + return obj === Object(obj); + }; + + // Add some isType methods: isArguments, isFunction, isString, isNumber, isDate, isRegExp. + each(['Arguments', 'Function', 'String', 'Number', 'Date', 'RegExp'], function(name) { + _['is' + name] = function(obj) { + return toString.call(obj) == '[object ' + name + ']'; + }; + }); + + // Define a fallback version of the method in browsers (ahem, IE), where + // there isn't any inspectable "Arguments" type. + if (!_.isArguments(arguments)) { + _.isArguments = function(obj) { + return !!(obj && _.has(obj, 'callee')); + }; + } + + // Optimize `isFunction` if appropriate. + if (typeof (/./) !== 'function') { + _.isFunction = function(obj) { + return typeof obj === 'function'; + }; + } + + // Is a given object a finite number? + _.isFinite = function(obj) { + return isFinite(obj) && !isNaN(parseFloat(obj)); + }; + + // Is the given value `NaN`? (NaN is the only number which does not equal itself). + _.isNaN = function(obj) { + return _.isNumber(obj) && obj != +obj; + }; + + // Is a given value a boolean? + _.isBoolean = function(obj) { + return obj === true || obj === false || toString.call(obj) == '[object Boolean]'; + }; + + // Is a given value equal to null? + _.isNull = function(obj) { + return obj === null; + }; + + // Is a given variable undefined? + _.isUndefined = function(obj) { + return obj === void 0; + }; + + // Shortcut function for checking if an object has a given property directly + // on itself (in other words, not on a prototype). + _.has = function(obj, key) { + return hasOwnProperty.call(obj, key); + }; + + // Utility Functions + // ----------------- + + // Run Underscore.js in *noConflict* mode, returning the `_` variable to its + // previous owner. Returns a reference to the Underscore object. + _.noConflict = function() { + root._ = previousUnderscore; + return this; + }; + + // Keep the identity function around for default iterators. + _.identity = function(value) { + return value; + }; + + // Run a function **n** times. + _.times = function(n, iterator, context) { + var accum = Array(n); + for (var i = 0; i < n; i++) accum[i] = iterator.call(context, i); + return accum; + }; + + // Return a random integer between min and max (inclusive). + _.random = function(min, max) { + if (max == null) { + max = min; + min = 0; + } + return min + Math.floor(Math.random() * (max - min + 1)); + }; + + // List of HTML entities for escaping. + var entityMap = { + escape: { + '&': '&', + '<': '<', + '>': '>', + '"': '"', + "'": ''', + '/': '/' + } + }; + entityMap.unescape = _.invert(entityMap.escape); + + // Regexes containing the keys and values listed immediately above. + var entityRegexes = { + escape: new RegExp('[' + _.keys(entityMap.escape).join('') + ']', 'g'), + unescape: new RegExp('(' + _.keys(entityMap.unescape).join('|') + ')', 'g') + }; + + // Functions for escaping and unescaping strings to/from HTML interpolation. + _.each(['escape', 'unescape'], function(method) { + _[method] = function(string) { + if (string == null) return ''; + return ('' + string).replace(entityRegexes[method], function(match) { + return entityMap[method][match]; + }); + }; + }); + + // If the value of the named property is a function then invoke it; + // otherwise, return it. + _.result = function(object, property) { + if (object == null) return null; + var value = object[property]; + return _.isFunction(value) ? value.call(object) : value; + }; + + // Add your own custom functions to the Underscore object. + _.mixin = function(obj) { + each(_.functions(obj), function(name){ + var func = _[name] = obj[name]; + _.prototype[name] = function() { + var args = [this._wrapped]; + push.apply(args, arguments); + return result.call(this, func.apply(_, args)); + }; + }); + }; + + // Generate a unique integer id (unique within the entire client session). + // Useful for temporary DOM ids. + var idCounter = 0; + _.uniqueId = function(prefix) { + var id = ++idCounter + ''; + return prefix ? prefix + id : id; + }; + + // By default, Underscore uses ERB-style template delimiters, change the + // following template settings to use alternative delimiters. + _.templateSettings = { + evaluate : /<%([\s\S]+?)%>/g, + interpolate : /<%=([\s\S]+?)%>/g, + escape : /<%-([\s\S]+?)%>/g + }; + + // When customizing `templateSettings`, if you don't want to define an + // interpolation, evaluation or escaping regex, we need one that is + // guaranteed not to match. + var noMatch = /(.)^/; + + // Certain characters need to be escaped so that they can be put into a + // string literal. + var escapes = { + "'": "'", + '\\': '\\', + '\r': 'r', + '\n': 'n', + '\t': 't', + '\u2028': 'u2028', + '\u2029': 'u2029' + }; + + var escaper = /\\|'|\r|\n|\t|\u2028|\u2029/g; + + // JavaScript micro-templating, similar to John Resig's implementation. + // Underscore templating handles arbitrary delimiters, preserves whitespace, + // and correctly escapes quotes within interpolated code. + _.template = function(text, data, settings) { + var render; + settings = _.defaults({}, settings, _.templateSettings); + + // Combine delimiters into one regular expression via alternation. + var matcher = new RegExp([ + (settings.escape || noMatch).source, + (settings.interpolate || noMatch).source, + (settings.evaluate || noMatch).source + ].join('|') + '|$', 'g'); + + // Compile the template source, escaping string literals appropriately. + var index = 0; + var source = "__p+='"; + text.replace(matcher, function(match, escape, interpolate, evaluate, offset) { + source += text.slice(index, offset) + .replace(escaper, function(match) { return '\\' + escapes[match]; }); + + if (escape) { + source += "'+\n((__t=(" + escape + "))==null?'':_.escape(__t))+\n'"; + } + if (interpolate) { + source += "'+\n((__t=(" + interpolate + "))==null?'':__t)+\n'"; + } + if (evaluate) { + source += "';\n" + evaluate + "\n__p+='"; + } + index = offset + match.length; + return match; + }); + source += "';\n"; + + // If a variable is not specified, place data values in local scope. + if (!settings.variable) source = 'with(obj||{}){\n' + source + '}\n'; + + source = "var __t,__p='',__j=Array.prototype.join," + + "print=function(){__p+=__j.call(arguments,'');};\n" + + source + "return __p;\n"; + + try { + render = new Function(settings.variable || 'obj', '_', source); + } catch (e) { + e.source = source; + throw e; + } + + if (data) return render(data, _); + var template = function(data) { + return render.call(this, data, _); + }; + + // Provide the compiled function source as a convenience for precompilation. + template.source = 'function(' + (settings.variable || 'obj') + '){\n' + source + '}'; + + return template; + }; + + // Add a "chain" function, which will delegate to the wrapper. + _.chain = function(obj) { + return _(obj).chain(); + }; + + // OOP + // --------------- + // If Underscore is called as a function, it returns a wrapped object that + // can be used OO-style. This wrapper holds altered versions of all the + // underscore functions. Wrapped objects may be chained. + + // Helper function to continue chaining intermediate results. + var result = function(obj) { + return this._chain ? _(obj).chain() : obj; + }; + + // Add all of the Underscore functions to the wrapper object. + _.mixin(_); + + // Add all mutator Array functions to the wrapper. + each(['pop', 'push', 'reverse', 'shift', 'sort', 'splice', 'unshift'], function(name) { + var method = ArrayProto[name]; + _.prototype[name] = function() { + var obj = this._wrapped; + method.apply(obj, arguments); + if ((name == 'shift' || name == 'splice') && obj.length === 0) delete obj[0]; + return result.call(this, obj); + }; + }); + + // Add all accessor Array functions to the wrapper. + each(['concat', 'join', 'slice'], function(name) { + var method = ArrayProto[name]; + _.prototype[name] = function() { + return result.call(this, method.apply(this._wrapped, arguments)); + }; + }); + + _.extend(_.prototype, { + + // Start chaining a wrapped Underscore object. + chain: function() { + this._chain = true; + return this; + }, + + // Extracts the result from a wrapped and chained object. + value: function() { + return this._wrapped; + } + + }); + +}).call(this); + +},{}],54:[function(require,module,exports){ +var skin = require('minecraft-skin'); + +module.exports = function (game) { + var mountPoint; + var possessed; + + return function (img, skinOpts) { + if (!skinOpts) { + skinOpts = {}; + } + skinOpts.scale = skinOpts.scale || new game.THREE.Vector3(0.04, 0.04, 0.04); + var playerSkin = skin(game.THREE, img, skinOpts); + var player = playerSkin.mesh; + var physics = game.makePhysical(player); + physics.playerSkin = playerSkin; + + player.position.set(0, 562, -20); + game.scene.add(player); + game.addItem(physics); + + physics.yaw = player; + physics.pitch = player.head; + physics.subjectTo(game.gravity); + physics.blocksCreation = true; + + game.control(physics); + + physics.move = function (x, y, z) { + var xyz = parseXYZ(x, y, z); + physics.yaw.position.x += xyz.x; + physics.yaw.position.y += xyz.y; + physics.yaw.position.z += xyz.z; + }; + + physics.moveTo = function (x, y, z) { + var xyz = parseXYZ(x, y, z); + physics.yaw.position.x = xyz.x; + physics.yaw.position.y = xyz.y; + physics.yaw.position.z = xyz.z; + }; + + var pov = 1; + physics.pov = function (type) { + if (type === 'first' || type === 1) { + pov = 1; + } + else if (type === 'third' || type === 3) { + pov = 3; + } + physics.possess(); + }; + + physics.toggle = function () { + physics.pov(pov === 1 ? 3 : 1); + }; + + physics.possess = function () { + if (possessed) possessed.remove(game.camera); + var key = pov === 1 ? 'cameraInside' : 'cameraOutside'; + player[key].add(game.camera); + possessed = player[key]; + }; + + physics.position = physics.yaw.position; + + return physics; + } +}; + +function parseXYZ (x, y, z) { + if (typeof x === 'object' && Array.isArray(x)) { + return { x: x[0], y: x[1], z: x[2] }; + } + else if (typeof x === 'object') { + return { x: x.x || 0, y: x.y || 0, z: x.z || 0 }; + } + return { x: Number(x), y: Number(y), z: Number(z) }; +} + +},{"minecraft-skin":55}],55:[function(require,module,exports){ +arguments[4][2][0].apply(exports,arguments) +},{"dup":2}],56:[function(require,module,exports){ +var walkSpeed = 1.0 +var startedWalking = 0.0 +var stoppedWalking = 0.0 +var walking = false +var acceleration = 1.0 + +exports.render = function(skin){ + var time = Date.now() / 1000 + if (walking && time < startedWalking + acceleration){ + walkSpeed = (time - startedWalking) / acceleration + } + if (!walking && time < stoppedWalking + acceleration){ + walkSpeed = -1 / acceleration * (time - stoppedWalking) + 1 + } + + skin.head.rotation.y = Math.sin(time * 1.5) / 3 * walkSpeed + skin.head.rotation.z = Math.sin(time) / 2 * walkSpeed + + skin.rightArm.rotation.z = 2 * Math.cos(0.6662 * time * 10 + Math.PI) * walkSpeed + skin.rightArm.rotation.x = 1 * (Math.cos(0.2812 * time * 10) - 1) * walkSpeed + skin.leftArm.rotation.z = 2 * Math.cos(0.6662 * time * 10) * walkSpeed + skin.leftArm.rotation.x = 1 * (Math.cos(0.2312 * time * 10) + 1) * walkSpeed + + skin.rightLeg.rotation.z = 1.4 * Math.cos(0.6662 * time * 10) * walkSpeed + skin.leftLeg.rotation.z = 1.4 * Math.cos(0.6662 * time * 10 + Math.PI) * walkSpeed +} + +exports.startWalking = function(){ + var now = Date.now() / 1000 + walking = true + if (stoppedWalking + acceleration>now){ + var progress = now - stoppedWalking; + startedWalking = now - (stoppedWalking + acceleration - now) + } else { + startedWalking = Date.now() / 1000 + } +} +exports.stopWalking = function() { + var now = Date.now() / 1000 + walking = false + if (startedWalking + acceleration > now){ + stoppedWalking = now - (startedWalking + acceleration - now) + } else { + stoppedWalking = Date.now() / 1000 + } +} +exports.isWalking = function(){ + return walking +} + +exports.setAcceleration = function(newA){ + acceleration = newA +} +},{}],57:[function(require,module,exports){ +arguments[4][40][0].apply(exports,arguments) +},{"dup":40,"events":70,"inherits":64}],58:[function(require,module,exports){ +var chunker = require('./chunker') + +module.exports = function(opts) { + if (!opts.generateVoxelChunk) opts.generateVoxelChunk = function(low, high) { + return generate(low, high, module.exports.generator['Valley']) + } + return chunker(opts) +} + +module.exports.meshers = { + culled: require('./meshers/culled').mesher, + greedy: require('./meshers/greedy').mesher, + transgreedy: require('./meshers/transgreedy').mesher, + monotone: require('./meshers/monotone').mesher, + stupid: require('./meshers/stupid').mesher +} + +module.exports.Chunker = chunker.Chunker +module.exports.geometry = {} +module.exports.generator = {} +module.exports.generate = generate + +// from https://github.com/mikolalysenko/mikolalysenko.github.com/blob/master/MinecraftMeshes2/js/testdata.js#L4 +function generate(l, h, f, game) { + var d = [ h[0]-l[0], h[1]-l[1], h[2]-l[2] ] + var v = new Int8Array(d[0]*d[1]*d[2]) + var n = 0 + for(var k=l[2]; k<h[2]; ++k) + for(var j=l[1]; j<h[1]; ++j) + for(var i=l[0]; i<h[0]; ++i, ++n) { + v[n] = f(i,j,k,n,game) + } + return {voxels:v, dims:d} +} + +// shape and terrain generator functions +module.exports.generator['Sphere'] = function(i,j,k) { + return i*i+j*j+k*k <= 16*16 ? 1 : 0 +} + +module.exports.generator['Noise'] = function(i,j,k) { + return Math.random() < 0.1 ? Math.random() * 0xffffff : 0; +} + +module.exports.generator['Dense Noise'] = function(i,j,k) { + return Math.round(Math.random() * 0xffffff); +} + +module.exports.generator['Checker'] = function(i,j,k) { + return !!((i+j+k)&1) ? (((i^j^k)&2) ? 1 : 0xffffff) : 0; +} + +module.exports.generator['Hill'] = function(i,j,k) { + return j <= 16 * Math.exp(-(i*i + k*k) / 64) ? 1 : 0; +} + +module.exports.generator['Valley'] = function(i,j,k) { + return j <= (i*i + k*k) * 31 / (32*32*2) + 1 ? 1 : 0; +} + +module.exports.generator['Hilly Terrain'] = function(i,j,k) { + var h0 = 3.0 * Math.sin(Math.PI * i / 12.0 - Math.PI * k * 0.1) + 27; + if(j > h0+1) { + return 0; + } + if(h0 <= j) { + return 1; + } + var h1 = 2.0 * Math.sin(Math.PI * i * 0.25 - Math.PI * k * 0.3) + 20; + if(h1 <= j) { + return 2; + } + if(2 < j) { + return Math.random() < 0.1 ? 0x222222 : 0xaaaaaa; + } + return 3; +} + +module.exports.scale = function ( x, fromLow, fromHigh, toLow, toHigh ) { + return ( x - fromLow ) * ( toHigh - toLow ) / ( fromHigh - fromLow ) + toLow +} + +// convenience function that uses the above functions to prebake some simple voxel geometries +module.exports.generateExamples = function() { + return { + 'Sphere': generate([-16,-16,-16], [16,16,16], module.exports.generator['Sphere']), + 'Noise': generate([0,0,0], [16,16,16], module.exports.generator['Noise']), + 'Dense Noise': generate([0,0,0], [16,16,16], module.exports.generator['Dense Noise']), + 'Checker': generate([0,0,0], [8,8,8], module.exports.generator['Checker']), + 'Hill': generate([-16, 0, -16], [16,16,16], module.exports.generator['Hill']), + 'Valley': generate([0,0,0], [32,32,32], module.exports.generator['Valley']), + 'Hilly Terrain': generate([0, 0, 0], [32,32,32], module.exports.generator['Hilly Terrain']) + } +} + + +},{"./chunker":57,"./meshers/culled":59,"./meshers/greedy":60,"./meshers/monotone":61,"./meshers/stupid":62,"./meshers/transgreedy":63}],59:[function(require,module,exports){ +arguments[4][42][0].apply(exports,arguments) +},{"dup":42}],60:[function(require,module,exports){ +arguments[4][43][0].apply(exports,arguments) +},{"dup":43}],61:[function(require,module,exports){ +arguments[4][44][0].apply(exports,arguments) +},{"dup":44}],62:[function(require,module,exports){ +arguments[4][45][0].apply(exports,arguments) +},{"dup":45}],63:[function(require,module,exports){ +var GreedyMesh = (function greedyLoader() { + +// contains all forward faces (in terms of scan direction) +var mask = new Int32Array(4096); +// and all backwards faces. needed when there are two transparent blocks +// next to each other. +var invMask = new Int32Array(4096); + +// setting 16th bit if transparent +var kTransparentMask = 0x8000; +var kNoFlagsMask = 0x7FFF; +var kTransparentTypes = []; + +kTransparentTypes[16] = true + +function isTransparent(v) { + return (v & kTransparentMask) === kTransparentMask; +} + +function removeFlags(v) { + return (v & kNoFlagsMask); +} + +return function ohSoGreedyMesher(volume, dims, mesherExtraData) { + var vertices = [], faces = [] + , dimsX = dims[0] + , dimsY = dims[1] + , dimsXY = dimsX * dimsY; + + var tVertices = [], tFaces = [] + + var transparentTypes = mesherExtraData ? (mesherExtraData.transparentTypes || {}) : {}; + var getType = function(voxels, offset) { + var type = voxels[offset]; + return type | (type in transparentTypes ? kTransparentMask : 0); + } + + + //Sweep over 3-axes + for(var d=0; d<3; ++d) { + var i, j, k, l, w, W, h, n, c + , u = (d+1)%3 + , v = (d+2)%3 + , x = [0,0,0] + , q = [0,0,0] + , du = [0,0,0] + , dv = [0,0,0] + , dimsD = dims[d] + , dimsU = dims[u] + , dimsV = dims[v] + , qdimsX, qdimsXY + , xd + + if (mask.length < dimsU * dimsV) { + mask = new Int32Array(dimsU * dimsV); + invMask = new Int32Array(dimsU * dimsV); + } + + q[d] = 1; + x[d] = -1; + + qdimsX = dimsX * q[1] + qdimsXY = dimsXY * q[2] + + // Compute mask + while (x[d] < dimsD) { + xd = x[d] + n = 0; + + for(x[v] = 0; x[v] < dimsV; ++x[v]) { + for(x[u] = 0; x[u] < dimsU; ++x[u], ++n) { + // Modified to read through getType() + var a = xd >= 0 && getType(volume, x[0] + dimsX * x[1] + dimsXY * x[2] ) + , b = xd < dimsD-1 && getType(volume, x[0]+q[0] + dimsX * x[1] + qdimsX + dimsXY * x[2] + qdimsXY) + + // both are transparent, add to both directions + if (isTransparent(a) && isTransparent(b)) { + mask[n] = a; + invMask[n] = b; + // if a is solid and b is not there or transparent + } else if (a && (!b || isTransparent(b))) { + mask[n] = a; + invMask[n] = 0 + // if b is solid and a is not there or transparent + } else if (b && (!a || isTransparent(a))) { + mask[n] = 0 + invMask[n] = b; + // dont draw this face + } else { + mask[n] = 0 + invMask[n] = 0 + } + } + } + + ++x[d]; + + // Generate mesh for mask using lexicographic ordering + function generateMesh(mask, dimsV, dimsU, vertices, faces, clockwise) { + clockwise = clockwise === undefined ? true : clockwise; + var n, j, i, c, w, h, k, du = [0,0,0], dv = [0,0,0]; + n = 0; + for (j=0; j < dimsV; ++j) { + for (i=0; i < dimsU; ) { + c = mask[n]; + if (!c) { + i++; n++; continue; + } + + //Compute width + w = 1; + while (c === mask[n+w] && i+w < dimsU) w++; + + //Compute height (this is slightly awkward) + for (h=1; j+h < dimsV; ++h) { + k = 0; + while (k < w && c === mask[n+k+h*dimsU]) k++ + if (k < w) break; + } + + // Add quad + // The du/dv arrays are reused/reset + // for each iteration. + du[d] = 0; dv[d] = 0; + x[u] = i; x[v] = j; + + if (clockwise) { + // if (c > 0) { + dv[v] = h; dv[u] = 0; + du[u] = w; du[v] = 0; + } else { + // c = -c; + du[v] = h; du[u] = 0; + dv[u] = w; dv[v] = 0; + } + + // ## enable code to ensure that transparent faces are last in the list + // if (!isTransparent(c)) { + var vertex_count = vertices.length; + vertices.push([x[0], x[1], x[2] ]); + vertices.push([x[0]+du[0], x[1]+du[1], x[2]+du[2] ]); + vertices.push([x[0]+du[0]+dv[0], x[1]+du[1]+dv[1], x[2]+du[2]+dv[2]]); + vertices.push([x[0] +dv[0], x[1] +dv[1], x[2] +dv[2]]); + faces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, removeFlags(c)]); + // } else { + // var vertex_count = tVertices.length; + // tVertices.push([x[0], x[1], x[2] ]); + // tVertices.push([x[0]+du[0], x[1]+du[1], x[2]+du[2] ]); + // tVertices.push([x[0]+du[0]+dv[0], x[1]+du[1]+dv[1], x[2]+du[2]+dv[2]]); + // tVertices.push([x[0] +dv[0], x[1] +dv[1], x[2] +dv[2]]); + // tFaces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, removeFlags(c)]); + // } + + //Zero-out mask + W = n + w; + for(l=0; l<h; ++l) { + for(k=n; k<W; ++k) { + mask[k+l*dimsU] = 0; + } + } + + //Increment counters and continue + i += w; n += w; + } + } + } + generateMesh(mask, dimsV, dimsU, vertices, faces, true) + generateMesh(invMask, dimsV, dimsU, vertices, faces, false) + } + } + + // ## enable code to ensure that transparent faces are last in the list + // var vertex_count = vertices.length; + // var newFaces = tFaces.map(function(v) { + // return [vertex_count+v[0], vertex_count+v[1], vertex_count+v[2], vertex_count+v[3], v[4]] + // }) + // + // return { vertices:vertices.concat(tVertices), faces:faces.concat(newFaces) }; + + // TODO: Try sorting by texture to see if we can reduce draw calls. + // faces.sort(function sortFaces(a, b) { + // return b[4] - a[4]; + // }) + return { vertices:vertices, faces:faces }; +} +})(); + +if(exports) { + exports.mesher = GreedyMesh; +} + +},{}],64:[function(require,module,exports){ +arguments[4][9][0].apply(exports,arguments) +},{"dup":9}],65:[function(require,module,exports){ +require('./')() + +},{"./":1}],66:[function(require,module,exports){ +/*! + * The buffer module from node.js, for the browser. + * + * @author Feross Aboukhadijeh <feross@feross.org> <http://feross.org> + * @license MIT + */ + +var base64 = require('base64-js') +var ieee754 = require('ieee754') +var isArray = require('is-array') + +exports.Buffer = Buffer +exports.SlowBuffer = SlowBuffer +exports.INSPECT_MAX_BYTES = 50 +Buffer.poolSize = 8192 // not used by this implementation + +var kMaxLength = 0x3fffffff +var rootParent = {} + +/** + * If `Buffer.TYPED_ARRAY_SUPPORT`: + * === true Use Uint8Array implementation (fastest) + * === false Use Object implementation (most compatible, even IE6) + * + * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+, + * Opera 11.6+, iOS 4.2+. + * + * Note: + * + * - Implementation must support adding new properties to `Uint8Array` instances. + * Firefox 4-29 lacked support, fixed in Firefox 30+. + * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438. + * + * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function. + * + * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of + * incorrect length in some situations. + * + * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they will + * get the Object implementation, which is slower but will work correctly. + */ +Buffer.TYPED_ARRAY_SUPPORT = (function () { + try { + var buf = new ArrayBuffer(0) + var arr = new Uint8Array(buf) + arr.foo = function () { return 42 } + return 42 === arr.foo() && // typed array instances can be augmented + typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray` + new Uint8Array(1).subarray(1, 1).byteLength === 0 // ie10 has broken `subarray` + } catch (e) { + return false + } +})() + +/** + * Class: Buffer + * ============= + * + * The Buffer constructor returns instances of `Uint8Array` that are augmented + * with function properties for all the node `Buffer` API functions. We use + * `Uint8Array` so that square bracket notation works as expected -- it returns + * a single octet. + * + * By augmenting the instances, we can avoid modifying the `Uint8Array` + * prototype. + */ +function Buffer (subject, encoding, noZero) { + if (!(this instanceof Buffer)) + return new Buffer(subject, encoding, noZero) + + var type = typeof subject + + // Find the length + var length + if (type === 'number') + length = subject > 0 ? subject >>> 0 : 0 + else if (type === 'string') { + length = Buffer.byteLength(subject, encoding) + } else if (type === 'object' && subject !== null) { // assume object is array-like + if (subject.type === 'Buffer' && isArray(subject.data)) + subject = subject.data + length = +subject.length > 0 ? Math.floor(+subject.length) : 0 + } else + throw new TypeError('must start with number, buffer, array or string') + + if (length > kMaxLength) + throw new RangeError('Attempt to allocate Buffer larger than maximum ' + + 'size: 0x' + kMaxLength.toString(16) + ' bytes') + + var buf + if (Buffer.TYPED_ARRAY_SUPPORT) { + // Preferred: Return an augmented `Uint8Array` instance for best performance + buf = Buffer._augment(new Uint8Array(length)) + } else { + // Fallback: Return THIS instance of Buffer (created by `new`) + buf = this + buf.length = length + buf._isBuffer = true + } + + var i + if (Buffer.TYPED_ARRAY_SUPPORT && typeof subject.byteLength === 'number') { + // Speed optimization -- use set if we're copying from a typed array + buf._set(subject) + } else if (isArrayish(subject)) { + // Treat array-ish objects as a byte array + if (Buffer.isBuffer(subject)) { + for (i = 0; i < length; i++) + buf[i] = subject.readUInt8(i) + } else { + for (i = 0; i < length; i++) + buf[i] = ((subject[i] % 256) + 256) % 256 + } + } else if (type === 'string') { + buf.write(subject, 0, encoding) + } else if (type === 'number' && !Buffer.TYPED_ARRAY_SUPPORT && !noZero) { + for (i = 0; i < length; i++) { + buf[i] = 0 + } + } + + if (length > 0 && length <= Buffer.poolSize) + buf.parent = rootParent + + return buf +} + +function SlowBuffer(subject, encoding, noZero) { + if (!(this instanceof SlowBuffer)) + return new SlowBuffer(subject, encoding, noZero) + + var buf = new Buffer(subject, encoding, noZero) + delete buf.parent + return buf +} + +Buffer.isBuffer = function (b) { + return !!(b != null && b._isBuffer) +} + +Buffer.compare = function (a, b) { + if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) + throw new TypeError('Arguments must be Buffers') + + var x = a.length + var y = b.length + for (var i = 0, len = Math.min(x, y); i < len && a[i] === b[i]; i++) {} + if (i !== len) { + x = a[i] + y = b[i] + } + if (x < y) return -1 + if (y < x) return 1 + return 0 +} + +Buffer.isEncoding = function (encoding) { + switch (String(encoding).toLowerCase()) { + case 'hex': + case 'utf8': + case 'utf-8': + case 'ascii': + case 'binary': + case 'base64': + case 'raw': + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return true + default: + return false + } +} + +Buffer.concat = function (list, totalLength) { + if (!isArray(list)) throw new TypeError('Usage: Buffer.concat(list[, length])') + + if (list.length === 0) { + return new Buffer(0) + } else if (list.length === 1) { + return list[0] + } + + var i + if (totalLength === undefined) { + totalLength = 0 + for (i = 0; i < list.length; i++) { + totalLength += list[i].length + } + } + + var buf = new Buffer(totalLength) + var pos = 0 + for (i = 0; i < list.length; i++) { + var item = list[i] + item.copy(buf, pos) + pos += item.length + } + return buf +} + +Buffer.byteLength = function (str, encoding) { + var ret + str = str + '' + switch (encoding || 'utf8') { + case 'ascii': + case 'binary': + case 'raw': + ret = str.length + break + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + ret = str.length * 2 + break + case 'hex': + ret = str.length >>> 1 + break + case 'utf8': + case 'utf-8': + ret = utf8ToBytes(str).length + break + case 'base64': + ret = base64ToBytes(str).length + break + default: + ret = str.length + } + return ret +} + +// pre-set for values that may exist in the future +Buffer.prototype.length = undefined +Buffer.prototype.parent = undefined + +// toString(encoding, start=0, end=buffer.length) +Buffer.prototype.toString = function (encoding, start, end) { + var loweredCase = false + + start = start >>> 0 + end = end === undefined || end === Infinity ? this.length : end >>> 0 + + if (!encoding) encoding = 'utf8' + if (start < 0) start = 0 + if (end > this.length) end = this.length + if (end <= start) return '' + + while (true) { + switch (encoding) { + case 'hex': + return hexSlice(this, start, end) + + case 'utf8': + case 'utf-8': + return utf8Slice(this, start, end) + + case 'ascii': + return asciiSlice(this, start, end) + + case 'binary': + return binarySlice(this, start, end) + + case 'base64': + return base64Slice(this, start, end) + + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return utf16leSlice(this, start, end) + + default: + if (loweredCase) + throw new TypeError('Unknown encoding: ' + encoding) + encoding = (encoding + '').toLowerCase() + loweredCase = true + } + } +} + +Buffer.prototype.equals = function (b) { + if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer') + return Buffer.compare(this, b) === 0 +} + +Buffer.prototype.inspect = function () { + var str = '' + var max = exports.INSPECT_MAX_BYTES + if (this.length > 0) { + str = this.toString('hex', 0, max).match(/.{2}/g).join(' ') + if (this.length > max) + str += ' ... ' + } + return '<Buffer ' + str + '>' +} + +Buffer.prototype.compare = function (b) { + if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer') + return Buffer.compare(this, b) +} + +// `get` will be removed in Node 0.13+ +Buffer.prototype.get = function (offset) { + console.log('.get() is deprecated. Access using array indexes instead.') + return this.readUInt8(offset) +} + +// `set` will be removed in Node 0.13+ +Buffer.prototype.set = function (v, offset) { + console.log('.set() is deprecated. Access using array indexes instead.') + return this.writeUInt8(v, offset) +} + +function hexWrite (buf, string, offset, length) { + offset = Number(offset) || 0 + var remaining = buf.length - offset + if (!length) { + length = remaining + } else { + length = Number(length) + if (length > remaining) { + length = remaining + } + } + + // must be an even number of digits + var strLen = string.length + if (strLen % 2 !== 0) throw new Error('Invalid hex string') + + if (length > strLen / 2) { + length = strLen / 2 + } + for (var i = 0; i < length; i++) { + var byte = parseInt(string.substr(i * 2, 2), 16) + if (isNaN(byte)) throw new Error('Invalid hex string') + buf[offset + i] = byte + } + return i +} + +function utf8Write (buf, string, offset, length) { + var charsWritten = blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length) + return charsWritten +} + +function asciiWrite (buf, string, offset, length) { + var charsWritten = blitBuffer(asciiToBytes(string), buf, offset, length) + return charsWritten +} + +function binaryWrite (buf, string, offset, length) { + return asciiWrite(buf, string, offset, length) +} + +function base64Write (buf, string, offset, length) { + var charsWritten = blitBuffer(base64ToBytes(string), buf, offset, length) + return charsWritten +} + +function utf16leWrite (buf, string, offset, length) { + var charsWritten = blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length, 2) + return charsWritten +} + +Buffer.prototype.write = function (string, offset, length, encoding) { + // Support both (string, offset, length, encoding) + // and the legacy (string, encoding, offset, length) + if (isFinite(offset)) { + if (!isFinite(length)) { + encoding = length + length = undefined + } + } else { // legacy + var swap = encoding + encoding = offset + offset = length + length = swap + } + + offset = Number(offset) || 0 + + if (length < 0 || offset < 0 || offset > this.length) + throw new RangeError('attempt to write outside buffer bounds'); + + var remaining = this.length - offset + if (!length) { + length = remaining + } else { + length = Number(length) + if (length > remaining) { + length = remaining + } + } + encoding = String(encoding || 'utf8').toLowerCase() + + var ret + switch (encoding) { + case 'hex': + ret = hexWrite(this, string, offset, length) + break + case 'utf8': + case 'utf-8': + ret = utf8Write(this, string, offset, length) + break + case 'ascii': + ret = asciiWrite(this, string, offset, length) + break + case 'binary': + ret = binaryWrite(this, string, offset, length) + break + case 'base64': + ret = base64Write(this, string, offset, length) + break + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + ret = utf16leWrite(this, string, offset, length) + break + default: + throw new TypeError('Unknown encoding: ' + encoding) + } + return ret +} + +Buffer.prototype.toJSON = function () { + return { + type: 'Buffer', + data: Array.prototype.slice.call(this._arr || this, 0) + } +} + +function base64Slice (buf, start, end) { + if (start === 0 && end === buf.length) { + return base64.fromByteArray(buf) + } else { + return base64.fromByteArray(buf.slice(start, end)) + } +} + +function utf8Slice (buf, start, end) { + var res = '' + var tmp = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; i++) { + if (buf[i] <= 0x7F) { + res += decodeUtf8Char(tmp) + String.fromCharCode(buf[i]) + tmp = '' + } else { + tmp += '%' + buf[i].toString(16) + } + } + + return res + decodeUtf8Char(tmp) +} + +function asciiSlice (buf, start, end) { + var ret = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; i++) { + ret += String.fromCharCode(buf[i] & 0x7F) + } + return ret +} + +function binarySlice (buf, start, end) { + var ret = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; i++) { + ret += String.fromCharCode(buf[i]) + } + return ret +} + +function hexSlice (buf, start, end) { + var len = buf.length + + if (!start || start < 0) start = 0 + if (!end || end < 0 || end > len) end = len + + var out = '' + for (var i = start; i < end; i++) { + out += toHex(buf[i]) + } + return out +} + +function utf16leSlice (buf, start, end) { + var bytes = buf.slice(start, end) + var res = '' + for (var i = 0; i < bytes.length; i += 2) { + res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256) + } + return res +} + +Buffer.prototype.slice = function (start, end) { + var len = this.length + start = ~~start + end = end === undefined ? len : ~~end + + if (start < 0) { + start += len; + if (start < 0) + start = 0 + } else if (start > len) { + start = len + } + + if (end < 0) { + end += len + if (end < 0) + end = 0 + } else if (end > len) { + end = len + } + + if (end < start) + end = start + + var newBuf + if (Buffer.TYPED_ARRAY_SUPPORT) { + newBuf = Buffer._augment(this.subarray(start, end)) + } else { + var sliceLen = end - start + newBuf = new Buffer(sliceLen, undefined, true) + for (var i = 0; i < sliceLen; i++) { + newBuf[i] = this[i + start] + } + } + + if (newBuf.length) + newBuf.parent = this.parent || this + + return newBuf +} + +/* + * Need to make sure that buffer isn't trying to write out of bounds. + */ +function checkOffset (offset, ext, length) { + if ((offset % 1) !== 0 || offset < 0) + throw new RangeError('offset is not uint') + if (offset + ext > length) + throw new RangeError('Trying to access beyond buffer length') +} + +Buffer.prototype.readUIntLE = function (offset, byteLength, noAssert) { + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkOffset(offset, byteLength, this.length) + + var val = this[offset] + var mul = 1 + var i = 0 + while (++i < byteLength && (mul *= 0x100)) + val += this[offset + i] * mul + + return val +} + +Buffer.prototype.readUIntBE = function (offset, byteLength, noAssert) { + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkOffset(offset, byteLength, this.length) + + var val = this[offset + --byteLength] + var mul = 1 + while (byteLength > 0 && (mul *= 0x100)) + val += this[offset + --byteLength] * mul; + + return val +} + +Buffer.prototype.readUInt8 = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 1, this.length) + return this[offset] +} + +Buffer.prototype.readUInt16LE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 2, this.length) + return this[offset] | (this[offset + 1] << 8) +} + +Buffer.prototype.readUInt16BE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 2, this.length) + return (this[offset] << 8) | this[offset + 1] +} + +Buffer.prototype.readUInt32LE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + + return ((this[offset]) | + (this[offset + 1] << 8) | + (this[offset + 2] << 16)) + + (this[offset + 3] * 0x1000000) +} + +Buffer.prototype.readUInt32BE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + + return (this[offset] * 0x1000000) + + ((this[offset + 1] << 16) | + (this[offset + 2] << 8) | + this[offset + 3]) +} + +Buffer.prototype.readIntLE = function (offset, byteLength, noAssert) { + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkOffset(offset, byteLength, this.length) + + var val = this[offset] + var mul = 1 + var i = 0 + while (++i < byteLength && (mul *= 0x100)) + val += this[offset + i] * mul + mul *= 0x80 + + if (val >= mul) + val -= Math.pow(2, 8 * byteLength) + + return val +} + +Buffer.prototype.readIntBE = function (offset, byteLength, noAssert) { + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkOffset(offset, byteLength, this.length) + + var i = byteLength + var mul = 1 + var val = this[offset + --i] + while (i > 0 && (mul *= 0x100)) + val += this[offset + --i] * mul + mul *= 0x80 + + if (val >= mul) + val -= Math.pow(2, 8 * byteLength) + + return val +} + +Buffer.prototype.readInt8 = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 1, this.length) + if (!(this[offset] & 0x80)) + return (this[offset]) + return ((0xff - this[offset] + 1) * -1) +} + +Buffer.prototype.readInt16LE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 2, this.length) + var val = this[offset] | (this[offset + 1] << 8) + return (val & 0x8000) ? val | 0xFFFF0000 : val +} + +Buffer.prototype.readInt16BE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 2, this.length) + var val = this[offset + 1] | (this[offset] << 8) + return (val & 0x8000) ? val | 0xFFFF0000 : val +} + +Buffer.prototype.readInt32LE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + + return (this[offset]) | + (this[offset + 1] << 8) | + (this[offset + 2] << 16) | + (this[offset + 3] << 24) +} + +Buffer.prototype.readInt32BE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + + return (this[offset] << 24) | + (this[offset + 1] << 16) | + (this[offset + 2] << 8) | + (this[offset + 3]) +} + +Buffer.prototype.readFloatLE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + return ieee754.read(this, offset, true, 23, 4) +} + +Buffer.prototype.readFloatBE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 4, this.length) + return ieee754.read(this, offset, false, 23, 4) +} + +Buffer.prototype.readDoubleLE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 8, this.length) + return ieee754.read(this, offset, true, 52, 8) +} + +Buffer.prototype.readDoubleBE = function (offset, noAssert) { + if (!noAssert) + checkOffset(offset, 8, this.length) + return ieee754.read(this, offset, false, 52, 8) +} + +function checkInt (buf, value, offset, ext, max, min) { + if (!Buffer.isBuffer(buf)) throw new TypeError('buffer must be a Buffer instance') + if (value > max || value < min) throw new RangeError('value is out of bounds') + if (offset + ext > buf.length) throw new RangeError('index out of range') +} + +Buffer.prototype.writeUIntLE = function (value, offset, byteLength, noAssert) { + value = +value + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength), 0) + + var mul = 1 + var i = 0 + this[offset] = value & 0xFF + while (++i < byteLength && (mul *= 0x100)) + this[offset + i] = (value / mul) >>> 0 & 0xFF + + return offset + byteLength +} + +Buffer.prototype.writeUIntBE = function (value, offset, byteLength, noAssert) { + value = +value + offset = offset >>> 0 + byteLength = byteLength >>> 0 + if (!noAssert) + checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength), 0) + + var i = byteLength - 1 + var mul = 1 + this[offset + i] = value & 0xFF + while (--i >= 0 && (mul *= 0x100)) + this[offset + i] = (value / mul) >>> 0 & 0xFF + + return offset + byteLength +} + +Buffer.prototype.writeUInt8 = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 1, 0xff, 0) + if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) + this[offset] = value + return offset + 1 +} + +function objectWriteUInt16 (buf, value, offset, littleEndian) { + if (value < 0) value = 0xffff + value + 1 + for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; i++) { + buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>> + (littleEndian ? i : 1 - i) * 8 + } +} + +Buffer.prototype.writeUInt16LE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 2, 0xffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = value + this[offset + 1] = (value >>> 8) + } else objectWriteUInt16(this, value, offset, true) + return offset + 2 +} + +Buffer.prototype.writeUInt16BE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 2, 0xffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 8) + this[offset + 1] = value + } else objectWriteUInt16(this, value, offset, false) + return offset + 2 +} + +function objectWriteUInt32 (buf, value, offset, littleEndian) { + if (value < 0) value = 0xffffffff + value + 1 + for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; i++) { + buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff + } +} + +Buffer.prototype.writeUInt32LE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 4, 0xffffffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset + 3] = (value >>> 24) + this[offset + 2] = (value >>> 16) + this[offset + 1] = (value >>> 8) + this[offset] = value + } else objectWriteUInt32(this, value, offset, true) + return offset + 4 +} + +Buffer.prototype.writeUInt32BE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 4, 0xffffffff, 0) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 24) + this[offset + 1] = (value >>> 16) + this[offset + 2] = (value >>> 8) + this[offset + 3] = value + } else objectWriteUInt32(this, value, offset, false) + return offset + 4 +} + +Buffer.prototype.writeIntLE = function (value, offset, byteLength, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) { + checkInt(this, + value, + offset, + byteLength, + Math.pow(2, 8 * byteLength - 1) - 1, + -Math.pow(2, 8 * byteLength - 1)) + } + + var i = 0 + var mul = 1 + var sub = value < 0 ? 1 : 0 + this[offset] = value & 0xFF + while (++i < byteLength && (mul *= 0x100)) + this[offset + i] = ((value / mul) >> 0) - sub & 0xFF + + return offset + byteLength +} + +Buffer.prototype.writeIntBE = function (value, offset, byteLength, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) { + checkInt(this, + value, + offset, + byteLength, + Math.pow(2, 8 * byteLength - 1) - 1, + -Math.pow(2, 8 * byteLength - 1)) + } + + var i = byteLength - 1 + var mul = 1 + var sub = value < 0 ? 1 : 0 + this[offset + i] = value & 0xFF + while (--i >= 0 && (mul *= 0x100)) + this[offset + i] = ((value / mul) >> 0) - sub & 0xFF + + return offset + byteLength +} + +Buffer.prototype.writeInt8 = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 1, 0x7f, -0x80) + if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) + if (value < 0) value = 0xff + value + 1 + this[offset] = value + return offset + 1 +} + +Buffer.prototype.writeInt16LE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 2, 0x7fff, -0x8000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = value + this[offset + 1] = (value >>> 8) + } else objectWriteUInt16(this, value, offset, true) + return offset + 2 +} + +Buffer.prototype.writeInt16BE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 2, 0x7fff, -0x8000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 8) + this[offset + 1] = value + } else objectWriteUInt16(this, value, offset, false) + return offset + 2 +} + +Buffer.prototype.writeInt32LE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = value + this[offset + 1] = (value >>> 8) + this[offset + 2] = (value >>> 16) + this[offset + 3] = (value >>> 24) + } else objectWriteUInt32(this, value, offset, true) + return offset + 4 +} + +Buffer.prototype.writeInt32BE = function (value, offset, noAssert) { + value = +value + offset = offset >>> 0 + if (!noAssert) + checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) + if (value < 0) value = 0xffffffff + value + 1 + if (Buffer.TYPED_ARRAY_SUPPORT) { + this[offset] = (value >>> 24) + this[offset + 1] = (value >>> 16) + this[offset + 2] = (value >>> 8) + this[offset + 3] = value + } else objectWriteUInt32(this, value, offset, false) + return offset + 4 +} + +function checkIEEE754 (buf, value, offset, ext, max, min) { + if (value > max || value < min) throw new RangeError('value is out of bounds') + if (offset + ext > buf.length) throw new RangeError('index out of range') + if (offset < 0) throw new RangeError('index out of range') +} + +function writeFloat (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) + checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38) + ieee754.write(buf, value, offset, littleEndian, 23, 4) + return offset + 4 +} + +Buffer.prototype.writeFloatLE = function (value, offset, noAssert) { + return writeFloat(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeFloatBE = function (value, offset, noAssert) { + return writeFloat(this, value, offset, false, noAssert) +} + +function writeDouble (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) + checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308) + ieee754.write(buf, value, offset, littleEndian, 52, 8) + return offset + 8 +} + +Buffer.prototype.writeDoubleLE = function (value, offset, noAssert) { + return writeDouble(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeDoubleBE = function (value, offset, noAssert) { + return writeDouble(this, value, offset, false, noAssert) +} + +// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) +Buffer.prototype.copy = function (target, target_start, start, end) { + var source = this + + if (!start) start = 0 + if (!end && end !== 0) end = this.length + if (target_start >= target.length) target_start = target.length + if (!target_start) target_start = 0 + if (end > 0 && end < start) end = start + + // Copy 0 bytes; we're done + if (end === start) return 0 + if (target.length === 0 || source.length === 0) return 0 + + // Fatal error conditions + if (target_start < 0) + throw new RangeError('targetStart out of bounds') + if (start < 0 || start >= source.length) throw new RangeError('sourceStart out of bounds') + if (end < 0) throw new RangeError('sourceEnd out of bounds') + + // Are we oob? + if (end > this.length) + end = this.length + if (target.length - target_start < end - start) + end = target.length - target_start + start + + var len = end - start + + if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) { + for (var i = 0; i < len; i++) { + target[i + target_start] = this[i + start] + } + } else { + target._set(this.subarray(start, start + len), target_start) + } + + return len +} + +// fill(value, start=0, end=buffer.length) +Buffer.prototype.fill = function (value, start, end) { + if (!value) value = 0 + if (!start) start = 0 + if (!end) end = this.length + + if (end < start) throw new RangeError('end < start') + + // Fill 0 bytes; we're done + if (end === start) return + if (this.length === 0) return + + if (start < 0 || start >= this.length) throw new RangeError('start out of bounds') + if (end < 0 || end > this.length) throw new RangeError('end out of bounds') + + var i + if (typeof value === 'number') { + for (i = start; i < end; i++) { + this[i] = value + } + } else { + var bytes = utf8ToBytes(value.toString()) + var len = bytes.length + for (i = start; i < end; i++) { + this[i] = bytes[i % len] + } + } + + return this +} + +/** + * Creates a new `ArrayBuffer` with the *copied* memory of the buffer instance. + * Added in Node 0.12. Only available in browsers that support ArrayBuffer. + */ +Buffer.prototype.toArrayBuffer = function () { + if (typeof Uint8Array !== 'undefined') { + if (Buffer.TYPED_ARRAY_SUPPORT) { + return (new Buffer(this)).buffer + } else { + var buf = new Uint8Array(this.length) + for (var i = 0, len = buf.length; i < len; i += 1) { + buf[i] = this[i] + } + return buf.buffer + } + } else { + throw new TypeError('Buffer.toArrayBuffer not supported in this browser') + } +} + +// HELPER FUNCTIONS +// ================ + +var BP = Buffer.prototype + +/** + * Augment a Uint8Array *instance* (not the Uint8Array class!) with Buffer methods + */ +Buffer._augment = function (arr) { + arr.constructor = Buffer + arr._isBuffer = true + + // save reference to original Uint8Array get/set methods before overwriting + arr._get = arr.get + arr._set = arr.set + + // deprecated, will be removed in node 0.13+ + arr.get = BP.get + arr.set = BP.set + + arr.write = BP.write + arr.toString = BP.toString + arr.toLocaleString = BP.toString + arr.toJSON = BP.toJSON + arr.equals = BP.equals + arr.compare = BP.compare + arr.copy = BP.copy + arr.slice = BP.slice + arr.readUIntLE = BP.readUIntLE + arr.readUIntBE = BP.readUIntBE + arr.readUInt8 = BP.readUInt8 + arr.readUInt16LE = BP.readUInt16LE + arr.readUInt16BE = BP.readUInt16BE + arr.readUInt32LE = BP.readUInt32LE + arr.readUInt32BE = BP.readUInt32BE + arr.readIntLE = BP.readIntLE + arr.readIntBE = BP.readIntBE + arr.readInt8 = BP.readInt8 + arr.readInt16LE = BP.readInt16LE + arr.readInt16BE = BP.readInt16BE + arr.readInt32LE = BP.readInt32LE + arr.readInt32BE = BP.readInt32BE + arr.readFloatLE = BP.readFloatLE + arr.readFloatBE = BP.readFloatBE + arr.readDoubleLE = BP.readDoubleLE + arr.readDoubleBE = BP.readDoubleBE + arr.writeUInt8 = BP.writeUInt8 + arr.writeUIntLE = BP.writeUIntLE + arr.writeUIntBE = BP.writeUIntBE + arr.writeUInt16LE = BP.writeUInt16LE + arr.writeUInt16BE = BP.writeUInt16BE + arr.writeUInt32LE = BP.writeUInt32LE + arr.writeUInt32BE = BP.writeUInt32BE + arr.writeIntLE = BP.writeIntLE + arr.writeIntBE = BP.writeIntBE + arr.writeInt8 = BP.writeInt8 + arr.writeInt16LE = BP.writeInt16LE + arr.writeInt16BE = BP.writeInt16BE + arr.writeInt32LE = BP.writeInt32LE + arr.writeInt32BE = BP.writeInt32BE + arr.writeFloatLE = BP.writeFloatLE + arr.writeFloatBE = BP.writeFloatBE + arr.writeDoubleLE = BP.writeDoubleLE + arr.writeDoubleBE = BP.writeDoubleBE + arr.fill = BP.fill + arr.inspect = BP.inspect + arr.toArrayBuffer = BP.toArrayBuffer + + return arr +} + +var INVALID_BASE64_RE = /[^+\/0-9A-z\-]/g + +function base64clean (str) { + // Node strips out invalid characters like \n and \t from the string, base64-js does not + str = stringtrim(str).replace(INVALID_BASE64_RE, '') + // Node converts strings with length < 2 to '' + if (str.length < 2) return '' + // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not + while (str.length % 4 !== 0) { + str = str + '=' + } + return str +} + +function stringtrim (str) { + if (str.trim) return str.trim() + return str.replace(/^\s+|\s+$/g, '') +} + +function isArrayish (subject) { + return isArray(subject) || Buffer.isBuffer(subject) || + subject && typeof subject === 'object' && + typeof subject.length === 'number' +} + +function toHex (n) { + if (n < 16) return '0' + n.toString(16) + return n.toString(16) +} + +function utf8ToBytes(string, units) { + var codePoint, length = string.length + var leadSurrogate = null + units = units || Infinity + var bytes = [] + var i = 0 + + for (; i<length; i++) { + codePoint = string.charCodeAt(i) + + // is surrogate component + if (codePoint > 0xD7FF && codePoint < 0xE000) { + + // last char was a lead + if (leadSurrogate) { + + // 2 leads in a row + if (codePoint < 0xDC00) { + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + leadSurrogate = codePoint + continue + } + + // valid surrogate pair + else { + codePoint = leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00 | 0x10000 + leadSurrogate = null + } + } + + // no lead yet + else { + + // unexpected trail + if (codePoint > 0xDBFF) { + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + continue + } + + // unpaired lead + else if (i + 1 === length) { + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + continue + } + + // valid lead + else { + leadSurrogate = codePoint + continue + } + } + } + + // valid bmp char, but last char was a lead + else if (leadSurrogate) { + if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) + leadSurrogate = null + } + + // encode utf8 + if (codePoint < 0x80) { + if ((units -= 1) < 0) break + bytes.push(codePoint) + } + else if (codePoint < 0x800) { + if ((units -= 2) < 0) break + bytes.push( + codePoint >> 0x6 | 0xC0, + codePoint & 0x3F | 0x80 + ); + } + else if (codePoint < 0x10000) { + if ((units -= 3) < 0) break + bytes.push( + codePoint >> 0xC | 0xE0, + codePoint >> 0x6 & 0x3F | 0x80, + codePoint & 0x3F | 0x80 + ); + } + else if (codePoint < 0x200000) { + if ((units -= 4) < 0) break + bytes.push( + codePoint >> 0x12 | 0xF0, + codePoint >> 0xC & 0x3F | 0x80, + codePoint >> 0x6 & 0x3F | 0x80, + codePoint & 0x3F | 0x80 + ); + } + else { + throw new Error('Invalid code point') + } + } + + return bytes +} + +function asciiToBytes (str) { + var byteArray = [] + for (var i = 0; i < str.length; i++) { + // Node's code seems to be doing this and not & 0x7F.. + byteArray.push(str.charCodeAt(i) & 0xFF) + } + return byteArray +} + +function utf16leToBytes (str, units) { + var c, hi, lo + var byteArray = [] + for (var i = 0; i < str.length; i++) { + + if ((units -= 2) < 0) break + + c = str.charCodeAt(i) + hi = c >> 8 + lo = c % 256 + byteArray.push(lo) + byteArray.push(hi) + } + + return byteArray +} + +function base64ToBytes (str) { + return base64.toByteArray(base64clean(str)) +} + +function blitBuffer (src, dst, offset, length, unitSize) { + if (unitSize) length -= length % unitSize; + for (var i = 0; i < length; i++) { + if ((i + offset >= dst.length) || (i >= src.length)) + break + dst[i + offset] = src[i] + } + return i +} + +function decodeUtf8Char (str) { + try { + return decodeURIComponent(str) + } catch (err) { + return String.fromCharCode(0xFFFD) // UTF 8 invalid char + } +} + +},{"base64-js":67,"ieee754":68,"is-array":69}],67:[function(require,module,exports){ +var lookup = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; + +;(function (exports) { + 'use strict'; + + var Arr = (typeof Uint8Array !== 'undefined') + ? Uint8Array + : Array + + var PLUS = '+'.charCodeAt(0) + var SLASH = '/'.charCodeAt(0) + var NUMBER = '0'.charCodeAt(0) + var LOWER = 'a'.charCodeAt(0) + var UPPER = 'A'.charCodeAt(0) + var PLUS_URL_SAFE = '-'.charCodeAt(0) + var SLASH_URL_SAFE = '_'.charCodeAt(0) + + function decode (elt) { + var code = elt.charCodeAt(0) + if (code === PLUS || + code === PLUS_URL_SAFE) + return 62 // '+' + if (code === SLASH || + code === SLASH_URL_SAFE) + return 63 // '/' + if (code < NUMBER) + return -1 //no match + if (code < NUMBER + 10) + return code - NUMBER + 26 + 26 + if (code < UPPER + 26) + return code - UPPER + if (code < LOWER + 26) + return code - LOWER + 26 + } + + function b64ToByteArray (b64) { + var i, j, l, tmp, placeHolders, arr + + if (b64.length % 4 > 0) { + throw new Error('Invalid string. Length must be a multiple of 4') + } + + // the number of equal signs (place holders) + // if there are two placeholders, than the two characters before it + // represent one byte + // if there is only one, then the three characters before it represent 2 bytes + // this is just a cheap hack to not do indexOf twice + var len = b64.length + placeHolders = '=' === b64.charAt(len - 2) ? 2 : '=' === b64.charAt(len - 1) ? 1 : 0 + + // base64 is 4/3 + up to two characters of the original data + arr = new Arr(b64.length * 3 / 4 - placeHolders) + + // if there are placeholders, only get up to the last complete 4 chars + l = placeHolders > 0 ? b64.length - 4 : b64.length + + var L = 0 + + function push (v) { + arr[L++] = v + } + + for (i = 0, j = 0; i < l; i += 4, j += 3) { + tmp = (decode(b64.charAt(i)) << 18) | (decode(b64.charAt(i + 1)) << 12) | (decode(b64.charAt(i + 2)) << 6) | decode(b64.charAt(i + 3)) + push((tmp & 0xFF0000) >> 16) + push((tmp & 0xFF00) >> 8) + push(tmp & 0xFF) + } + + if (placeHolders === 2) { + tmp = (decode(b64.charAt(i)) << 2) | (decode(b64.charAt(i + 1)) >> 4) + push(tmp & 0xFF) + } else if (placeHolders === 1) { + tmp = (decode(b64.charAt(i)) << 10) | (decode(b64.charAt(i + 1)) << 4) | (decode(b64.charAt(i + 2)) >> 2) + push((tmp >> 8) & 0xFF) + push(tmp & 0xFF) + } + + return arr + } + + function uint8ToBase64 (uint8) { + var i, + extraBytes = uint8.length % 3, // if we have 1 byte left, pad 2 bytes + output = "", + temp, length + + function encode (num) { + return lookup.charAt(num) + } + + function tripletToBase64 (num) { + return encode(num >> 18 & 0x3F) + encode(num >> 12 & 0x3F) + encode(num >> 6 & 0x3F) + encode(num & 0x3F) + } + + // go through the array every three bytes, we'll deal with trailing stuff later + for (i = 0, length = uint8.length - extraBytes; i < length; i += 3) { + temp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2]) + output += tripletToBase64(temp) + } + + // pad the end with zeros, but make sure to not forget the extra bytes + switch (extraBytes) { + case 1: + temp = uint8[uint8.length - 1] + output += encode(temp >> 2) + output += encode((temp << 4) & 0x3F) + output += '==' + break + case 2: + temp = (uint8[uint8.length - 2] << 8) + (uint8[uint8.length - 1]) + output += encode(temp >> 10) + output += encode((temp >> 4) & 0x3F) + output += encode((temp << 2) & 0x3F) + output += '=' + break + } + + return output + } + + exports.toByteArray = b64ToByteArray + exports.fromByteArray = uint8ToBase64 +}(typeof exports === 'undefined' ? (this.base64js = {}) : exports)) + +},{}],68:[function(require,module,exports){ +exports.read = function(buffer, offset, isLE, mLen, nBytes) { + var e, m, + eLen = nBytes * 8 - mLen - 1, + eMax = (1 << eLen) - 1, + eBias = eMax >> 1, + nBits = -7, + i = isLE ? (nBytes - 1) : 0, + d = isLE ? -1 : 1, + s = buffer[offset + i]; + + i += d; + + e = s & ((1 << (-nBits)) - 1); + s >>= (-nBits); + nBits += eLen; + for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8); + + m = e & ((1 << (-nBits)) - 1); + e >>= (-nBits); + nBits += mLen; + for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8); + + if (e === 0) { + e = 1 - eBias; + } else if (e === eMax) { + return m ? NaN : ((s ? -1 : 1) * Infinity); + } else { + m = m + Math.pow(2, mLen); + e = e - eBias; + } + return (s ? -1 : 1) * m * Math.pow(2, e - mLen); +}; + +exports.write = function(buffer, value, offset, isLE, mLen, nBytes) { + var e, m, c, + eLen = nBytes * 8 - mLen - 1, + eMax = (1 << eLen) - 1, + eBias = eMax >> 1, + rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0), + i = isLE ? 0 : (nBytes - 1), + d = isLE ? 1 : -1, + s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0; + + value = Math.abs(value); + + if (isNaN(value) || value === Infinity) { + m = isNaN(value) ? 1 : 0; + e = eMax; + } else { + e = Math.floor(Math.log(value) / Math.LN2); + if (value * (c = Math.pow(2, -e)) < 1) { + e--; + c *= 2; + } + if (e + eBias >= 1) { + value += rt / c; + } else { + value += rt * Math.pow(2, 1 - eBias); + } + if (value * c >= 2) { + e++; + c /= 2; + } + + if (e + eBias >= eMax) { + m = 0; + e = eMax; + } else if (e + eBias >= 1) { + m = (value * c - 1) * Math.pow(2, mLen); + e = e + eBias; + } else { + m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen); + e = 0; + } + } + + for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8); + + e = (e << mLen) | m; + eLen += mLen; + for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8); + + buffer[offset + i - d] |= s * 128; +}; + +},{}],69:[function(require,module,exports){ + +/** + * isArray + */ + +var isArray = Array.isArray; + +/** + * toString + */ + +var str = Object.prototype.toString; + +/** + * Whether or not the given `val` + * is an array. + * + * example: + * + * isArray([]); + * // > true + * isArray(arguments); + * // > false + * isArray(''); + * // > false + * + * @param {mixed} val + * @return {bool} + */ + +module.exports = isArray || function (val) { + return !! val && '[object Array]' == str.call(val); +}; + +},{}],70:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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 EventEmitter() { + this._events = this._events || {}; + this._maxListeners = this._maxListeners || undefined; +} +module.exports = EventEmitter; + +// Backwards-compat with node 0.10.x +EventEmitter.EventEmitter = EventEmitter; + +EventEmitter.prototype._events = undefined; +EventEmitter.prototype._maxListeners = undefined; + +// By default EventEmitters will print a warning if more than 10 listeners are +// added to it. This is a useful default which helps finding memory leaks. +EventEmitter.defaultMaxListeners = 10; + +// Obviously not all Emitters should be limited to 10. This function allows +// that to be increased. Set to zero for unlimited. +EventEmitter.prototype.setMaxListeners = function(n) { + if (!isNumber(n) || n < 0 || isNaN(n)) + throw TypeError('n must be a positive number'); + this._maxListeners = n; + return this; +}; + +EventEmitter.prototype.emit = function(type) { + var er, handler, len, args, i, listeners; + + if (!this._events) + this._events = {}; + + // If there is no 'error' event listener then throw. + if (type === 'error') { + if (!this._events.error || + (isObject(this._events.error) && !this._events.error.length)) { + er = arguments[1]; + if (er instanceof Error) { + throw er; // Unhandled 'error' event + } + throw TypeError('Uncaught, unspecified "error" event.'); + } + } + + handler = this._events[type]; + + if (isUndefined(handler)) + return false; + + if (isFunction(handler)) { + switch (arguments.length) { + // fast cases + case 1: + handler.call(this); + break; + case 2: + handler.call(this, arguments[1]); + break; + case 3: + handler.call(this, arguments[1], arguments[2]); + break; + // slower + default: + len = arguments.length; + args = new Array(len - 1); + for (i = 1; i < len; i++) + args[i - 1] = arguments[i]; + handler.apply(this, args); + } + } else if (isObject(handler)) { + len = arguments.length; + args = new Array(len - 1); + for (i = 1; i < len; i++) + args[i - 1] = arguments[i]; + + listeners = handler.slice(); + len = listeners.length; + for (i = 0; i < len; i++) + listeners[i].apply(this, args); + } + + return true; +}; + +EventEmitter.prototype.addListener = function(type, listener) { + var m; + + if (!isFunction(listener)) + throw TypeError('listener must be a function'); + + if (!this._events) + this._events = {}; + + // To avoid recursion in the case that type === "newListener"! Before + // adding it to the listeners, first emit "newListener". + if (this._events.newListener) + this.emit('newListener', type, + isFunction(listener.listener) ? + listener.listener : listener); + + if (!this._events[type]) + // Optimize the case of one listener. Don't need the extra array object. + this._events[type] = listener; + else if (isObject(this._events[type])) + // If we've already got an array, just append. + this._events[type].push(listener); + else + // Adding the second element, need to change to array. + this._events[type] = [this._events[type], listener]; + + // Check for listener leak + if (isObject(this._events[type]) && !this._events[type].warned) { + var m; + if (!isUndefined(this._maxListeners)) { + m = this._maxListeners; + } else { + m = EventEmitter.defaultMaxListeners; + } + + if (m && m > 0 && this._events[type].length > m) { + this._events[type].warned = true; + console.error('(node) warning: possible EventEmitter memory ' + + 'leak detected. %d listeners added. ' + + 'Use emitter.setMaxListeners() to increase limit.', + this._events[type].length); + if (typeof console.trace === 'function') { + // not supported in IE 10 + console.trace(); + } + } + } + + return this; +}; + +EventEmitter.prototype.on = EventEmitter.prototype.addListener; + +EventEmitter.prototype.once = function(type, listener) { + if (!isFunction(listener)) + throw TypeError('listener must be a function'); + + var fired = false; + + function g() { + this.removeListener(type, g); + + if (!fired) { + fired = true; + listener.apply(this, arguments); + } + } + + g.listener = listener; + this.on(type, g); + + return this; +}; + +// emits a 'removeListener' event iff the listener was removed +EventEmitter.prototype.removeListener = function(type, listener) { + var list, position, length, i; + + if (!isFunction(listener)) + throw TypeError('listener must be a function'); + + if (!this._events || !this._events[type]) + return this; + + list = this._events[type]; + length = list.length; + position = -1; + + if (list === listener || + (isFunction(list.listener) && list.listener === listener)) { + delete this._events[type]; + if (this._events.removeListener) + this.emit('removeListener', type, listener); + + } else if (isObject(list)) { + for (i = length; i-- > 0;) { + if (list[i] === listener || + (list[i].listener && list[i].listener === listener)) { + position = i; + break; + } + } + + if (position < 0) + return this; + + if (list.length === 1) { + list.length = 0; + delete this._events[type]; + } else { + list.splice(position, 1); + } + + if (this._events.removeListener) + this.emit('removeListener', type, listener); + } + + return this; +}; + +EventEmitter.prototype.removeAllListeners = function(type) { + var key, listeners; + + if (!this._events) + return this; + + // not listening for removeListener, no need to emit + if (!this._events.removeListener) { + if (arguments.length === 0) + this._events = {}; + else if (this._events[type]) + delete this._events[type]; + return this; + } + + // emit removeListener for all listeners on all events + if (arguments.length === 0) { + for (key in this._events) { + if (key === 'removeListener') continue; + this.removeAllListeners(key); + } + this.removeAllListeners('removeListener'); + this._events = {}; + return this; + } + + listeners = this._events[type]; + + if (isFunction(listeners)) { + this.removeListener(type, listeners); + } else { + // LIFO order + while (listeners.length) + this.removeListener(type, listeners[listeners.length - 1]); + } + delete this._events[type]; + + return this; +}; + +EventEmitter.prototype.listeners = function(type) { + var ret; + if (!this._events || !this._events[type]) + ret = []; + else if (isFunction(this._events[type])) + ret = [this._events[type]]; + else + ret = this._events[type].slice(); + return ret; +}; + +EventEmitter.listenerCount = function(emitter, type) { + var ret; + if (!emitter._events || !emitter._events[type]) + ret = 0; + else if (isFunction(emitter._events[type])) + ret = 1; + else + ret = emitter._events[type].length; + return ret; +}; + +function isFunction(arg) { + return typeof arg === 'function'; +} + +function isNumber(arg) { + return typeof arg === 'number'; +} + +function isObject(arg) { + return typeof arg === 'object' && arg !== null; +} + +function isUndefined(arg) { + return arg === void 0; +} + +},{}],71:[function(require,module,exports){ +if (typeof Object.create === 'function') { + // implementation from standard node.js 'util' module + module.exports = function inherits(ctor, superCtor) { + ctor.super_ = superCtor + ctor.prototype = Object.create(superCtor.prototype, { + constructor: { + value: ctor, + enumerable: false, + writable: true, + configurable: true + } + }); + }; +} else { + // old school shim for old browsers + module.exports = function inherits(ctor, superCtor) { + ctor.super_ = superCtor + var TempCtor = function () {} + TempCtor.prototype = superCtor.prototype + ctor.prototype = new TempCtor() + ctor.prototype.constructor = ctor + } +} + +},{}],72:[function(require,module,exports){ +module.exports = Array.isArray || function (arr) { + return Object.prototype.toString.call(arr) == '[object Array]'; +}; + +},{}],73:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +// resolves . and .. elements in a path array with directory names there +// must be no slashes, empty elements, or device names (c:\) in the array +// (so also no leading and trailing slashes - it does not distinguish +// relative and absolute paths) +function normalizeArray(parts, allowAboveRoot) { + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = parts.length - 1; i >= 0; i--) { + var last = parts[i]; + if (last === '.') { + parts.splice(i, 1); + } else if (last === '..') { + parts.splice(i, 1); + up++; + } else if (up) { + parts.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (allowAboveRoot) { + for (; up--; up) { + parts.unshift('..'); + } + } + + return parts; +} + +// Split a filename into [root, dir, basename, ext], unix version +// 'root' is just a slash, or nothing. +var splitPathRe = + /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; +var splitPath = function(filename) { + return splitPathRe.exec(filename).slice(1); +}; + +// path.resolve([from ...], to) +// posix version +exports.resolve = function() { + var resolvedPath = '', + resolvedAbsolute = false; + + for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) { + var path = (i >= 0) ? arguments[i] : process.cwd(); + + // Skip empty and invalid entries + if (typeof path !== 'string') { + throw new TypeError('Arguments to path.resolve must be strings'); + } else if (!path) { + continue; + } + + resolvedPath = path + '/' + resolvedPath; + resolvedAbsolute = path.charAt(0) === '/'; + } + + // At this point the path should be resolved to a full absolute path, but + // handle relative paths to be safe (might happen when process.cwd() fails) + + // Normalize the path + resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) { + return !!p; + }), !resolvedAbsolute).join('/'); + + return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; +}; + +// path.normalize(path) +// posix version +exports.normalize = function(path) { + var isAbsolute = exports.isAbsolute(path), + trailingSlash = substr(path, -1) === '/'; + + // Normalize the path + path = normalizeArray(filter(path.split('/'), function(p) { + return !!p; + }), !isAbsolute).join('/'); + + if (!path && !isAbsolute) { + path = '.'; + } + if (path && trailingSlash) { + path += '/'; + } + + return (isAbsolute ? '/' : '') + path; +}; + +// posix version +exports.isAbsolute = function(path) { + return path.charAt(0) === '/'; +}; + +// posix version +exports.join = function() { + var paths = Array.prototype.slice.call(arguments, 0); + return exports.normalize(filter(paths, function(p, index) { + if (typeof p !== 'string') { + throw new TypeError('Arguments to path.join must be strings'); + } + return p; + }).join('/')); +}; + + +// path.relative(from, to) +// posix version +exports.relative = function(from, to) { + from = exports.resolve(from).substr(1); + to = exports.resolve(to).substr(1); + + function trim(arr) { + var start = 0; + for (; start < arr.length; start++) { + if (arr[start] !== '') break; + } + + var end = arr.length - 1; + for (; end >= 0; end--) { + if (arr[end] !== '') break; + } + + if (start > end) return []; + return arr.slice(start, end - start + 1); + } + + var fromParts = trim(from.split('/')); + var toParts = trim(to.split('/')); + + var length = Math.min(fromParts.length, toParts.length); + var samePartsLength = length; + for (var i = 0; i < length; i++) { + if (fromParts[i] !== toParts[i]) { + samePartsLength = i; + break; + } + } + + var outputParts = []; + for (var i = samePartsLength; i < fromParts.length; i++) { + outputParts.push('..'); + } + + outputParts = outputParts.concat(toParts.slice(samePartsLength)); + + return outputParts.join('/'); +}; + +exports.sep = '/'; +exports.delimiter = ':'; + +exports.dirname = function(path) { + var result = splitPath(path), + root = result[0], + dir = result[1]; + + if (!root && !dir) { + // No dirname whatsoever + return '.'; + } + + if (dir) { + // It has a dirname, strip trailing slash + dir = dir.substr(0, dir.length - 1); + } + + return root + dir; +}; + + +exports.basename = function(path, ext) { + var f = splitPath(path)[2]; + // TODO: make this comparison case-insensitive on windows? + if (ext && f.substr(-1 * ext.length) === ext) { + f = f.substr(0, f.length - ext.length); + } + return f; +}; + + +exports.extname = function(path) { + return splitPath(path)[3]; +}; + +function filter (xs, f) { + if (xs.filter) return xs.filter(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + if (f(xs[i], i, xs)) res.push(xs[i]); + } + return res; +} + +// String.prototype.substr - negative index don't work in IE8 +var substr = 'ab'.substr(-1) === 'b' + ? function (str, start, len) { return str.substr(start, len) } + : function (str, start, len) { + if (start < 0) start = str.length + start; + return str.substr(start, len); + } +; + +}).call(this,require('_process')) +},{"_process":74}],74:[function(require,module,exports){ +// shim for using process in browser + +var process = module.exports = {}; +var queue = []; +var draining = false; + +function drainQueue() { + if (draining) { + return; + } + draining = true; + var currentQueue; + var len = queue.length; + while(len) { + currentQueue = queue; + queue = []; + var i = -1; + while (++i < len) { + currentQueue[i](); + } + len = queue.length; + } + draining = false; +} +process.nextTick = function (fun) { + queue.push(fun); + if (!draining) { + setTimeout(drainQueue, 0); + } +}; + +process.title = 'browser'; +process.browser = true; +process.env = {}; +process.argv = []; +process.version = ''; // empty string to avoid regexp issues + +function noop() {} + +process.on = noop; +process.addListener = noop; +process.once = noop; +process.off = noop; +process.removeListener = noop; +process.removeAllListeners = noop; +process.emit = noop; + +process.binding = function (name) { + throw new Error('process.binding is not supported'); +}; + +// TODO(shtylman) +process.cwd = function () { return '/' }; +process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); +}; +process.umask = function() { return 0; }; + +},{}],75:[function(require,module,exports){ +module.exports = require("./lib/_stream_duplex.js") + +},{"./lib/_stream_duplex.js":76}],76:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +// a duplex stream is just a stream that is both readable and writable. +// Since JS doesn't have multiple prototypal inheritance, this class +// prototypally inherits from Readable, and then parasitically from +// Writable. + +module.exports = Duplex; + +/*<replacement>*/ +var objectKeys = Object.keys || function (obj) { + var keys = []; + for (var key in obj) keys.push(key); + return keys; +} +/*</replacement>*/ + + +/*<replacement>*/ +var util = require('core-util-is'); +util.inherits = require('inherits'); +/*</replacement>*/ + +var Readable = require('./_stream_readable'); +var Writable = require('./_stream_writable'); + +util.inherits(Duplex, Readable); + +forEach(objectKeys(Writable.prototype), function(method) { + if (!Duplex.prototype[method]) + Duplex.prototype[method] = Writable.prototype[method]; +}); + +function Duplex(options) { + if (!(this instanceof Duplex)) + return new Duplex(options); + + Readable.call(this, options); + Writable.call(this, options); + + if (options && options.readable === false) + this.readable = false; + + if (options && options.writable === false) + this.writable = false; + + this.allowHalfOpen = true; + if (options && options.allowHalfOpen === false) + this.allowHalfOpen = false; + + this.once('end', onend); +} + +// the no-half-open enforcer +function onend() { + // if we allow half-open state, or if the writable side ended, + // then we're ok. + if (this.allowHalfOpen || this._writableState.ended) + return; + + // no more data can be written. + // But allow more writes to happen in this tick. + process.nextTick(this.end.bind(this)); +} + +function forEach (xs, f) { + for (var i = 0, l = xs.length; i < l; i++) { + f(xs[i], i); + } +} + +}).call(this,require('_process')) +},{"./_stream_readable":78,"./_stream_writable":80,"_process":74,"core-util-is":81,"inherits":71}],77:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +// a passthrough stream. +// basically just the most minimal sort of Transform stream. +// Every written chunk gets output as-is. + +module.exports = PassThrough; + +var Transform = require('./_stream_transform'); + +/*<replacement>*/ +var util = require('core-util-is'); +util.inherits = require('inherits'); +/*</replacement>*/ + +util.inherits(PassThrough, Transform); + +function PassThrough(options) { + if (!(this instanceof PassThrough)) + return new PassThrough(options); + + Transform.call(this, options); +} + +PassThrough.prototype._transform = function(chunk, encoding, cb) { + cb(null, chunk); +}; + +},{"./_stream_transform":79,"core-util-is":81,"inherits":71}],78:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +module.exports = Readable; + +/*<replacement>*/ +var isArray = require('isarray'); +/*</replacement>*/ + + +/*<replacement>*/ +var Buffer = require('buffer').Buffer; +/*</replacement>*/ + +Readable.ReadableState = ReadableState; + +var EE = require('events').EventEmitter; + +/*<replacement>*/ +if (!EE.listenerCount) EE.listenerCount = function(emitter, type) { + return emitter.listeners(type).length; +}; +/*</replacement>*/ + +var Stream = require('stream'); + +/*<replacement>*/ +var util = require('core-util-is'); +util.inherits = require('inherits'); +/*</replacement>*/ + +var StringDecoder; + +util.inherits(Readable, Stream); + +function ReadableState(options, stream) { + options = options || {}; + + // the point at which it stops calling _read() to fill the buffer + // Note: 0 is a valid value, means "don't call _read preemptively ever" + var hwm = options.highWaterMark; + this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024; + + // cast to ints. + this.highWaterMark = ~~this.highWaterMark; + + this.buffer = []; + this.length = 0; + this.pipes = null; + this.pipesCount = 0; + this.flowing = false; + this.ended = false; + this.endEmitted = false; + this.reading = false; + + // In streams that never have any data, and do push(null) right away, + // the consumer can miss the 'end' event if they do some I/O before + // consuming the stream. So, we don't emit('end') until some reading + // happens. + this.calledRead = false; + + // a flag to be able to tell if the onwrite cb is called immediately, + // or on a later tick. We set this to true at first, becuase any + // actions that shouldn't happen until "later" should generally also + // not happen before the first write call. + this.sync = true; + + // whenever we return null, then we set a flag to say + // that we're awaiting a 'readable' event emission. + this.needReadable = false; + this.emittedReadable = false; + this.readableListening = false; + + + // object stream flag. Used to make read(n) ignore n and to + // make all the buffer merging and length checks go away + this.objectMode = !!options.objectMode; + + // Crypto is kind of old and crusty. Historically, its default string + // encoding is 'binary' so we have to make this configurable. + // Everything else in the universe uses 'utf8', though. + this.defaultEncoding = options.defaultEncoding || 'utf8'; + + // when piping, we only care about 'readable' events that happen + // after read()ing all the bytes and not getting any pushback. + this.ranOut = false; + + // the number of writers that are awaiting a drain event in .pipe()s + this.awaitDrain = 0; + + // if true, a maybeReadMore has been scheduled + this.readingMore = false; + + this.decoder = null; + this.encoding = null; + if (options.encoding) { + if (!StringDecoder) + StringDecoder = require('string_decoder/').StringDecoder; + this.decoder = new StringDecoder(options.encoding); + this.encoding = options.encoding; + } +} + +function Readable(options) { + if (!(this instanceof Readable)) + return new Readable(options); + + this._readableState = new ReadableState(options, this); + + // legacy + this.readable = true; + + Stream.call(this); +} + +// Manually shove something into the read() buffer. +// This returns true if the highWaterMark has not been hit yet, +// similar to how Writable.write() returns true if you should +// write() some more. +Readable.prototype.push = function(chunk, encoding) { + var state = this._readableState; + + if (typeof chunk === 'string' && !state.objectMode) { + encoding = encoding || state.defaultEncoding; + if (encoding !== state.encoding) { + chunk = new Buffer(chunk, encoding); + encoding = ''; + } + } + + return readableAddChunk(this, state, chunk, encoding, false); +}; + +// Unshift should *always* be something directly out of read() +Readable.prototype.unshift = function(chunk) { + var state = this._readableState; + return readableAddChunk(this, state, chunk, '', true); +}; + +function readableAddChunk(stream, state, chunk, encoding, addToFront) { + var er = chunkInvalid(state, chunk); + if (er) { + stream.emit('error', er); + } else if (chunk === null || chunk === undefined) { + state.reading = false; + if (!state.ended) + onEofChunk(stream, state); + } else if (state.objectMode || chunk && chunk.length > 0) { + if (state.ended && !addToFront) { + var e = new Error('stream.push() after EOF'); + stream.emit('error', e); + } else if (state.endEmitted && addToFront) { + var e = new Error('stream.unshift() after end event'); + stream.emit('error', e); + } else { + if (state.decoder && !addToFront && !encoding) + chunk = state.decoder.write(chunk); + + // update the buffer info. + state.length += state.objectMode ? 1 : chunk.length; + if (addToFront) { + state.buffer.unshift(chunk); + } else { + state.reading = false; + state.buffer.push(chunk); + } + + if (state.needReadable) + emitReadable(stream); + + maybeReadMore(stream, state); + } + } else if (!addToFront) { + state.reading = false; + } + + return needMoreData(state); +} + + + +// if it's past the high water mark, we can push in some more. +// Also, if we have no data yet, we can stand some +// more bytes. This is to work around cases where hwm=0, +// such as the repl. Also, if the push() triggered a +// readable event, and the user called read(largeNumber) such that +// needReadable was set, then we ought to push more, so that another +// 'readable' event will be triggered. +function needMoreData(state) { + return !state.ended && + (state.needReadable || + state.length < state.highWaterMark || + state.length === 0); +} + +// backwards compatibility. +Readable.prototype.setEncoding = function(enc) { + if (!StringDecoder) + StringDecoder = require('string_decoder/').StringDecoder; + this._readableState.decoder = new StringDecoder(enc); + this._readableState.encoding = enc; +}; + +// Don't raise the hwm > 128MB +var MAX_HWM = 0x800000; +function roundUpToNextPowerOf2(n) { + if (n >= MAX_HWM) { + n = MAX_HWM; + } else { + // Get the next highest power of 2 + n--; + for (var p = 1; p < 32; p <<= 1) n |= n >> p; + n++; + } + return n; +} + +function howMuchToRead(n, state) { + if (state.length === 0 && state.ended) + return 0; + + if (state.objectMode) + return n === 0 ? 0 : 1; + + if (n === null || isNaN(n)) { + // only flow one buffer at a time + if (state.flowing && state.buffer.length) + return state.buffer[0].length; + else + return state.length; + } + + if (n <= 0) + return 0; + + // If we're asking for more than the target buffer level, + // then raise the water mark. Bump up to the next highest + // power of 2, to prevent increasing it excessively in tiny + // amounts. + if (n > state.highWaterMark) + state.highWaterMark = roundUpToNextPowerOf2(n); + + // don't have that much. return null, unless we've ended. + if (n > state.length) { + if (!state.ended) { + state.needReadable = true; + return 0; + } else + return state.length; + } + + return n; +} + +// you can override either this method, or the async _read(n) below. +Readable.prototype.read = function(n) { + var state = this._readableState; + state.calledRead = true; + var nOrig = n; + var ret; + + if (typeof n !== 'number' || n > 0) + state.emittedReadable = false; + + // if we're doing read(0) to trigger a readable event, but we + // already have a bunch of data in the buffer, then just trigger + // the 'readable' event and move on. + if (n === 0 && + state.needReadable && + (state.length >= state.highWaterMark || state.ended)) { + emitReadable(this); + return null; + } + + n = howMuchToRead(n, state); + + // if we've ended, and we're now clear, then finish it up. + if (n === 0 && state.ended) { + ret = null; + + // In cases where the decoder did not receive enough data + // to produce a full chunk, then immediately received an + // EOF, state.buffer will contain [<Buffer >, <Buffer 00 ...>]. + // howMuchToRead will see this and coerce the amount to + // read to zero (because it's looking at the length of the + // first <Buffer > in state.buffer), and we'll end up here. + // + // This can only happen via state.decoder -- no other venue + // exists for pushing a zero-length chunk into state.buffer + // and triggering this behavior. In this case, we return our + // remaining data and end the stream, if appropriate. + if (state.length > 0 && state.decoder) { + ret = fromList(n, state); + state.length -= ret.length; + } + + if (state.length === 0) + endReadable(this); + + return ret; + } + + // All the actual chunk generation logic needs to be + // *below* the call to _read. The reason is that in certain + // synthetic stream cases, such as passthrough streams, _read + // may be a completely synchronous operation which may change + // the state of the read buffer, providing enough data when + // before there was *not* enough. + // + // So, the steps are: + // 1. Figure out what the state of things will be after we do + // a read from the buffer. + // + // 2. If that resulting state will trigger a _read, then call _read. + // Note that this may be asynchronous, or synchronous. Yes, it is + // deeply ugly to write APIs this way, but that still doesn't mean + // that the Readable class should behave improperly, as streams are + // designed to be sync/async agnostic. + // Take note if the _read call is sync or async (ie, if the read call + // has returned yet), so that we know whether or not it's safe to emit + // 'readable' etc. + // + // 3. Actually pull the requested chunks out of the buffer and return. + + // if we need a readable event, then we need to do some reading. + var doRead = state.needReadable; + + // if we currently have less than the highWaterMark, then also read some + if (state.length - n <= state.highWaterMark) + doRead = true; + + // however, if we've ended, then there's no point, and if we're already + // reading, then it's unnecessary. + if (state.ended || state.reading) + doRead = false; + + if (doRead) { + state.reading = true; + state.sync = true; + // if the length is currently zero, then we *need* a readable event. + if (state.length === 0) + state.needReadable = true; + // call internal read method + this._read(state.highWaterMark); + state.sync = false; + } + + // If _read called its callback synchronously, then `reading` + // will be false, and we need to re-evaluate how much data we + // can return to the user. + if (doRead && !state.reading) + n = howMuchToRead(nOrig, state); + + if (n > 0) + ret = fromList(n, state); + else + ret = null; + + if (ret === null) { + state.needReadable = true; + n = 0; + } + + state.length -= n; + + // If we have nothing in the buffer, then we want to know + // as soon as we *do* get something into the buffer. + if (state.length === 0 && !state.ended) + state.needReadable = true; + + // If we happened to read() exactly the remaining amount in the + // buffer, and the EOF has been seen at this point, then make sure + // that we emit 'end' on the very next tick. + if (state.ended && !state.endEmitted && state.length === 0) + endReadable(this); + + return ret; +}; + +function chunkInvalid(state, chunk) { + var er = null; + if (!Buffer.isBuffer(chunk) && + 'string' !== typeof chunk && + chunk !== null && + chunk !== undefined && + !state.objectMode) { + er = new TypeError('Invalid non-string/buffer chunk'); + } + return er; +} + + +function onEofChunk(stream, state) { + if (state.decoder && !state.ended) { + var chunk = state.decoder.end(); + if (chunk && chunk.length) { + state.buffer.push(chunk); + state.length += state.objectMode ? 1 : chunk.length; + } + } + state.ended = true; + + // if we've ended and we have some data left, then emit + // 'readable' now to make sure it gets picked up. + if (state.length > 0) + emitReadable(stream); + else + endReadable(stream); +} + +// Don't emit readable right away in sync mode, because this can trigger +// another read() call => stack overflow. This way, it might trigger +// a nextTick recursion warning, but that's not so bad. +function emitReadable(stream) { + var state = stream._readableState; + state.needReadable = false; + if (state.emittedReadable) + return; + + state.emittedReadable = true; + if (state.sync) + process.nextTick(function() { + emitReadable_(stream); + }); + else + emitReadable_(stream); +} + +function emitReadable_(stream) { + stream.emit('readable'); +} + + +// at this point, the user has presumably seen the 'readable' event, +// and called read() to consume some data. that may have triggered +// in turn another _read(n) call, in which case reading = true if +// it's in progress. +// However, if we're not ended, or reading, and the length < hwm, +// then go ahead and try to read some more preemptively. +function maybeReadMore(stream, state) { + if (!state.readingMore) { + state.readingMore = true; + process.nextTick(function() { + maybeReadMore_(stream, state); + }); + } +} + +function maybeReadMore_(stream, state) { + var len = state.length; + while (!state.reading && !state.flowing && !state.ended && + state.length < state.highWaterMark) { + stream.read(0); + if (len === state.length) + // didn't get any data, stop spinning. + break; + else + len = state.length; + } + state.readingMore = false; +} + +// abstract method. to be overridden in specific implementation classes. +// call cb(er, data) where data is <= n in length. +// for virtual (non-string, non-buffer) streams, "length" is somewhat +// arbitrary, and perhaps not very meaningful. +Readable.prototype._read = function(n) { + this.emit('error', new Error('not implemented')); +}; + +Readable.prototype.pipe = function(dest, pipeOpts) { + var src = this; + var state = this._readableState; + + switch (state.pipesCount) { + case 0: + state.pipes = dest; + break; + case 1: + state.pipes = [state.pipes, dest]; + break; + default: + state.pipes.push(dest); + break; + } + state.pipesCount += 1; + + var doEnd = (!pipeOpts || pipeOpts.end !== false) && + dest !== process.stdout && + dest !== process.stderr; + + var endFn = doEnd ? onend : cleanup; + if (state.endEmitted) + process.nextTick(endFn); + else + src.once('end', endFn); + + dest.on('unpipe', onunpipe); + function onunpipe(readable) { + if (readable !== src) return; + cleanup(); + } + + function onend() { + dest.end(); + } + + // when the dest drains, it reduces the awaitDrain counter + // on the source. This would be more elegant with a .once() + // handler in flow(), but adding and removing repeatedly is + // too slow. + var ondrain = pipeOnDrain(src); + dest.on('drain', ondrain); + + function cleanup() { + // cleanup event handlers once the pipe is broken + dest.removeListener('close', onclose); + dest.removeListener('finish', onfinish); + dest.removeListener('drain', ondrain); + dest.removeListener('error', onerror); + dest.removeListener('unpipe', onunpipe); + src.removeListener('end', onend); + src.removeListener('end', cleanup); + + // if the reader is waiting for a drain event from this + // specific writer, then it would cause it to never start + // flowing again. + // So, if this is awaiting a drain, then we just call it now. + // If we don't know, then assume that we are waiting for one. + if (!dest._writableState || dest._writableState.needDrain) + ondrain(); + } + + // if the dest has an error, then stop piping into it. + // however, don't suppress the throwing behavior for this. + function onerror(er) { + unpipe(); + dest.removeListener('error', onerror); + if (EE.listenerCount(dest, 'error') === 0) + dest.emit('error', er); + } + // This is a brutally ugly hack to make sure that our error handler + // is attached before any userland ones. NEVER DO THIS. + if (!dest._events || !dest._events.error) + dest.on('error', onerror); + else if (isArray(dest._events.error)) + dest._events.error.unshift(onerror); + else + dest._events.error = [onerror, dest._events.error]; + + + + // Both close and finish should trigger unpipe, but only once. + function onclose() { + dest.removeListener('finish', onfinish); + unpipe(); + } + dest.once('close', onclose); + function onfinish() { + dest.removeListener('close', onclose); + unpipe(); + } + dest.once('finish', onfinish); + + function unpipe() { + src.unpipe(dest); + } + + // tell the dest that it's being piped to + dest.emit('pipe', src); + + // start the flow if it hasn't been started already. + if (!state.flowing) { + // the handler that waits for readable events after all + // the data gets sucked out in flow. + // This would be easier to follow with a .once() handler + // in flow(), but that is too slow. + this.on('readable', pipeOnReadable); + + state.flowing = true; + process.nextTick(function() { + flow(src); + }); + } + + return dest; +}; + +function pipeOnDrain(src) { + return function() { + var dest = this; + var state = src._readableState; + state.awaitDrain--; + if (state.awaitDrain === 0) + flow(src); + }; +} + +function flow(src) { + var state = src._readableState; + var chunk; + state.awaitDrain = 0; + + function write(dest, i, list) { + var written = dest.write(chunk); + if (false === written) { + state.awaitDrain++; + } + } + + while (state.pipesCount && null !== (chunk = src.read())) { + + if (state.pipesCount === 1) + write(state.pipes, 0, null); + else + forEach(state.pipes, write); + + src.emit('data', chunk); + + // if anyone needs a drain, then we have to wait for that. + if (state.awaitDrain > 0) + return; + } + + // if every destination was unpiped, either before entering this + // function, or in the while loop, then stop flowing. + // + // NB: This is a pretty rare edge case. + if (state.pipesCount === 0) { + state.flowing = false; + + // if there were data event listeners added, then switch to old mode. + if (EE.listenerCount(src, 'data') > 0) + emitDataEvents(src); + return; + } + + // at this point, no one needed a drain, so we just ran out of data + // on the next readable event, start it over again. + state.ranOut = true; +} + +function pipeOnReadable() { + if (this._readableState.ranOut) { + this._readableState.ranOut = false; + flow(this); + } +} + + +Readable.prototype.unpipe = function(dest) { + var state = this._readableState; + + // if we're not piping anywhere, then do nothing. + if (state.pipesCount === 0) + return this; + + // just one destination. most common case. + if (state.pipesCount === 1) { + // passed in one, but it's not the right one. + if (dest && dest !== state.pipes) + return this; + + if (!dest) + dest = state.pipes; + + // got a match. + state.pipes = null; + state.pipesCount = 0; + this.removeListener('readable', pipeOnReadable); + state.flowing = false; + if (dest) + dest.emit('unpipe', this); + return this; + } + + // slow case. multiple pipe destinations. + + if (!dest) { + // remove all. + var dests = state.pipes; + var len = state.pipesCount; + state.pipes = null; + state.pipesCount = 0; + this.removeListener('readable', pipeOnReadable); + state.flowing = false; + + for (var i = 0; i < len; i++) + dests[i].emit('unpipe', this); + return this; + } + + // try to find the right one. + var i = indexOf(state.pipes, dest); + if (i === -1) + return this; + + state.pipes.splice(i, 1); + state.pipesCount -= 1; + if (state.pipesCount === 1) + state.pipes = state.pipes[0]; + + dest.emit('unpipe', this); + + return this; +}; + +// set up data events if they are asked for +// Ensure readable listeners eventually get something +Readable.prototype.on = function(ev, fn) { + var res = Stream.prototype.on.call(this, ev, fn); + + if (ev === 'data' && !this._readableState.flowing) + emitDataEvents(this); + + if (ev === 'readable' && this.readable) { + var state = this._readableState; + if (!state.readableListening) { + state.readableListening = true; + state.emittedReadable = false; + state.needReadable = true; + if (!state.reading) { + this.read(0); + } else if (state.length) { + emitReadable(this, state); + } + } + } + + return res; +}; +Readable.prototype.addListener = Readable.prototype.on; + +// pause() and resume() are remnants of the legacy readable stream API +// If the user uses them, then switch into old mode. +Readable.prototype.resume = function() { + emitDataEvents(this); + this.read(0); + this.emit('resume'); +}; + +Readable.prototype.pause = function() { + emitDataEvents(this, true); + this.emit('pause'); +}; + +function emitDataEvents(stream, startPaused) { + var state = stream._readableState; + + if (state.flowing) { + // https://github.com/isaacs/readable-stream/issues/16 + throw new Error('Cannot switch to old mode now.'); + } + + var paused = startPaused || false; + var readable = false; + + // convert to an old-style stream. + stream.readable = true; + stream.pipe = Stream.prototype.pipe; + stream.on = stream.addListener = Stream.prototype.on; + + stream.on('readable', function() { + readable = true; + + var c; + while (!paused && (null !== (c = stream.read()))) + stream.emit('data', c); + + if (c === null) { + readable = false; + stream._readableState.needReadable = true; + } + }); + + stream.pause = function() { + paused = true; + this.emit('pause'); + }; + + stream.resume = function() { + paused = false; + if (readable) + process.nextTick(function() { + stream.emit('readable'); + }); + else + this.read(0); + this.emit('resume'); + }; + + // now make it start, just in case it hadn't already. + stream.emit('readable'); +} + +// wrap an old-style stream as the async data source. +// This is *not* part of the readable stream interface. +// It is an ugly unfortunate mess of history. +Readable.prototype.wrap = function(stream) { + var state = this._readableState; + var paused = false; + + var self = this; + stream.on('end', function() { + if (state.decoder && !state.ended) { + var chunk = state.decoder.end(); + if (chunk && chunk.length) + self.push(chunk); + } + + self.push(null); + }); + + stream.on('data', function(chunk) { + if (state.decoder) + chunk = state.decoder.write(chunk); + + // don't skip over falsy values in objectMode + //if (state.objectMode && util.isNullOrUndefined(chunk)) + if (state.objectMode && (chunk === null || chunk === undefined)) + return; + else if (!state.objectMode && (!chunk || !chunk.length)) + return; + + var ret = self.push(chunk); + if (!ret) { + paused = true; + stream.pause(); + } + }); + + // proxy all the other methods. + // important when wrapping filters and duplexes. + for (var i in stream) { + if (typeof stream[i] === 'function' && + typeof this[i] === 'undefined') { + this[i] = function(method) { return function() { + return stream[method].apply(stream, arguments); + }}(i); + } + } + + // proxy certain important events. + var events = ['error', 'close', 'destroy', 'pause', 'resume']; + forEach(events, function(ev) { + stream.on(ev, self.emit.bind(self, ev)); + }); + + // when we try to consume some more bytes, simply unpause the + // underlying stream. + self._read = function(n) { + if (paused) { + paused = false; + stream.resume(); + } + }; + + return self; +}; + + + +// exposed for testing purposes only. +Readable._fromList = fromList; + +// Pluck off n bytes from an array of buffers. +// Length is the combined lengths of all the buffers in the list. +function fromList(n, state) { + var list = state.buffer; + var length = state.length; + var stringMode = !!state.decoder; + var objectMode = !!state.objectMode; + var ret; + + // nothing in the list, definitely empty. + if (list.length === 0) + return null; + + if (length === 0) + ret = null; + else if (objectMode) + ret = list.shift(); + else if (!n || n >= length) { + // read it all, truncate the array. + if (stringMode) + ret = list.join(''); + else + ret = Buffer.concat(list, length); + list.length = 0; + } else { + // read just some of it. + if (n < list[0].length) { + // just take a part of the first list item. + // slice is the same for buffers and strings. + var buf = list[0]; + ret = buf.slice(0, n); + list[0] = buf.slice(n); + } else if (n === list[0].length) { + // first list is a perfect match + ret = list.shift(); + } else { + // complex case. + // we have enough to cover it, but it spans past the first buffer. + if (stringMode) + ret = ''; + else + ret = new Buffer(n); + + var c = 0; + for (var i = 0, l = list.length; i < l && c < n; i++) { + var buf = list[0]; + var cpy = Math.min(n - c, buf.length); + + if (stringMode) + ret += buf.slice(0, cpy); + else + buf.copy(ret, c, 0, cpy); + + if (cpy < buf.length) + list[0] = buf.slice(cpy); + else + list.shift(); + + c += cpy; + } + } + } + + return ret; +} + +function endReadable(stream) { + var state = stream._readableState; + + // If we get here before consuming all the bytes, then that is a + // bug in node. Should never happen. + if (state.length > 0) + throw new Error('endReadable called on non-empty stream'); + + if (!state.endEmitted && state.calledRead) { + state.ended = true; + process.nextTick(function() { + // Check that we didn't get one last unshift. + if (!state.endEmitted && state.length === 0) { + state.endEmitted = true; + stream.readable = false; + stream.emit('end'); + } + }); + } +} + +function forEach (xs, f) { + for (var i = 0, l = xs.length; i < l; i++) { + f(xs[i], i); + } +} + +function indexOf (xs, x) { + for (var i = 0, l = xs.length; i < l; i++) { + if (xs[i] === x) return i; + } + return -1; +} + +}).call(this,require('_process')) +},{"_process":74,"buffer":66,"core-util-is":81,"events":70,"inherits":71,"isarray":72,"stream":86,"string_decoder/":87}],79:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + + +// a transform stream is a readable/writable stream where you do +// something with the data. Sometimes it's called a "filter", +// but that's not a great name for it, since that implies a thing where +// some bits pass through, and others are simply ignored. (That would +// be a valid example of a transform, of course.) +// +// While the output is causally related to the input, it's not a +// necessarily symmetric or synchronous transformation. For example, +// a zlib stream might take multiple plain-text writes(), and then +// emit a single compressed chunk some time in the future. +// +// Here's how this works: +// +// The Transform stream has all the aspects of the readable and writable +// stream classes. When you write(chunk), that calls _write(chunk,cb) +// internally, and returns false if there's a lot of pending writes +// buffered up. When you call read(), that calls _read(n) until +// there's enough pending readable data buffered up. +// +// In a transform stream, the written data is placed in a buffer. When +// _read(n) is called, it transforms the queued up data, calling the +// buffered _write cb's as it consumes chunks. If consuming a single +// written chunk would result in multiple output chunks, then the first +// outputted bit calls the readcb, and subsequent chunks just go into +// the read buffer, and will cause it to emit 'readable' if necessary. +// +// This way, back-pressure is actually determined by the reading side, +// since _read has to be called to start processing a new chunk. However, +// a pathological inflate type of transform can cause excessive buffering +// here. For example, imagine a stream where every byte of input is +// interpreted as an integer from 0-255, and then results in that many +// bytes of output. Writing the 4 bytes {ff,ff,ff,ff} would result in +// 1kb of data being output. In this case, you could write a very small +// amount of input, and end up with a very large amount of output. In +// such a pathological inflating mechanism, there'd be no way to tell +// the system to stop doing the transform. A single 4MB write could +// cause the system to run out of memory. +// +// However, even in such a pathological case, only a single written chunk +// would be consumed, and then the rest would wait (un-transformed) until +// the results of the previous transformed chunk were consumed. + +module.exports = Transform; + +var Duplex = require('./_stream_duplex'); + +/*<replacement>*/ +var util = require('core-util-is'); +util.inherits = require('inherits'); +/*</replacement>*/ + +util.inherits(Transform, Duplex); + + +function TransformState(options, stream) { + this.afterTransform = function(er, data) { + return afterTransform(stream, er, data); + }; + + this.needTransform = false; + this.transforming = false; + this.writecb = null; + this.writechunk = null; +} + +function afterTransform(stream, er, data) { + var ts = stream._transformState; + ts.transforming = false; + + var cb = ts.writecb; + + if (!cb) + return stream.emit('error', new Error('no writecb in Transform class')); + + ts.writechunk = null; + ts.writecb = null; + + if (data !== null && data !== undefined) + stream.push(data); + + if (cb) + cb(er); + + var rs = stream._readableState; + rs.reading = false; + if (rs.needReadable || rs.length < rs.highWaterMark) { + stream._read(rs.highWaterMark); + } +} + + +function Transform(options) { + if (!(this instanceof Transform)) + return new Transform(options); + + Duplex.call(this, options); + + var ts = this._transformState = new TransformState(options, this); + + // when the writable side finishes, then flush out anything remaining. + var stream = this; + + // start out asking for a readable event once data is transformed. + this._readableState.needReadable = true; + + // we have implemented the _read method, and done the other things + // that Readable wants before the first _read call, so unset the + // sync guard flag. + this._readableState.sync = false; + + this.once('finish', function() { + if ('function' === typeof this._flush) + this._flush(function(er) { + done(stream, er); + }); + else + done(stream); + }); +} + +Transform.prototype.push = function(chunk, encoding) { + this._transformState.needTransform = false; + return Duplex.prototype.push.call(this, chunk, encoding); +}; + +// This is the part where you do stuff! +// override this function in implementation classes. +// 'chunk' is an input chunk. +// +// Call `push(newChunk)` to pass along transformed output +// to the readable side. You may call 'push' zero or more times. +// +// Call `cb(err)` when you are done with this chunk. If you pass +// an error, then that'll put the hurt on the whole operation. If you +// never call cb(), then you'll never get another chunk. +Transform.prototype._transform = function(chunk, encoding, cb) { + throw new Error('not implemented'); +}; + +Transform.prototype._write = function(chunk, encoding, cb) { + var ts = this._transformState; + ts.writecb = cb; + ts.writechunk = chunk; + ts.writeencoding = encoding; + if (!ts.transforming) { + var rs = this._readableState; + if (ts.needTransform || + rs.needReadable || + rs.length < rs.highWaterMark) + this._read(rs.highWaterMark); + } +}; + +// Doesn't matter what the args are here. +// _transform does all the work. +// That we got here means that the readable side wants more data. +Transform.prototype._read = function(n) { + var ts = this._transformState; + + if (ts.writechunk !== null && ts.writecb && !ts.transforming) { + ts.transforming = true; + this._transform(ts.writechunk, ts.writeencoding, ts.afterTransform); + } else { + // mark that we need a transform, so that any data that comes in + // will get processed, now that we've asked for it. + ts.needTransform = true; + } +}; + + +function done(stream, er) { + if (er) + return stream.emit('error', er); + + // if there's nothing in the write buffer, then that means + // that nothing more will ever be provided + var ws = stream._writableState; + var rs = stream._readableState; + var ts = stream._transformState; + + if (ws.length) + throw new Error('calling transform done when ws.length != 0'); + + if (ts.transforming) + throw new Error('calling transform done when still transforming'); + + return stream.push(null); +} + +},{"./_stream_duplex":76,"core-util-is":81,"inherits":71}],80:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +// A bit simpler than readable streams. +// Implement an async ._write(chunk, cb), and it'll handle all +// the drain event emission and buffering. + +module.exports = Writable; + +/*<replacement>*/ +var Buffer = require('buffer').Buffer; +/*</replacement>*/ + +Writable.WritableState = WritableState; + + +/*<replacement>*/ +var util = require('core-util-is'); +util.inherits = require('inherits'); +/*</replacement>*/ + +var Stream = require('stream'); + +util.inherits(Writable, Stream); + +function WriteReq(chunk, encoding, cb) { + this.chunk = chunk; + this.encoding = encoding; + this.callback = cb; +} + +function WritableState(options, stream) { + options = options || {}; + + // the point at which write() starts returning false + // Note: 0 is a valid value, means that we always return false if + // the entire buffer is not flushed immediately on write() + var hwm = options.highWaterMark; + this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024; + + // object stream flag to indicate whether or not this stream + // contains buffers or objects. + this.objectMode = !!options.objectMode; + + // cast to ints. + this.highWaterMark = ~~this.highWaterMark; + + this.needDrain = false; + // at the start of calling end() + this.ending = false; + // when end() has been called, and returned + this.ended = false; + // when 'finish' is emitted + this.finished = false; + + // should we decode strings into buffers before passing to _write? + // this is here so that some node-core streams can optimize string + // handling at a lower level. + var noDecode = options.decodeStrings === false; + this.decodeStrings = !noDecode; + + // Crypto is kind of old and crusty. Historically, its default string + // encoding is 'binary' so we have to make this configurable. + // Everything else in the universe uses 'utf8', though. + this.defaultEncoding = options.defaultEncoding || 'utf8'; + + // not an actual buffer we keep track of, but a measurement + // of how much we're waiting to get pushed to some underlying + // socket or file. + this.length = 0; + + // a flag to see when we're in the middle of a write. + this.writing = false; + + // a flag to be able to tell if the onwrite cb is called immediately, + // or on a later tick. We set this to true at first, becuase any + // actions that shouldn't happen until "later" should generally also + // not happen before the first write call. + this.sync = true; + + // a flag to know if we're processing previously buffered items, which + // may call the _write() callback in the same tick, so that we don't + // end up in an overlapped onwrite situation. + this.bufferProcessing = false; + + // the callback that's passed to _write(chunk,cb) + this.onwrite = function(er) { + onwrite(stream, er); + }; + + // the callback that the user supplies to write(chunk,encoding,cb) + this.writecb = null; + + // the amount that is being written when _write is called. + this.writelen = 0; + + this.buffer = []; + + // True if the error was already emitted and should not be thrown again + this.errorEmitted = false; +} + +function Writable(options) { + var Duplex = require('./_stream_duplex'); + + // Writable ctor is applied to Duplexes, though they're not + // instanceof Writable, they're instanceof Readable. + if (!(this instanceof Writable) && !(this instanceof Duplex)) + return new Writable(options); + + this._writableState = new WritableState(options, this); + + // legacy. + this.writable = true; + + Stream.call(this); +} + +// Otherwise people can pipe Writable streams, which is just wrong. +Writable.prototype.pipe = function() { + this.emit('error', new Error('Cannot pipe. Not readable.')); +}; + + +function writeAfterEnd(stream, state, cb) { + var er = new Error('write after end'); + // TODO: defer error events consistently everywhere, not just the cb + stream.emit('error', er); + process.nextTick(function() { + cb(er); + }); +} + +// If we get something that is not a buffer, string, null, or undefined, +// and we're not in objectMode, then that's an error. +// Otherwise stream chunks are all considered to be of length=1, and the +// watermarks determine how many objects to keep in the buffer, rather than +// how many bytes or characters. +function validChunk(stream, state, chunk, cb) { + var valid = true; + if (!Buffer.isBuffer(chunk) && + 'string' !== typeof chunk && + chunk !== null && + chunk !== undefined && + !state.objectMode) { + var er = new TypeError('Invalid non-string/buffer chunk'); + stream.emit('error', er); + process.nextTick(function() { + cb(er); + }); + valid = false; + } + return valid; +} + +Writable.prototype.write = function(chunk, encoding, cb) { + var state = this._writableState; + var ret = false; + + if (typeof encoding === 'function') { + cb = encoding; + encoding = null; + } + + if (Buffer.isBuffer(chunk)) + encoding = 'buffer'; + else if (!encoding) + encoding = state.defaultEncoding; + + if (typeof cb !== 'function') + cb = function() {}; + + if (state.ended) + writeAfterEnd(this, state, cb); + else if (validChunk(this, state, chunk, cb)) + ret = writeOrBuffer(this, state, chunk, encoding, cb); + + return ret; +}; + +function decodeChunk(state, chunk, encoding) { + if (!state.objectMode && + state.decodeStrings !== false && + typeof chunk === 'string') { + chunk = new Buffer(chunk, encoding); + } + return chunk; +} + +// if we're already writing something, then just put this +// in the queue, and wait our turn. Otherwise, call _write +// If we return false, then we need a drain event, so set that flag. +function writeOrBuffer(stream, state, chunk, encoding, cb) { + chunk = decodeChunk(state, chunk, encoding); + if (Buffer.isBuffer(chunk)) + encoding = 'buffer'; + var len = state.objectMode ? 1 : chunk.length; + + state.length += len; + + var ret = state.length < state.highWaterMark; + // we must ensure that previous needDrain will not be reset to false. + if (!ret) + state.needDrain = true; + + if (state.writing) + state.buffer.push(new WriteReq(chunk, encoding, cb)); + else + doWrite(stream, state, len, chunk, encoding, cb); + + return ret; +} + +function doWrite(stream, state, len, chunk, encoding, cb) { + state.writelen = len; + state.writecb = cb; + state.writing = true; + state.sync = true; + stream._write(chunk, encoding, state.onwrite); + state.sync = false; +} + +function onwriteError(stream, state, sync, er, cb) { + if (sync) + process.nextTick(function() { + cb(er); + }); + else + cb(er); + + stream._writableState.errorEmitted = true; + stream.emit('error', er); +} + +function onwriteStateUpdate(state) { + state.writing = false; + state.writecb = null; + state.length -= state.writelen; + state.writelen = 0; +} + +function onwrite(stream, er) { + var state = stream._writableState; + var sync = state.sync; + var cb = state.writecb; + + onwriteStateUpdate(state); + + if (er) + onwriteError(stream, state, sync, er, cb); + else { + // Check if we're actually ready to finish, but don't emit yet + var finished = needFinish(stream, state); + + if (!finished && !state.bufferProcessing && state.buffer.length) + clearBuffer(stream, state); + + if (sync) { + process.nextTick(function() { + afterWrite(stream, state, finished, cb); + }); + } else { + afterWrite(stream, state, finished, cb); + } + } +} + +function afterWrite(stream, state, finished, cb) { + if (!finished) + onwriteDrain(stream, state); + cb(); + if (finished) + finishMaybe(stream, state); +} + +// Must force callback to be called on nextTick, so that we don't +// emit 'drain' before the write() consumer gets the 'false' return +// value, and has a chance to attach a 'drain' listener. +function onwriteDrain(stream, state) { + if (state.length === 0 && state.needDrain) { + state.needDrain = false; + stream.emit('drain'); + } +} + + +// if there's something in the buffer waiting, then process it +function clearBuffer(stream, state) { + state.bufferProcessing = true; + + for (var c = 0; c < state.buffer.length; c++) { + var entry = state.buffer[c]; + var chunk = entry.chunk; + var encoding = entry.encoding; + var cb = entry.callback; + var len = state.objectMode ? 1 : chunk.length; + + doWrite(stream, state, len, chunk, encoding, cb); + + // if we didn't call the onwrite immediately, then + // it means that we need to wait until it does. + // also, that means that the chunk and cb are currently + // being processed, so move the buffer counter past them. + if (state.writing) { + c++; + break; + } + } + + state.bufferProcessing = false; + if (c < state.buffer.length) + state.buffer = state.buffer.slice(c); + else + state.buffer.length = 0; +} + +Writable.prototype._write = function(chunk, encoding, cb) { + cb(new Error('not implemented')); +}; + +Writable.prototype.end = function(chunk, encoding, cb) { + var state = this._writableState; + + if (typeof chunk === 'function') { + cb = chunk; + chunk = null; + encoding = null; + } else if (typeof encoding === 'function') { + cb = encoding; + encoding = null; + } + + if (typeof chunk !== 'undefined' && chunk !== null) + this.write(chunk, encoding); + + // ignore unnecessary end() calls. + if (!state.ending && !state.finished) + endWritable(this, state, cb); +}; + + +function needFinish(stream, state) { + return (state.ending && + state.length === 0 && + !state.finished && + !state.writing); +} + +function finishMaybe(stream, state) { + var need = needFinish(stream, state); + if (need) { + state.finished = true; + stream.emit('finish'); + } + return need; +} + +function endWritable(stream, state, cb) { + state.ending = true; + finishMaybe(stream, state); + if (cb) { + if (state.finished) + process.nextTick(cb); + else + stream.once('finish', cb); + } + state.ended = true; +} + +}).call(this,require('_process')) +},{"./_stream_duplex":76,"_process":74,"buffer":66,"core-util-is":81,"inherits":71,"stream":86}],81:[function(require,module,exports){ +(function (Buffer){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +// NOTE: These type checking functions intentionally don't use `instanceof` +// because it is fragile and can be easily faked with `Object.create()`. +function isArray(ar) { + return Array.isArray(ar); +} +exports.isArray = isArray; + +function isBoolean(arg) { + return typeof arg === 'boolean'; +} +exports.isBoolean = isBoolean; + +function isNull(arg) { + return arg === null; +} +exports.isNull = isNull; + +function isNullOrUndefined(arg) { + return arg == null; +} +exports.isNullOrUndefined = isNullOrUndefined; + +function isNumber(arg) { + return typeof arg === 'number'; +} +exports.isNumber = isNumber; + +function isString(arg) { + return typeof arg === 'string'; +} +exports.isString = isString; + +function isSymbol(arg) { + return typeof arg === 'symbol'; +} +exports.isSymbol = isSymbol; + +function isUndefined(arg) { + return arg === void 0; +} +exports.isUndefined = isUndefined; + +function isRegExp(re) { + return isObject(re) && objectToString(re) === '[object RegExp]'; +} +exports.isRegExp = isRegExp; + +function isObject(arg) { + return typeof arg === 'object' && arg !== null; +} +exports.isObject = isObject; + +function isDate(d) { + return isObject(d) && objectToString(d) === '[object Date]'; +} +exports.isDate = isDate; + +function isError(e) { + return isObject(e) && + (objectToString(e) === '[object Error]' || e instanceof Error); +} +exports.isError = isError; + +function isFunction(arg) { + return typeof arg === 'function'; +} +exports.isFunction = isFunction; + +function isPrimitive(arg) { + return arg === null || + typeof arg === 'boolean' || + typeof arg === 'number' || + typeof arg === 'string' || + typeof arg === 'symbol' || // ES6 symbol + typeof arg === 'undefined'; +} +exports.isPrimitive = isPrimitive; + +function isBuffer(arg) { + return Buffer.isBuffer(arg); +} +exports.isBuffer = isBuffer; + +function objectToString(o) { + return Object.prototype.toString.call(o); +} +}).call(this,require("buffer").Buffer) +},{"buffer":66}],82:[function(require,module,exports){ +module.exports = require("./lib/_stream_passthrough.js") + +},{"./lib/_stream_passthrough.js":77}],83:[function(require,module,exports){ +var Stream = require('stream'); // hack to fix a circular dependency issue when used with browserify +exports = module.exports = require('./lib/_stream_readable.js'); +exports.Stream = Stream; +exports.Readable = exports; +exports.Writable = require('./lib/_stream_writable.js'); +exports.Duplex = require('./lib/_stream_duplex.js'); +exports.Transform = require('./lib/_stream_transform.js'); +exports.PassThrough = require('./lib/_stream_passthrough.js'); + +},{"./lib/_stream_duplex.js":76,"./lib/_stream_passthrough.js":77,"./lib/_stream_readable.js":78,"./lib/_stream_transform.js":79,"./lib/_stream_writable.js":80,"stream":86}],84:[function(require,module,exports){ +module.exports = require("./lib/_stream_transform.js") + +},{"./lib/_stream_transform.js":79}],85:[function(require,module,exports){ +module.exports = require("./lib/_stream_writable.js") + +},{"./lib/_stream_writable.js":80}],86:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +module.exports = Stream; + +var EE = require('events').EventEmitter; +var inherits = require('inherits'); + +inherits(Stream, EE); +Stream.Readable = require('readable-stream/readable.js'); +Stream.Writable = require('readable-stream/writable.js'); +Stream.Duplex = require('readable-stream/duplex.js'); +Stream.Transform = require('readable-stream/transform.js'); +Stream.PassThrough = require('readable-stream/passthrough.js'); + +// Backwards-compat with node 0.4.x +Stream.Stream = Stream; + + + +// old-style streams. Note that the pipe method (the only relevant +// part of this class) is overridden in the Readable class. + +function Stream() { + EE.call(this); +} + +Stream.prototype.pipe = function(dest, options) { + var source = this; + + function ondata(chunk) { + if (dest.writable) { + if (false === dest.write(chunk) && source.pause) { + source.pause(); + } + } + } + + source.on('data', ondata); + + function ondrain() { + if (source.readable && source.resume) { + source.resume(); + } + } + + dest.on('drain', ondrain); + + // If the 'end' option is not supplied, dest.end() will be called when + // source gets the 'end' or 'close' events. Only dest.end() once. + if (!dest._isStdio && (!options || options.end !== false)) { + source.on('end', onend); + source.on('close', onclose); + } + + var didOnEnd = false; + function onend() { + if (didOnEnd) return; + didOnEnd = true; + + dest.end(); + } + + + function onclose() { + if (didOnEnd) return; + didOnEnd = true; + + if (typeof dest.destroy === 'function') dest.destroy(); + } + + // don't leave dangling pipes when there are errors. + function onerror(er) { + cleanup(); + if (EE.listenerCount(this, 'error') === 0) { + throw er; // Unhandled stream error in pipe. + } + } + + source.on('error', onerror); + dest.on('error', onerror); + + // remove all the event listeners that were added. + function cleanup() { + source.removeListener('data', ondata); + dest.removeListener('drain', ondrain); + + source.removeListener('end', onend); + source.removeListener('close', onclose); + + source.removeListener('error', onerror); + dest.removeListener('error', onerror); + + source.removeListener('end', cleanup); + source.removeListener('close', cleanup); + + dest.removeListener('close', cleanup); + } + + source.on('end', cleanup); + source.on('close', cleanup); + + dest.on('close', cleanup); + + dest.emit('pipe', source); + + // Allow for unix-like usage: A.pipe(B).pipe(C) + return dest; +}; + +},{"events":70,"inherits":71,"readable-stream/duplex.js":75,"readable-stream/passthrough.js":82,"readable-stream/readable.js":83,"readable-stream/transform.js":84,"readable-stream/writable.js":85}],87:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// 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. + +var Buffer = require('buffer').Buffer; + +var isBufferEncoding = Buffer.isEncoding + || function(encoding) { + switch (encoding && encoding.toLowerCase()) { + case 'hex': case 'utf8': case 'utf-8': case 'ascii': case 'binary': case 'base64': case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': case 'raw': return true; + default: return false; + } + } + + +function assertEncoding(encoding) { + if (encoding && !isBufferEncoding(encoding)) { + throw new Error('Unknown encoding: ' + encoding); + } +} + +// StringDecoder provides an interface for efficiently splitting a series of +// buffers into a series of JS strings without breaking apart multi-byte +// characters. CESU-8 is handled as part of the UTF-8 encoding. +// +// @TODO Handling all encodings inside a single object makes it very difficult +// to reason about this code, so it should be split up in the future. +// @TODO There should be a utf8-strict encoding that rejects invalid UTF-8 code +// points as used by CESU-8. +var StringDecoder = exports.StringDecoder = function(encoding) { + this.encoding = (encoding || 'utf8').toLowerCase().replace(/[-_]/, ''); + assertEncoding(encoding); + switch (this.encoding) { + case 'utf8': + // CESU-8 represents each of Surrogate Pair by 3-bytes + this.surrogateSize = 3; + break; + case 'ucs2': + case 'utf16le': + // UTF-16 represents each of Surrogate Pair by 2-bytes + this.surrogateSize = 2; + this.detectIncompleteChar = utf16DetectIncompleteChar; + break; + case 'base64': + // Base-64 stores 3 bytes in 4 chars, and pads the remainder. + this.surrogateSize = 3; + this.detectIncompleteChar = base64DetectIncompleteChar; + break; + default: + this.write = passThroughWrite; + return; + } + + // Enough space to store all bytes of a single character. UTF-8 needs 4 + // bytes, but CESU-8 may require up to 6 (3 bytes per surrogate). + this.charBuffer = new Buffer(6); + // Number of bytes received for the current incomplete multi-byte character. + this.charReceived = 0; + // Number of bytes expected for the current incomplete multi-byte character. + this.charLength = 0; +}; + + +// write decodes the given buffer and returns it as JS string that is +// guaranteed to not contain any partial multi-byte characters. Any partial +// character found at the end of the buffer is buffered up, and will be +// returned when calling write again with the remaining bytes. +// +// Note: Converting a Buffer containing an orphan surrogate to a String +// currently works, but converting a String to a Buffer (via `new Buffer`, or +// Buffer#write) will replace incomplete surrogates with the unicode +// replacement character. See https://codereview.chromium.org/121173009/ . +StringDecoder.prototype.write = function(buffer) { + var charStr = ''; + // if our last write ended with an incomplete multibyte character + while (this.charLength) { + // determine how many remaining bytes this buffer has to offer for this char + var available = (buffer.length >= this.charLength - this.charReceived) ? + this.charLength - this.charReceived : + buffer.length; + + // add the new bytes to the char buffer + buffer.copy(this.charBuffer, this.charReceived, 0, available); + this.charReceived += available; + + if (this.charReceived < this.charLength) { + // still not enough chars in this buffer? wait for more ... + return ''; + } + + // remove bytes belonging to the current character from the buffer + buffer = buffer.slice(available, buffer.length); + + // get the character that was split + charStr = this.charBuffer.slice(0, this.charLength).toString(this.encoding); + + // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character + var charCode = charStr.charCodeAt(charStr.length - 1); + if (charCode >= 0xD800 && charCode <= 0xDBFF) { + this.charLength += this.surrogateSize; + charStr = ''; + continue; + } + this.charReceived = this.charLength = 0; + + // if there are no more bytes in this buffer, just emit our char + if (buffer.length === 0) { + return charStr; + } + break; + } + + // determine and set charLength / charReceived + this.detectIncompleteChar(buffer); + + var end = buffer.length; + if (this.charLength) { + // buffer the incomplete character bytes we got + buffer.copy(this.charBuffer, 0, buffer.length - this.charReceived, end); + end -= this.charReceived; + } + + charStr += buffer.toString(this.encoding, 0, end); + + var end = charStr.length - 1; + var charCode = charStr.charCodeAt(end); + // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character + if (charCode >= 0xD800 && charCode <= 0xDBFF) { + var size = this.surrogateSize; + this.charLength += size; + this.charReceived += size; + this.charBuffer.copy(this.charBuffer, size, 0, size); + buffer.copy(this.charBuffer, 0, 0, size); + return charStr.substring(0, end); + } + + // or just emit the charStr + return charStr; +}; + +// detectIncompleteChar determines if there is an incomplete UTF-8 character at +// the end of the given buffer. If so, it sets this.charLength to the byte +// length that character, and sets this.charReceived to the number of bytes +// that are available for this character. +StringDecoder.prototype.detectIncompleteChar = function(buffer) { + // determine how many bytes we have to check at the end of this buffer + var i = (buffer.length >= 3) ? 3 : buffer.length; + + // Figure out if one of the last i bytes of our buffer announces an + // incomplete char. + for (; i > 0; i--) { + var c = buffer[buffer.length - i]; + + // See http://en.wikipedia.org/wiki/UTF-8#Description + + // 110XXXXX + if (i == 1 && c >> 5 == 0x06) { + this.charLength = 2; + break; + } + + // 1110XXXX + if (i <= 2 && c >> 4 == 0x0E) { + this.charLength = 3; + break; + } + + // 11110XXX + if (i <= 3 && c >> 3 == 0x1E) { + this.charLength = 4; + break; + } + } + this.charReceived = i; +}; + +StringDecoder.prototype.end = function(buffer) { + var res = ''; + if (buffer && buffer.length) + res = this.write(buffer); + + if (this.charReceived) { + var cr = this.charReceived; + var buf = this.charBuffer; + var enc = this.encoding; + res += buf.slice(0, cr).toString(enc); + } + + return res; +}; + +function passThroughWrite(buffer) { + return buffer.toString(this.encoding); +} + +function utf16DetectIncompleteChar(buffer) { + this.charReceived = buffer.length % 2; + this.charLength = this.charReceived ? 2 : 0; +} + +function base64DetectIncompleteChar(buffer) { + this.charReceived = buffer.length % 3; + this.charLength = this.charReceived ? 3 : 0; +} + +},{"buffer":66}]},{},[65]); |
