43299 lines
1,002 KiB
JavaScript
43299 lines
1,002 KiB
JavaScript
(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
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typeof define === 'function' && define.amd ? define(['exports'], factory) :
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(factory((global.THREE = global.THREE || {})));
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}(this, (function (exports) { 'use strict';
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// Polyfills
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if ( Number.EPSILON === undefined ) {
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Number.EPSILON = Math.pow( 2, - 52 );
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}
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//
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if ( Math.sign === undefined ) {
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
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Math.sign = function ( x ) {
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return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
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};
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}
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if ( Function.prototype.name === undefined ) {
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// Missing in IE9-11.
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
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Object.defineProperty( Function.prototype, 'name', {
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get: function () {
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return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
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}
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} );
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}
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if ( Object.assign === undefined ) {
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// Missing in IE.
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
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( function () {
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Object.assign = function ( target ) {
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'use strict';
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if ( target === undefined || target === null ) {
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throw new TypeError( 'Cannot convert undefined or null to object' );
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}
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var output = Object( target );
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for ( var index = 1; index < arguments.length; index ++ ) {
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var source = arguments[ index ];
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if ( source !== undefined && source !== null ) {
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for ( var nextKey in source ) {
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if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
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output[ nextKey ] = source[ nextKey ];
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}
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}
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}
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}
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return output;
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};
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} )();
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}
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/**
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* https://github.com/mrdoob/eventdispatcher.js/
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*/
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function EventDispatcher() {}
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EventDispatcher.prototype = {
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addEventListener: function ( type, listener ) {
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if ( this._listeners === undefined ) this._listeners = {};
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var listeners = this._listeners;
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if ( listeners[ type ] === undefined ) {
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listeners[ type ] = [];
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}
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if ( listeners[ type ].indexOf( listener ) === - 1 ) {
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listeners[ type ].push( listener );
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}
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},
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hasEventListener: function ( type, listener ) {
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if ( this._listeners === undefined ) return false;
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var listeners = this._listeners;
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return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
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},
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removeEventListener: function ( type, listener ) {
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if ( this._listeners === undefined ) return;
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var listeners = this._listeners;
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var listenerArray = listeners[ type ];
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if ( listenerArray !== undefined ) {
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var index = listenerArray.indexOf( listener );
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if ( index !== - 1 ) {
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listenerArray.splice( index, 1 );
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}
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}
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},
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dispatchEvent: function ( event ) {
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if ( this._listeners === undefined ) return;
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var listeners = this._listeners;
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var listenerArray = listeners[ event.type ];
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if ( listenerArray !== undefined ) {
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event.target = this;
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var array = [], i = 0;
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var length = listenerArray.length;
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for ( i = 0; i < length; i ++ ) {
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array[ i ] = listenerArray[ i ];
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}
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for ( i = 0; i < length; i ++ ) {
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array[ i ].call( this, event );
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}
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}
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}
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};
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var REVISION = '84';
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var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
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var CullFaceNone = 0;
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var CullFaceBack = 1;
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var CullFaceFront = 2;
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var CullFaceFrontBack = 3;
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var FrontFaceDirectionCW = 0;
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var FrontFaceDirectionCCW = 1;
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var BasicShadowMap = 0;
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var PCFShadowMap = 1;
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var PCFSoftShadowMap = 2;
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var FrontSide = 0;
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var BackSide = 1;
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var DoubleSide = 2;
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var FlatShading = 1;
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var SmoothShading = 2;
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var NoColors = 0;
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var FaceColors = 1;
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var VertexColors = 2;
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var NoBlending = 0;
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var NormalBlending = 1;
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var AdditiveBlending = 2;
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var SubtractiveBlending = 3;
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var MultiplyBlending = 4;
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var CustomBlending = 5;
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var AddEquation = 100;
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var SubtractEquation = 101;
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var ReverseSubtractEquation = 102;
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var MinEquation = 103;
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var MaxEquation = 104;
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var ZeroFactor = 200;
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var OneFactor = 201;
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var SrcColorFactor = 202;
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var OneMinusSrcColorFactor = 203;
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var SrcAlphaFactor = 204;
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var OneMinusSrcAlphaFactor = 205;
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var DstAlphaFactor = 206;
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var OneMinusDstAlphaFactor = 207;
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var DstColorFactor = 208;
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var OneMinusDstColorFactor = 209;
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var SrcAlphaSaturateFactor = 210;
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var NeverDepth = 0;
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var AlwaysDepth = 1;
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var LessDepth = 2;
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var LessEqualDepth = 3;
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var EqualDepth = 4;
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var GreaterEqualDepth = 5;
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var GreaterDepth = 6;
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var NotEqualDepth = 7;
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var MultiplyOperation = 0;
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var MixOperation = 1;
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var AddOperation = 2;
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var NoToneMapping = 0;
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var LinearToneMapping = 1;
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var ReinhardToneMapping = 2;
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var Uncharted2ToneMapping = 3;
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var CineonToneMapping = 4;
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var UVMapping = 300;
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var CubeReflectionMapping = 301;
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var CubeRefractionMapping = 302;
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var EquirectangularReflectionMapping = 303;
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var EquirectangularRefractionMapping = 304;
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var SphericalReflectionMapping = 305;
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var CubeUVReflectionMapping = 306;
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var CubeUVRefractionMapping = 307;
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var RepeatWrapping = 1000;
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var ClampToEdgeWrapping = 1001;
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var MirroredRepeatWrapping = 1002;
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var NearestFilter = 1003;
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var NearestMipMapNearestFilter = 1004;
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var NearestMipMapLinearFilter = 1005;
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var LinearFilter = 1006;
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var LinearMipMapNearestFilter = 1007;
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var LinearMipMapLinearFilter = 1008;
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var UnsignedByteType = 1009;
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var ByteType = 1010;
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var ShortType = 1011;
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var UnsignedShortType = 1012;
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var IntType = 1013;
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var UnsignedIntType = 1014;
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var FloatType = 1015;
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var HalfFloatType = 1016;
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var UnsignedShort4444Type = 1017;
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var UnsignedShort5551Type = 1018;
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var UnsignedShort565Type = 1019;
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var UnsignedInt248Type = 1020;
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var AlphaFormat = 1021;
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var RGBFormat = 1022;
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var RGBAFormat = 1023;
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var LuminanceFormat = 1024;
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var LuminanceAlphaFormat = 1025;
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var RGBEFormat = RGBAFormat;
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var DepthFormat = 1026;
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var DepthStencilFormat = 1027;
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var RGB_S3TC_DXT1_Format = 2001;
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var RGBA_S3TC_DXT1_Format = 2002;
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var RGBA_S3TC_DXT3_Format = 2003;
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var RGBA_S3TC_DXT5_Format = 2004;
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var RGB_PVRTC_4BPPV1_Format = 2100;
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var RGB_PVRTC_2BPPV1_Format = 2101;
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var RGBA_PVRTC_4BPPV1_Format = 2102;
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var RGBA_PVRTC_2BPPV1_Format = 2103;
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var RGB_ETC1_Format = 2151;
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var LoopOnce = 2200;
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var LoopRepeat = 2201;
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var LoopPingPong = 2202;
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var InterpolateDiscrete = 2300;
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var InterpolateLinear = 2301;
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var InterpolateSmooth = 2302;
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var ZeroCurvatureEnding = 2400;
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var ZeroSlopeEnding = 2401;
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var WrapAroundEnding = 2402;
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var TrianglesDrawMode = 0;
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var TriangleStripDrawMode = 1;
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var TriangleFanDrawMode = 2;
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var LinearEncoding = 3000;
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var sRGBEncoding = 3001;
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var GammaEncoding = 3007;
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var RGBEEncoding = 3002;
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var LogLuvEncoding = 3003;
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var RGBM7Encoding = 3004;
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var RGBM16Encoding = 3005;
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var RGBDEncoding = 3006;
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var BasicDepthPacking = 3200;
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var RGBADepthPacking = 3201;
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/**
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* @author alteredq / http://alteredqualia.com/
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* @author mrdoob / http://mrdoob.com/
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*/
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var _Math = {
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DEG2RAD: Math.PI / 180,
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RAD2DEG: 180 / Math.PI,
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generateUUID: function () {
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// http://www.broofa.com/Tools/Math.uuid.htm
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var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
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var uuid = new Array( 36 );
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var rnd = 0, r;
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return function generateUUID() {
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for ( var i = 0; i < 36; i ++ ) {
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if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
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uuid[ i ] = '-';
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} else if ( i === 14 ) {
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uuid[ i ] = '4';
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} else {
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if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
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r = rnd & 0xf;
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rnd = rnd >> 4;
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uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
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}
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}
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return uuid.join( '' );
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};
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}(),
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clamp: function ( value, min, max ) {
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return Math.max( min, Math.min( max, value ) );
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},
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// compute euclidian modulo of m % n
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// https://en.wikipedia.org/wiki/Modulo_operation
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euclideanModulo: function ( n, m ) {
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return ( ( n % m ) + m ) % m;
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},
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// Linear mapping from range <a1, a2> to range <b1, b2>
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mapLinear: function ( x, a1, a2, b1, b2 ) {
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return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
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},
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// https://en.wikipedia.org/wiki/Linear_interpolation
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lerp: function ( x, y, t ) {
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return ( 1 - t ) * x + t * y;
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},
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// http://en.wikipedia.org/wiki/Smoothstep
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smoothstep: function ( x, min, max ) {
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if ( x <= min ) return 0;
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if ( x >= max ) return 1;
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x = ( x - min ) / ( max - min );
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return x * x * ( 3 - 2 * x );
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},
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smootherstep: function ( x, min, max ) {
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if ( x <= min ) return 0;
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if ( x >= max ) return 1;
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x = ( x - min ) / ( max - min );
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return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
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},
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// Random integer from <low, high> interval
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randInt: function ( low, high ) {
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return low + Math.floor( Math.random() * ( high - low + 1 ) );
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},
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// Random float from <low, high> interval
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randFloat: function ( low, high ) {
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return low + Math.random() * ( high - low );
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},
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// Random float from <-range/2, range/2> interval
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randFloatSpread: function ( range ) {
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return range * ( 0.5 - Math.random() );
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},
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degToRad: function ( degrees ) {
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return degrees * _Math.DEG2RAD;
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},
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radToDeg: function ( radians ) {
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return radians * _Math.RAD2DEG;
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},
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isPowerOfTwo: function ( value ) {
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return ( value & ( value - 1 ) ) === 0 && value !== 0;
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},
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nearestPowerOfTwo: function ( value ) {
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return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
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},
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nextPowerOfTwo: function ( value ) {
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value --;
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value |= value >> 1;
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value |= value >> 2;
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value |= value >> 4;
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value |= value >> 8;
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value |= value >> 16;
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value ++;
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return value;
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}
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};
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author philogb / http://blog.thejit.org/
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* @author egraether / http://egraether.com/
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*/
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function Vector2( x, y ) {
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this.x = x || 0;
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this.y = y || 0;
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}
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Vector2.prototype = {
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constructor: Vector2,
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isVector2: true,
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get width() {
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return this.x;
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},
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set width( value ) {
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this.x = value;
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},
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get height() {
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return this.y;
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},
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set height( value ) {
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this.y = value;
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},
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//
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set: function ( x, y ) {
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this.x = x;
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this.y = y;
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return this;
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},
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setScalar: function ( scalar ) {
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this.x = scalar;
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this.y = scalar;
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return this;
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},
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setX: function ( x ) {
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this.x = x;
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return this;
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},
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setY: function ( y ) {
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this.y = y;
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return this;
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},
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setComponent: function ( index, value ) {
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switch ( index ) {
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case 0: this.x = value; break;
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case 1: this.y = value; break;
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default: throw new Error( 'index is out of range: ' + index );
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}
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return this;
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},
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getComponent: function ( index ) {
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switch ( index ) {
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case 0: return this.x;
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case 1: return this.y;
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default: throw new Error( 'index is out of range: ' + index );
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}
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},
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clone: function () {
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return new this.constructor( this.x, this.y );
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},
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copy: function ( v ) {
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this.x = v.x;
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this.y = v.y;
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return this;
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},
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add: function ( v, w ) {
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if ( w !== undefined ) {
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console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
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return this.addVectors( v, w );
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}
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this.x += v.x;
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this.y += v.y;
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return this;
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},
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addScalar: function ( s ) {
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this.x += s;
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this.y += s;
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return this;
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},
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addVectors: function ( a, b ) {
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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return this;
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},
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addScaledVector: function ( v, s ) {
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this.x += v.x * s;
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this.y += v.y * s;
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return this;
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},
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sub: function ( v, w ) {
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if ( w !== undefined ) {
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console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( v ) {
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
|
|
} else {
|
|
|
|
this.x = 0;
|
|
this.y = 0;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divide: function ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new Vector2();
|
|
max = new Vector2();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal );
|
|
max.set( maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clampLength: function ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
|
|
|
|
},
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y );
|
|
|
|
},
|
|
|
|
lengthManhattan: function() {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
angle: function () {
|
|
|
|
// computes the angle in radians with respect to the positive x-axis
|
|
|
|
var angle = Math.atan2( this.y, this.x );
|
|
|
|
if ( angle < 0 ) angle += 2 * Math.PI;
|
|
|
|
return angle;
|
|
|
|
},
|
|
|
|
distanceTo: function ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
},
|
|
|
|
distanceToSquared: function ( v ) {
|
|
|
|
var dx = this.x - v.x, dy = this.y - v.y;
|
|
return dx * dx + dy * dy;
|
|
|
|
},
|
|
|
|
distanceToManhattan: function ( v ) {
|
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromBufferAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateAround: function ( center, angle ) {
|
|
|
|
var c = Math.cos( angle ), s = Math.sin( angle );
|
|
|
|
var x = this.x - center.x;
|
|
var y = this.y - center.y;
|
|
|
|
this.x = x * c - y * s + center.x;
|
|
this.y = x * s + y * c + center.y;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author szimek / https://github.com/szimek/
|
|
*/
|
|
|
|
var textureId = 0;
|
|
|
|
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
|
|
|
Object.defineProperty( this, 'id', { value: textureId ++ } );
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.name = '';
|
|
|
|
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
|
|
this.mipmaps = [];
|
|
|
|
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
|
|
|
|
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
|
|
this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
|
|
|
|
this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
|
|
|
|
this.format = format !== undefined ? format : RGBAFormat;
|
|
this.type = type !== undefined ? type : UnsignedByteType;
|
|
|
|
this.offset = new Vector2( 0, 0 );
|
|
this.repeat = new Vector2( 1, 1 );
|
|
|
|
this.generateMipmaps = true;
|
|
this.premultiplyAlpha = false;
|
|
this.flipY = true;
|
|
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
|
|
|
|
|
|
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
|
|
//
|
|
// Also changing the encoding after already used by a Material will not automatically make the Material
|
|
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
|
|
this.encoding = encoding !== undefined ? encoding : LinearEncoding;
|
|
|
|
this.version = 0;
|
|
this.onUpdate = null;
|
|
|
|
}
|
|
|
|
Texture.DEFAULT_IMAGE = undefined;
|
|
Texture.DEFAULT_MAPPING = UVMapping;
|
|
|
|
Texture.prototype = {
|
|
|
|
constructor: Texture,
|
|
|
|
isTexture: true,
|
|
|
|
set needsUpdate( value ) {
|
|
|
|
if ( value === true ) this.version ++;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.image = source.image;
|
|
this.mipmaps = source.mipmaps.slice( 0 );
|
|
|
|
this.mapping = source.mapping;
|
|
|
|
this.wrapS = source.wrapS;
|
|
this.wrapT = source.wrapT;
|
|
|
|
this.magFilter = source.magFilter;
|
|
this.minFilter = source.minFilter;
|
|
|
|
this.anisotropy = source.anisotropy;
|
|
|
|
this.format = source.format;
|
|
this.type = source.type;
|
|
|
|
this.offset.copy( source.offset );
|
|
this.repeat.copy( source.repeat );
|
|
|
|
this.generateMipmaps = source.generateMipmaps;
|
|
this.premultiplyAlpha = source.premultiplyAlpha;
|
|
this.flipY = source.flipY;
|
|
this.unpackAlignment = source.unpackAlignment;
|
|
this.encoding = source.encoding;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
if ( meta.textures[ this.uuid ] !== undefined ) {
|
|
|
|
return meta.textures[ this.uuid ];
|
|
|
|
}
|
|
|
|
function getDataURL( image ) {
|
|
|
|
var canvas;
|
|
|
|
if ( image.toDataURL !== undefined ) {
|
|
|
|
canvas = image;
|
|
|
|
} else {
|
|
|
|
canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
canvas.width = image.width;
|
|
canvas.height = image.height;
|
|
|
|
canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
|
|
|
|
}
|
|
|
|
if ( canvas.width > 2048 || canvas.height > 2048 ) {
|
|
|
|
return canvas.toDataURL( 'image/jpeg', 0.6 );
|
|
|
|
} else {
|
|
|
|
return canvas.toDataURL( 'image/png' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var output = {
|
|
metadata: {
|
|
version: 4.4,
|
|
type: 'Texture',
|
|
generator: 'Texture.toJSON'
|
|
},
|
|
|
|
uuid: this.uuid,
|
|
name: this.name,
|
|
|
|
mapping: this.mapping,
|
|
|
|
repeat: [ this.repeat.x, this.repeat.y ],
|
|
offset: [ this.offset.x, this.offset.y ],
|
|
wrap: [ this.wrapS, this.wrapT ],
|
|
|
|
minFilter: this.minFilter,
|
|
magFilter: this.magFilter,
|
|
anisotropy: this.anisotropy,
|
|
|
|
flipY: this.flipY
|
|
};
|
|
|
|
if ( this.image !== undefined ) {
|
|
|
|
// TODO: Move to THREE.Image
|
|
|
|
var image = this.image;
|
|
|
|
if ( image.uuid === undefined ) {
|
|
|
|
image.uuid = _Math.generateUUID(); // UGH
|
|
|
|
}
|
|
|
|
if ( meta.images[ image.uuid ] === undefined ) {
|
|
|
|
meta.images[ image.uuid ] = {
|
|
uuid: image.uuid,
|
|
url: getDataURL( image )
|
|
};
|
|
|
|
}
|
|
|
|
output.image = image.uuid;
|
|
|
|
}
|
|
|
|
meta.textures[ this.uuid ] = output;
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
},
|
|
|
|
transformUv: function ( uv ) {
|
|
|
|
if ( this.mapping !== UVMapping ) return;
|
|
|
|
uv.multiply( this.repeat );
|
|
uv.add( this.offset );
|
|
|
|
if ( uv.x < 0 || uv.x > 1 ) {
|
|
|
|
switch ( this.wrapS ) {
|
|
|
|
case RepeatWrapping:
|
|
|
|
uv.x = uv.x - Math.floor( uv.x );
|
|
break;
|
|
|
|
case ClampToEdgeWrapping:
|
|
|
|
uv.x = uv.x < 0 ? 0 : 1;
|
|
break;
|
|
|
|
case MirroredRepeatWrapping:
|
|
|
|
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
|
|
|
|
uv.x = Math.ceil( uv.x ) - uv.x;
|
|
|
|
} else {
|
|
|
|
uv.x = uv.x - Math.floor( uv.x );
|
|
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( uv.y < 0 || uv.y > 1 ) {
|
|
|
|
switch ( this.wrapT ) {
|
|
|
|
case RepeatWrapping:
|
|
|
|
uv.y = uv.y - Math.floor( uv.y );
|
|
break;
|
|
|
|
case ClampToEdgeWrapping:
|
|
|
|
uv.y = uv.y < 0 ? 0 : 1;
|
|
break;
|
|
|
|
case MirroredRepeatWrapping:
|
|
|
|
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
|
|
|
|
uv.y = Math.ceil( uv.y ) - uv.y;
|
|
|
|
} else {
|
|
|
|
uv.y = uv.y - Math.floor( uv.y );
|
|
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.flipY ) {
|
|
|
|
uv.y = 1 - uv.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( Texture.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author supereggbert / http://www.paulbrunt.co.uk/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author egraether / http://egraether.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function Vector4( x, y, z, w ) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
this.w = ( w !== undefined ) ? w : 1;
|
|
|
|
}
|
|
|
|
Vector4.prototype = {
|
|
|
|
constructor: Vector4,
|
|
|
|
isVector4: true,
|
|
|
|
set: function ( x, y, z, w ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setScalar: function ( scalar ) {
|
|
|
|
this.x = scalar;
|
|
this.y = scalar;
|
|
this.z = scalar;
|
|
this.w = scalar;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setX: function ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setW: function ( w ) {
|
|
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setComponent: function ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
case 3: this.w = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getComponent: function ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
case 3: return this.w;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z, this.w );
|
|
|
|
},
|
|
|
|
copy: function ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
this.w = ( v.w !== undefined ) ? v.w : 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
this.w += v.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
this.w += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addVectors: function ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
this.z = a.z + b.z;
|
|
this.w = a.w + b.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScaledVector: function ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
this.w += v.w * s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
this.w -= v.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
this.w -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
this.z = a.z - b.z;
|
|
this.w = a.w - b.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
this.w *= scalar;
|
|
|
|
} else {
|
|
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
this.w = 0;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z, w = this.w;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
|
|
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
setAxisAngleFromQuaternion: function ( q ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
|
|
|
// q is assumed to be normalized
|
|
|
|
this.w = 2 * Math.acos( q.w );
|
|
|
|
var s = Math.sqrt( 1 - q.w * q.w );
|
|
|
|
if ( s < 0.0001 ) {
|
|
|
|
this.x = 1;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
|
|
} else {
|
|
|
|
this.x = q.x / s;
|
|
this.y = q.y / s;
|
|
this.z = q.z / s;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setAxisAngleFromRotationMatrix: function ( m ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var angle, x, y, z, // variables for result
|
|
epsilon = 0.01, // margin to allow for rounding errors
|
|
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
|
|
|
te = m.elements,
|
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
|
|
( Math.abs( m13 - m31 ) < epsilon ) &&
|
|
( Math.abs( m23 - m32 ) < epsilon ) ) {
|
|
|
|
// singularity found
|
|
// first check for identity matrix which must have +1 for all terms
|
|
// in leading diagonal and zero in other terms
|
|
|
|
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
|
|
( Math.abs( m13 + m31 ) < epsilon2 ) &&
|
|
( Math.abs( m23 + m32 ) < epsilon2 ) &&
|
|
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
|
|
|
// this singularity is identity matrix so angle = 0
|
|
|
|
this.set( 1, 0, 0, 0 );
|
|
|
|
return this; // zero angle, arbitrary axis
|
|
|
|
}
|
|
|
|
// otherwise this singularity is angle = 180
|
|
|
|
angle = Math.PI;
|
|
|
|
var xx = ( m11 + 1 ) / 2;
|
|
var yy = ( m22 + 1 ) / 2;
|
|
var zz = ( m33 + 1 ) / 2;
|
|
var xy = ( m12 + m21 ) / 4;
|
|
var xz = ( m13 + m31 ) / 4;
|
|
var yz = ( m23 + m32 ) / 4;
|
|
|
|
if ( ( xx > yy ) && ( xx > zz ) ) {
|
|
|
|
// m11 is the largest diagonal term
|
|
|
|
if ( xx < epsilon ) {
|
|
|
|
x = 0;
|
|
y = 0.707106781;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
x = Math.sqrt( xx );
|
|
y = xy / x;
|
|
z = xz / x;
|
|
|
|
}
|
|
|
|
} else if ( yy > zz ) {
|
|
|
|
// m22 is the largest diagonal term
|
|
|
|
if ( yy < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
y = Math.sqrt( yy );
|
|
x = xy / y;
|
|
z = yz / y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// m33 is the largest diagonal term so base result on this
|
|
|
|
if ( zz < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0.707106781;
|
|
z = 0;
|
|
|
|
} else {
|
|
|
|
z = Math.sqrt( zz );
|
|
x = xz / z;
|
|
y = yz / z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.set( x, y, z, angle );
|
|
|
|
return this; // return 180 deg rotation
|
|
|
|
}
|
|
|
|
// as we have reached here there are no singularities so we can handle normally
|
|
|
|
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
|
|
( m13 - m31 ) * ( m13 - m31 ) +
|
|
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
|
|
|
if ( Math.abs( s ) < 0.001 ) s = 1;
|
|
|
|
// prevent divide by zero, should not happen if matrix is orthogonal and should be
|
|
// caught by singularity test above, but I've left it in just in case
|
|
|
|
this.x = ( m32 - m23 ) / s;
|
|
this.y = ( m13 - m31 ) / s;
|
|
this.z = ( m21 - m12 ) / s;
|
|
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
this.w = Math.min( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
this.w = Math.max( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
this.w = Math.max( min.w, Math.min( max.w, this.w ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new Vector4();
|
|
max = new Vector4();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal, minVal, minVal );
|
|
max.set( maxVal, maxVal, maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
this.w = Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
this.w = Math.ceil( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
this.w = Math.round( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
this.w = - this.w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
|
},
|
|
|
|
lengthManhattan: function () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
this.z += ( v.z - this.z ) * alpha;
|
|
this.w += ( v.w - this.w ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
this.w = array[ offset + 3 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
array[ offset + 3 ] = this.w;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromBufferAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
this.z = attribute.getZ( index );
|
|
this.w = attribute.getW( index );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author szimek / https://github.com/szimek/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author Marius Kintel / https://github.com/kintel
|
|
*/
|
|
|
|
/*
|
|
In options, we can specify:
|
|
* Texture parameters for an auto-generated target texture
|
|
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
|
|
*/
|
|
function WebGLRenderTarget( width, height, options ) {
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.scissor = new Vector4( 0, 0, width, height );
|
|
this.scissorTest = false;
|
|
|
|
this.viewport = new Vector4( 0, 0, width, height );
|
|
|
|
options = options || {};
|
|
|
|
if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
|
|
|
|
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
|
|
|
|
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
|
|
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
|
|
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
|
|
|
|
}
|
|
|
|
WebGLRenderTarget.prototype = {
|
|
|
|
constructor: WebGLRenderTarget,
|
|
|
|
isWebGLRenderTarget: true,
|
|
|
|
setSize: function ( width, height ) {
|
|
|
|
if ( this.width !== width || this.height !== height ) {
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.dispose();
|
|
|
|
}
|
|
|
|
this.viewport.set( 0, 0, width, height );
|
|
this.scissor.set( 0, 0, width, height );
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.width = source.width;
|
|
this.height = source.height;
|
|
|
|
this.viewport.copy( source.viewport );
|
|
|
|
this.texture = source.texture.clone();
|
|
|
|
this.depthBuffer = source.depthBuffer;
|
|
this.stencilBuffer = source.stencilBuffer;
|
|
this.depthTexture = source.depthTexture;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com
|
|
*/
|
|
|
|
function WebGLRenderTargetCube( width, height, options ) {
|
|
|
|
WebGLRenderTarget.call( this, width, height, options );
|
|
|
|
this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
|
|
this.activeMipMapLevel = 0;
|
|
|
|
}
|
|
|
|
WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
|
|
WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
|
|
|
|
WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Quaternion( x, y, z, w ) {
|
|
|
|
this._x = x || 0;
|
|
this._y = y || 0;
|
|
this._z = z || 0;
|
|
this._w = ( w !== undefined ) ? w : 1;
|
|
|
|
}
|
|
|
|
Quaternion.prototype = {
|
|
|
|
constructor: Quaternion,
|
|
|
|
get x () {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
set x ( value ) {
|
|
|
|
this._x = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get y () {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
set y ( value ) {
|
|
|
|
this._y = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get z () {
|
|
|
|
return this._z;
|
|
|
|
},
|
|
|
|
set z ( value ) {
|
|
|
|
this._z = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get w () {
|
|
|
|
return this._w;
|
|
|
|
},
|
|
|
|
set w ( value ) {
|
|
|
|
this._w = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
set: function ( x, y, z, w ) {
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._w = w;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this._x, this._y, this._z, this._w );
|
|
|
|
},
|
|
|
|
copy: function ( quaternion ) {
|
|
|
|
this._x = quaternion.x;
|
|
this._y = quaternion.y;
|
|
this._z = quaternion.z;
|
|
this._w = quaternion.w;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromEuler: function ( euler, update ) {
|
|
|
|
if ( (euler && euler.isEuler) === false ) {
|
|
|
|
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
// http://www.mathworks.com/matlabcentral/fileexchange/
|
|
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
|
|
// content/SpinCalc.m
|
|
|
|
var c1 = Math.cos( euler._x / 2 );
|
|
var c2 = Math.cos( euler._y / 2 );
|
|
var c3 = Math.cos( euler._z / 2 );
|
|
var s1 = Math.sin( euler._x / 2 );
|
|
var s2 = Math.sin( euler._y / 2 );
|
|
var s3 = Math.sin( euler._z / 2 );
|
|
|
|
var order = euler.order;
|
|
|
|
if ( order === 'XYZ' ) {
|
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
|
} else if ( order === 'YXZ' ) {
|
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
|
} else if ( order === 'ZXY' ) {
|
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
|
} else if ( order === 'ZYX' ) {
|
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
|
} else if ( order === 'YZX' ) {
|
|
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
|
} else if ( order === 'XZY' ) {
|
|
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
|
}
|
|
|
|
if ( update !== false ) this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromAxisAngle: function ( axis, angle ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
|
|
|
|
// assumes axis is normalized
|
|
|
|
var halfAngle = angle / 2, s = Math.sin( halfAngle );
|
|
|
|
this._x = axis.x * s;
|
|
this._y = axis.y * s;
|
|
this._z = axis.z * s;
|
|
this._w = Math.cos( halfAngle );
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromRotationMatrix: function ( m ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var te = m.elements,
|
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
|
|
|
|
trace = m11 + m22 + m33,
|
|
s;
|
|
|
|
if ( trace > 0 ) {
|
|
|
|
s = 0.5 / Math.sqrt( trace + 1.0 );
|
|
|
|
this._w = 0.25 / s;
|
|
this._x = ( m32 - m23 ) * s;
|
|
this._y = ( m13 - m31 ) * s;
|
|
this._z = ( m21 - m12 ) * s;
|
|
|
|
} else if ( m11 > m22 && m11 > m33 ) {
|
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
|
|
|
|
this._w = ( m32 - m23 ) / s;
|
|
this._x = 0.25 * s;
|
|
this._y = ( m12 + m21 ) / s;
|
|
this._z = ( m13 + m31 ) / s;
|
|
|
|
} else if ( m22 > m33 ) {
|
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
|
|
|
|
this._w = ( m13 - m31 ) / s;
|
|
this._x = ( m12 + m21 ) / s;
|
|
this._y = 0.25 * s;
|
|
this._z = ( m23 + m32 ) / s;
|
|
|
|
} else {
|
|
|
|
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
|
|
|
|
this._w = ( m21 - m12 ) / s;
|
|
this._x = ( m13 + m31 ) / s;
|
|
this._y = ( m23 + m32 ) / s;
|
|
this._z = 0.25 * s;
|
|
|
|
}
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromUnitVectors: function () {
|
|
|
|
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
|
|
|
|
// assumes direction vectors vFrom and vTo are normalized
|
|
|
|
var v1, r;
|
|
|
|
var EPS = 0.000001;
|
|
|
|
return function setFromUnitVectors( vFrom, vTo ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
r = vFrom.dot( vTo ) + 1;
|
|
|
|
if ( r < EPS ) {
|
|
|
|
r = 0;
|
|
|
|
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
|
|
|
|
v1.set( - vFrom.y, vFrom.x, 0 );
|
|
|
|
} else {
|
|
|
|
v1.set( 0, - vFrom.z, vFrom.y );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
v1.crossVectors( vFrom, vTo );
|
|
|
|
}
|
|
|
|
this._x = v1.x;
|
|
this._y = v1.y;
|
|
this._z = v1.z;
|
|
this._w = r;
|
|
|
|
return this.normalize();
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
inverse: function () {
|
|
|
|
return this.conjugate().normalize();
|
|
|
|
},
|
|
|
|
conjugate: function () {
|
|
|
|
this._x *= - 1;
|
|
this._y *= - 1;
|
|
this._z *= - 1;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
var l = this.length();
|
|
|
|
if ( l === 0 ) {
|
|
|
|
this._x = 0;
|
|
this._y = 0;
|
|
this._z = 0;
|
|
this._w = 1;
|
|
|
|
} else {
|
|
|
|
l = 1 / l;
|
|
|
|
this._x = this._x * l;
|
|
this._y = this._y * l;
|
|
this._z = this._z * l;
|
|
this._w = this._w * l;
|
|
|
|
}
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( q, p ) {
|
|
|
|
if ( p !== undefined ) {
|
|
|
|
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
|
|
return this.multiplyQuaternions( q, p );
|
|
|
|
}
|
|
|
|
return this.multiplyQuaternions( this, q );
|
|
|
|
},
|
|
|
|
premultiply: function ( q ) {
|
|
|
|
return this.multiplyQuaternions( q, this );
|
|
|
|
},
|
|
|
|
multiplyQuaternions: function ( a, b ) {
|
|
|
|
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
|
|
|
|
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
|
|
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
|
|
|
|
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
|
|
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
|
|
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
|
|
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
slerp: function ( qb, t ) {
|
|
|
|
if ( t === 0 ) return this;
|
|
if ( t === 1 ) return this.copy( qb );
|
|
|
|
var x = this._x, y = this._y, z = this._z, w = this._w;
|
|
|
|
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
|
|
|
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
|
|
|
|
if ( cosHalfTheta < 0 ) {
|
|
|
|
this._w = - qb._w;
|
|
this._x = - qb._x;
|
|
this._y = - qb._y;
|
|
this._z = - qb._z;
|
|
|
|
cosHalfTheta = - cosHalfTheta;
|
|
|
|
} else {
|
|
|
|
this.copy( qb );
|
|
|
|
}
|
|
|
|
if ( cosHalfTheta >= 1.0 ) {
|
|
|
|
this._w = w;
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
|
|
|
|
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
|
|
|
|
this._w = 0.5 * ( w + this._w );
|
|
this._x = 0.5 * ( x + this._x );
|
|
this._y = 0.5 * ( y + this._y );
|
|
this._z = 0.5 * ( z + this._z );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
|
|
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
|
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
|
|
|
this._w = ( w * ratioA + this._w * ratioB );
|
|
this._x = ( x * ratioA + this._x * ratioB );
|
|
this._y = ( y * ratioA + this._y * ratioB );
|
|
this._z = ( z * ratioA + this._z * ratioB );
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( quaternion ) {
|
|
|
|
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this._x = array[ offset ];
|
|
this._y = array[ offset + 1 ];
|
|
this._z = array[ offset + 2 ];
|
|
this._w = array[ offset + 3 ];
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this._x;
|
|
array[ offset + 1 ] = this._y;
|
|
array[ offset + 2 ] = this._z;
|
|
array[ offset + 3 ] = this._w;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
onChange: function ( callback ) {
|
|
|
|
this.onChangeCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
onChangeCallback: function () {}
|
|
|
|
};
|
|
|
|
Object.assign( Quaternion, {
|
|
|
|
slerp: function( qa, qb, qm, t ) {
|
|
|
|
return qm.copy( qa ).slerp( qb, t );
|
|
|
|
},
|
|
|
|
slerpFlat: function(
|
|
dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
|
|
|
|
// fuzz-free, array-based Quaternion SLERP operation
|
|
|
|
var x0 = src0[ srcOffset0 + 0 ],
|
|
y0 = src0[ srcOffset0 + 1 ],
|
|
z0 = src0[ srcOffset0 + 2 ],
|
|
w0 = src0[ srcOffset0 + 3 ],
|
|
|
|
x1 = src1[ srcOffset1 + 0 ],
|
|
y1 = src1[ srcOffset1 + 1 ],
|
|
z1 = src1[ srcOffset1 + 2 ],
|
|
w1 = src1[ srcOffset1 + 3 ];
|
|
|
|
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
|
|
|
|
var s = 1 - t,
|
|
|
|
cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
|
|
|
|
dir = ( cos >= 0 ? 1 : - 1 ),
|
|
sqrSin = 1 - cos * cos;
|
|
|
|
// Skip the Slerp for tiny steps to avoid numeric problems:
|
|
if ( sqrSin > Number.EPSILON ) {
|
|
|
|
var sin = Math.sqrt( sqrSin ),
|
|
len = Math.atan2( sin, cos * dir );
|
|
|
|
s = Math.sin( s * len ) / sin;
|
|
t = Math.sin( t * len ) / sin;
|
|
|
|
}
|
|
|
|
var tDir = t * dir;
|
|
|
|
x0 = x0 * s + x1 * tDir;
|
|
y0 = y0 * s + y1 * tDir;
|
|
z0 = z0 * s + z1 * tDir;
|
|
w0 = w0 * s + w1 * tDir;
|
|
|
|
// Normalize in case we just did a lerp:
|
|
if ( s === 1 - t ) {
|
|
|
|
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
|
|
|
|
x0 *= f;
|
|
y0 *= f;
|
|
z0 *= f;
|
|
w0 *= f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dst[ dstOffset ] = x0;
|
|
dst[ dstOffset + 1 ] = y0;
|
|
dst[ dstOffset + 2 ] = z0;
|
|
dst[ dstOffset + 3 ] = w0;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author *kile / http://kile.stravaganza.org/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author egraether / http://egraether.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function Vector3( x, y, z ) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || 0;
|
|
this.z = z || 0;
|
|
|
|
}
|
|
|
|
Vector3.prototype = {
|
|
|
|
constructor: Vector3,
|
|
|
|
isVector3: true,
|
|
|
|
set: function ( x, y, z ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setScalar: function ( scalar ) {
|
|
|
|
this.x = scalar;
|
|
this.y = scalar;
|
|
this.z = scalar;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setX: function ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setComponent: function ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getComponent: function ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z );
|
|
|
|
},
|
|
|
|
copy: function ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addVectors: function ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
this.z = a.z + b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScaledVector: function ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subScalar: function ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
subVectors: function ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
this.z = a.z - b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
|
return this.multiplyVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
this.z *= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( scalar ) {
|
|
|
|
if ( isFinite( scalar ) ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
|
|
} else {
|
|
|
|
this.x = 0;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyVectors: function ( a, b ) {
|
|
|
|
this.x = a.x * b.x;
|
|
this.y = a.y * b.y;
|
|
this.z = a.z * b.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyEuler: function () {
|
|
|
|
var quaternion;
|
|
|
|
return function applyEuler( euler ) {
|
|
|
|
if ( (euler && euler.isEuler) === false ) {
|
|
|
|
console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
if ( quaternion === undefined ) quaternion = new Quaternion();
|
|
|
|
return this.applyQuaternion( quaternion.setFromEuler( euler ) );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyAxisAngle: function () {
|
|
|
|
var quaternion;
|
|
|
|
return function applyAxisAngle( axis, angle ) {
|
|
|
|
if ( quaternion === undefined ) quaternion = new Quaternion();
|
|
|
|
return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyMatrix3: function ( m ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
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 ];
|
|
var w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
|
|
|
|
return this.divideScalar( w );
|
|
|
|
},
|
|
|
|
applyQuaternion: function ( q ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
|
|
|
|
// calculate quat * vector
|
|
|
|
var ix = qw * x + qy * z - qz * y;
|
|
var iy = qw * y + qz * x - qx * z;
|
|
var iz = qw * z + qx * y - qy * x;
|
|
var iw = - qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
|
|
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
|
|
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
|
|
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
project: function () {
|
|
|
|
var matrix;
|
|
|
|
return function project( camera ) {
|
|
|
|
if ( matrix === undefined ) matrix = new Matrix4();
|
|
|
|
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
|
|
return this.applyMatrix4( matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
unproject: function () {
|
|
|
|
var matrix;
|
|
|
|
return function unproject( camera ) {
|
|
|
|
if ( matrix === undefined ) matrix = new Matrix4();
|
|
|
|
matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
|
|
return this.applyMatrix4( matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
transformDirection: function ( m ) {
|
|
|
|
// input: THREE.Matrix4 affine matrix
|
|
// vector interpreted as a direction
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
|
|
|
|
return this.normalize();
|
|
|
|
},
|
|
|
|
divide: function ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
this.z /= v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
divideScalar: function ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
},
|
|
|
|
min: function ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
max: function ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clamp: function ( min, max ) {
|
|
|
|
// This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clampScalar: function () {
|
|
|
|
var min, max;
|
|
|
|
return function clampScalar( minVal, maxVal ) {
|
|
|
|
if ( min === undefined ) {
|
|
|
|
min = new Vector3();
|
|
max = new Vector3();
|
|
|
|
}
|
|
|
|
min.set( minVal, minVal, minVal );
|
|
max.set( maxVal, maxVal, maxVal );
|
|
|
|
return this.clamp( min, max );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clampLength: function ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );
|
|
|
|
},
|
|
|
|
floor: function () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ceil: function () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
round: function () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
roundToZero: function () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dot: function ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
|
|
},
|
|
|
|
lengthSq: function () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z;
|
|
|
|
},
|
|
|
|
length: function () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
|
|
|
},
|
|
|
|
lengthManhattan: function () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
return this.divideScalar( this.length() );
|
|
|
|
},
|
|
|
|
setLength: function ( length ) {
|
|
|
|
return this.multiplyScalar( length / this.length() );
|
|
|
|
},
|
|
|
|
lerp: function ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
this.z += ( v.z - this.z ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerpVectors: function ( v1, v2, alpha ) {
|
|
|
|
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
|
|
|
|
},
|
|
|
|
cross: function ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
|
return this.crossVectors( v, w );
|
|
|
|
}
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
|
|
this.x = y * v.z - z * v.y;
|
|
this.y = z * v.x - x * v.z;
|
|
this.z = x * v.y - y * v.x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
crossVectors: function ( a, b ) {
|
|
|
|
var ax = a.x, ay = a.y, az = a.z;
|
|
var bx = b.x, by = b.y, bz = b.z;
|
|
|
|
this.x = ay * bz - az * by;
|
|
this.y = az * bx - ax * bz;
|
|
this.z = ax * by - ay * bx;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
projectOnVector: function ( vector ) {
|
|
|
|
var scalar = vector.dot( this ) / vector.lengthSq();
|
|
|
|
return this.copy( vector ).multiplyScalar( scalar );
|
|
|
|
},
|
|
|
|
projectOnPlane: function () {
|
|
|
|
var v1;
|
|
|
|
return function projectOnPlane( planeNormal ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
v1.copy( this ).projectOnVector( planeNormal );
|
|
|
|
return this.sub( v1 );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
reflect: function () {
|
|
|
|
// reflect incident vector off plane orthogonal to normal
|
|
// normal is assumed to have unit length
|
|
|
|
var v1;
|
|
|
|
return function reflect( normal ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
angleTo: function ( v ) {
|
|
|
|
var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
|
|
|
|
// clamp, to handle numerical problems
|
|
|
|
return Math.acos( _Math.clamp( theta, - 1, 1 ) );
|
|
|
|
},
|
|
|
|
distanceTo: function ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
},
|
|
|
|
distanceToSquared: function ( v ) {
|
|
|
|
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
},
|
|
|
|
distanceToManhattan: function ( v ) {
|
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
|
|
|
|
},
|
|
|
|
setFromSpherical: function( s ) {
|
|
|
|
var sinPhiRadius = Math.sin( s.phi ) * s.radius;
|
|
|
|
this.x = sinPhiRadius * Math.sin( s.theta );
|
|
this.y = Math.cos( s.phi ) * s.radius;
|
|
this.z = sinPhiRadius * Math.cos( s.theta );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromCylindrical: function( c ) {
|
|
|
|
this.x = c.radius * Math.sin( c.theta );
|
|
this.y = c.y;
|
|
this.z = c.radius * Math.cos( c.theta );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrixPosition: function ( m ) {
|
|
|
|
return this.setFromMatrixColumn( m, 3 );
|
|
|
|
},
|
|
|
|
setFromMatrixScale: function ( m ) {
|
|
|
|
var sx = this.setFromMatrixColumn( m, 0 ).length();
|
|
var sy = this.setFromMatrixColumn( m, 1 ).length();
|
|
var sz = this.setFromMatrixColumn( m, 2 ).length();
|
|
|
|
this.x = sx;
|
|
this.y = sy;
|
|
this.z = sz;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrixColumn: function ( m, index ) {
|
|
|
|
if ( typeof m === 'number' ) {
|
|
|
|
console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
|
|
var temp = m;
|
|
m = index;
|
|
index = temp;
|
|
|
|
}
|
|
|
|
return this.fromArray( m.elements, index * 4 );
|
|
|
|
},
|
|
|
|
equals: function ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromBufferAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
this.z = attribute.getZ( index );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author supereggbert / http://www.paulbrunt.co.uk/
|
|
* @author philogb / http://blog.thejit.org/
|
|
* @author jordi_ros / http://plattsoft.com
|
|
* @author D1plo1d / http://github.com/D1plo1d
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author timknip / http://www.floorplanner.com/
|
|
* @author bhouston / http://clara.io
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function Matrix4() {
|
|
|
|
this.elements = new Float32Array( [
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
] );
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Matrix4.prototype = {
|
|
|
|
constructor: Matrix4,
|
|
|
|
isMatrix4: true,
|
|
|
|
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
|
|
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
|
|
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
|
|
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
identity: function () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new Matrix4().fromArray( this.elements );
|
|
|
|
},
|
|
|
|
copy: function ( m ) {
|
|
|
|
this.elements.set( m.elements );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyPosition: function ( m ) {
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
te[ 12 ] = me[ 12 ];
|
|
te[ 13 ] = me[ 13 ];
|
|
te[ 14 ] = me[ 14 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
extractBasis: function ( xAxis, yAxis, zAxis ) {
|
|
|
|
xAxis.setFromMatrixColumn( this, 0 );
|
|
yAxis.setFromMatrixColumn( this, 1 );
|
|
zAxis.setFromMatrixColumn( this, 2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeBasis: function ( xAxis, yAxis, zAxis ) {
|
|
|
|
this.set(
|
|
xAxis.x, yAxis.x, zAxis.x, 0,
|
|
xAxis.y, yAxis.y, zAxis.y, 0,
|
|
xAxis.z, yAxis.z, zAxis.z, 0,
|
|
0, 0, 0, 1
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
extractRotation: function () {
|
|
|
|
var v1;
|
|
|
|
return function extractRotation( m ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
|
|
var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
|
|
var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
|
|
|
|
te[ 0 ] = me[ 0 ] * scaleX;
|
|
te[ 1 ] = me[ 1 ] * scaleX;
|
|
te[ 2 ] = me[ 2 ] * scaleX;
|
|
|
|
te[ 4 ] = me[ 4 ] * scaleY;
|
|
te[ 5 ] = me[ 5 ] * scaleY;
|
|
te[ 6 ] = me[ 6 ] * scaleY;
|
|
|
|
te[ 8 ] = me[ 8 ] * scaleZ;
|
|
te[ 9 ] = me[ 9 ] * scaleZ;
|
|
te[ 10 ] = me[ 10 ] * scaleZ;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
makeRotationFromEuler: function ( euler ) {
|
|
|
|
if ( (euler && euler.isEuler) === false ) {
|
|
|
|
console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
|
|
var x = euler.x, y = euler.y, z = euler.z;
|
|
var a = Math.cos( x ), b = Math.sin( x );
|
|
var c = Math.cos( y ), d = Math.sin( y );
|
|
var e = Math.cos( z ), f = Math.sin( z );
|
|
|
|
if ( euler.order === 'XYZ' ) {
|
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - c * f;
|
|
te[ 8 ] = d;
|
|
|
|
te[ 1 ] = af + be * d;
|
|
te[ 5 ] = ae - bf * d;
|
|
te[ 9 ] = - b * c;
|
|
|
|
te[ 2 ] = bf - ae * d;
|
|
te[ 6 ] = be + af * d;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YXZ' ) {
|
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
|
te[ 0 ] = ce + df * b;
|
|
te[ 4 ] = de * b - cf;
|
|
te[ 8 ] = a * d;
|
|
|
|
te[ 1 ] = a * f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b;
|
|
|
|
te[ 2 ] = cf * b - de;
|
|
te[ 6 ] = df + ce * b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZXY' ) {
|
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
|
te[ 0 ] = ce - df * b;
|
|
te[ 4 ] = - a * f;
|
|
te[ 8 ] = de + cf * b;
|
|
|
|
te[ 1 ] = cf + de * b;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = df - ce * b;
|
|
|
|
te[ 2 ] = - a * d;
|
|
te[ 6 ] = b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZYX' ) {
|
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = be * d - af;
|
|
te[ 8 ] = ae * d + bf;
|
|
|
|
te[ 1 ] = c * f;
|
|
te[ 5 ] = bf * d + ae;
|
|
te[ 9 ] = af * d - be;
|
|
|
|
te[ 2 ] = - d;
|
|
te[ 6 ] = b * c;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YZX' ) {
|
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = bd - ac * f;
|
|
te[ 8 ] = bc * f + ad;
|
|
|
|
te[ 1 ] = f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b * e;
|
|
|
|
te[ 2 ] = - d * e;
|
|
te[ 6 ] = ad * f + bc;
|
|
te[ 10 ] = ac - bd * f;
|
|
|
|
} else if ( euler.order === 'XZY' ) {
|
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - f;
|
|
te[ 8 ] = d * e;
|
|
|
|
te[ 1 ] = ac * f + bd;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = ad * f - bc;
|
|
|
|
te[ 2 ] = bc * f - ad;
|
|
te[ 6 ] = b * e;
|
|
te[ 10 ] = bd * f + ac;
|
|
|
|
}
|
|
|
|
// last column
|
|
te[ 3 ] = 0;
|
|
te[ 7 ] = 0;
|
|
te[ 11 ] = 0;
|
|
|
|
// bottom row
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationFromQuaternion: function ( q ) {
|
|
|
|
var te = this.elements;
|
|
|
|
var x = q.x, y = q.y, z = q.z, w = q.w;
|
|
var x2 = x + x, y2 = y + y, z2 = z + z;
|
|
var xx = x * x2, xy = x * y2, xz = x * z2;
|
|
var yy = y * y2, yz = y * z2, zz = z * z2;
|
|
var wx = w * x2, wy = w * y2, wz = w * z2;
|
|
|
|
te[ 0 ] = 1 - ( yy + zz );
|
|
te[ 4 ] = xy - wz;
|
|
te[ 8 ] = xz + wy;
|
|
|
|
te[ 1 ] = xy + wz;
|
|
te[ 5 ] = 1 - ( xx + zz );
|
|
te[ 9 ] = yz - wx;
|
|
|
|
te[ 2 ] = xz - wy;
|
|
te[ 6 ] = yz + wx;
|
|
te[ 10 ] = 1 - ( xx + yy );
|
|
|
|
// last column
|
|
te[ 3 ] = 0;
|
|
te[ 7 ] = 0;
|
|
te[ 11 ] = 0;
|
|
|
|
// bottom row
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lookAt: function () {
|
|
|
|
var x, y, z;
|
|
|
|
return function lookAt( eye, target, up ) {
|
|
|
|
if ( x === undefined ) {
|
|
|
|
x = new Vector3();
|
|
y = new Vector3();
|
|
z = new Vector3();
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
|
|
z.subVectors( eye, target ).normalize();
|
|
|
|
if ( z.lengthSq() === 0 ) {
|
|
|
|
z.z = 1;
|
|
|
|
}
|
|
|
|
x.crossVectors( up, z ).normalize();
|
|
|
|
if ( x.lengthSq() === 0 ) {
|
|
|
|
z.z += 0.0001;
|
|
x.crossVectors( up, z ).normalize();
|
|
|
|
}
|
|
|
|
y.crossVectors( z, x );
|
|
|
|
|
|
te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
|
|
te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
|
|
te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
multiply: function ( m, n ) {
|
|
|
|
if ( n !== undefined ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
|
return this.multiplyMatrices( m, n );
|
|
|
|
}
|
|
|
|
return this.multiplyMatrices( this, m );
|
|
|
|
},
|
|
|
|
premultiply: function ( m ) {
|
|
|
|
return this.multiplyMatrices( m, this );
|
|
|
|
},
|
|
|
|
multiplyMatrices: function ( a, b ) {
|
|
|
|
var ae = a.elements;
|
|
var be = b.elements;
|
|
var te = this.elements;
|
|
|
|
var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
|
|
var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
|
|
var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
|
|
var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
|
|
|
|
var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
|
|
var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
|
|
var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
|
|
var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
|
|
|
|
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
|
|
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
|
|
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
|
|
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
|
|
|
|
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
|
|
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
|
|
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
|
|
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
|
|
|
|
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
|
|
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
|
|
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
|
|
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
|
|
|
|
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
|
|
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
|
|
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
|
|
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyToArray: function ( a, b, r ) {
|
|
|
|
var te = this.elements;
|
|
|
|
this.multiplyMatrices( a, b );
|
|
|
|
r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
|
|
r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
|
|
r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
|
|
r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( s ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
|
|
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
|
|
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
|
|
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyToBufferAttribute: function () {
|
|
|
|
var v1;
|
|
|
|
return function applyToBufferAttribute( attribute ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
|
|
|
|
v1.x = attribute.getX( i );
|
|
v1.y = attribute.getY( i );
|
|
v1.z = attribute.getZ( i );
|
|
|
|
v1.applyMatrix4( this );
|
|
|
|
attribute.setXYZ( i, v1.x, v1.y, v1.z );
|
|
|
|
}
|
|
|
|
return attribute;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
determinant: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
|
|
var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
|
|
var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
|
|
var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
|
|
|
|
//TODO: make this more efficient
|
|
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
|
|
|
return (
|
|
n41 * (
|
|
+ n14 * n23 * n32
|
|
- n13 * n24 * n32
|
|
- n14 * n22 * n33
|
|
+ n12 * n24 * n33
|
|
+ n13 * n22 * n34
|
|
- n12 * n23 * n34
|
|
) +
|
|
n42 * (
|
|
+ n11 * n23 * n34
|
|
- n11 * n24 * n33
|
|
+ n14 * n21 * n33
|
|
- n13 * n21 * n34
|
|
+ n13 * n24 * n31
|
|
- n14 * n23 * n31
|
|
) +
|
|
n43 * (
|
|
+ n11 * n24 * n32
|
|
- n11 * n22 * n34
|
|
- n14 * n21 * n32
|
|
+ n12 * n21 * n34
|
|
+ n14 * n22 * n31
|
|
- n12 * n24 * n31
|
|
) +
|
|
n44 * (
|
|
- n13 * n22 * n31
|
|
- n11 * n23 * n32
|
|
+ n11 * n22 * n33
|
|
+ n13 * n21 * n32
|
|
- n12 * n21 * n33
|
|
+ n12 * n23 * n31
|
|
)
|
|
|
|
);
|
|
|
|
},
|
|
|
|
transpose: function () {
|
|
|
|
var te = this.elements;
|
|
var tmp;
|
|
|
|
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
|
|
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
|
|
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
|
|
|
|
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
|
|
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
|
|
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setPosition: function ( v ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 12 ] = v.x;
|
|
te[ 13 ] = v.y;
|
|
te[ 14 ] = v.z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getInverse: function ( m, throwOnDegenerate ) {
|
|
|
|
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
|
var te = this.elements,
|
|
me = m.elements,
|
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
|
|
n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
|
|
n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
|
|
n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
|
|
|
|
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
|
|
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
|
|
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
|
|
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
|
|
|
|
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
|
|
|
|
if ( det === 0 ) {
|
|
|
|
var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
|
|
|
|
if ( throwOnDegenerate === true ) {
|
|
|
|
throw new Error( msg );
|
|
|
|
} else {
|
|
|
|
console.warn( msg );
|
|
|
|
}
|
|
|
|
return this.identity();
|
|
|
|
}
|
|
|
|
var detInv = 1 / det;
|
|
|
|
te[ 0 ] = t11 * detInv;
|
|
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
|
|
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
|
|
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
|
|
|
|
te[ 4 ] = t12 * detInv;
|
|
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
|
|
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
|
|
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
|
|
|
|
te[ 8 ] = t13 * detInv;
|
|
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
|
|
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
|
|
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
|
|
|
|
te[ 12 ] = t14 * detInv;
|
|
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
|
|
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
|
|
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
scale: function ( v ) {
|
|
|
|
var te = this.elements;
|
|
var x = v.x, y = v.y, z = v.z;
|
|
|
|
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
|
|
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
|
|
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
|
|
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getMaxScaleOnAxis: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
|
|
var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
|
|
var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
|
|
|
|
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
|
|
|
|
},
|
|
|
|
makeTranslation: function ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, x,
|
|
0, 1, 0, y,
|
|
0, 0, 1, z,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationX: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, 0,
|
|
0, c, - s, 0,
|
|
0, s, c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationY: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
c, 0, s, 0,
|
|
0, 1, 0, 0,
|
|
- s, 0, c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationZ: function ( theta ) {
|
|
|
|
var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
|
this.set(
|
|
|
|
c, - s, 0, 0,
|
|
s, c, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeRotationAxis: function ( axis, angle ) {
|
|
|
|
// Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
|
var c = Math.cos( angle );
|
|
var s = Math.sin( angle );
|
|
var t = 1 - c;
|
|
var x = axis.x, y = axis.y, z = axis.z;
|
|
var tx = t * x, ty = t * y;
|
|
|
|
this.set(
|
|
|
|
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeScale: function ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
x, 0, 0, 0,
|
|
0, y, 0, 0,
|
|
0, 0, z, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeShear: function ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
1, y, z, 0,
|
|
x, 1, z, 0,
|
|
x, y, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
compose: function ( position, quaternion, scale ) {
|
|
|
|
this.makeRotationFromQuaternion( quaternion );
|
|
this.scale( scale );
|
|
this.setPosition( position );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
decompose: function () {
|
|
|
|
var vector, matrix;
|
|
|
|
return function decompose( position, quaternion, scale ) {
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
vector = new Vector3();
|
|
matrix = new Matrix4();
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
|
|
var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
|
|
var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
|
|
var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
|
|
|
|
// if determine is negative, we need to invert one scale
|
|
var det = this.determinant();
|
|
if ( det < 0 ) {
|
|
|
|
sx = - sx;
|
|
|
|
}
|
|
|
|
position.x = te[ 12 ];
|
|
position.y = te[ 13 ];
|
|
position.z = te[ 14 ];
|
|
|
|
// scale the rotation part
|
|
|
|
matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
|
|
|
|
var invSX = 1 / sx;
|
|
var invSY = 1 / sy;
|
|
var invSZ = 1 / sz;
|
|
|
|
matrix.elements[ 0 ] *= invSX;
|
|
matrix.elements[ 1 ] *= invSX;
|
|
matrix.elements[ 2 ] *= invSX;
|
|
|
|
matrix.elements[ 4 ] *= invSY;
|
|
matrix.elements[ 5 ] *= invSY;
|
|
matrix.elements[ 6 ] *= invSY;
|
|
|
|
matrix.elements[ 8 ] *= invSZ;
|
|
matrix.elements[ 9 ] *= invSZ;
|
|
matrix.elements[ 10 ] *= invSZ;
|
|
|
|
quaternion.setFromRotationMatrix( matrix );
|
|
|
|
scale.x = sx;
|
|
scale.y = sy;
|
|
scale.z = sz;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
makePerspective: function ( left, right, top, bottom, near, far ) {
|
|
|
|
if ( far === undefined ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
var x = 2 * near / ( right - left );
|
|
var y = 2 * near / ( top - bottom );
|
|
|
|
var a = ( right + left ) / ( right - left );
|
|
var b = ( top + bottom ) / ( top - bottom );
|
|
var c = - ( far + near ) / ( far - near );
|
|
var d = - 2 * far * near / ( far - near );
|
|
|
|
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
|
|
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
|
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
|
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeOrthographic: function ( left, right, top, bottom, near, far ) {
|
|
|
|
var te = this.elements;
|
|
var w = 1.0 / ( right - left );
|
|
var h = 1.0 / ( top - bottom );
|
|
var p = 1.0 / ( far - near );
|
|
|
|
var x = ( right + left ) * w;
|
|
var y = ( top + bottom ) * h;
|
|
var z = ( far + near ) * p;
|
|
|
|
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
|
|
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
|
|
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
|
|
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( matrix ) {
|
|
|
|
var te = this.elements;
|
|
var me = matrix.elements;
|
|
|
|
for ( var i = 0; i < 16; i ++ ) {
|
|
|
|
if ( te[ i ] !== me[ i ] ) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
for( var i = 0; i < 16; i ++ ) {
|
|
|
|
this.elements[ i ] = array[ i + offset ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
array[ offset + 9 ] = te[ 9 ];
|
|
array[ offset + 10 ] = te[ 10 ];
|
|
array[ offset + 11 ] = te[ 11 ];
|
|
|
|
array[ offset + 12 ] = te[ 12 ];
|
|
array[ offset + 13 ] = te[ 13 ];
|
|
array[ offset + 14 ] = te[ 14 ];
|
|
array[ offset + 15 ] = te[ 15 ];
|
|
|
|
return array;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
|
|
|
images = images !== undefined ? images : [];
|
|
mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
|
|
|
|
Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.flipY = false;
|
|
|
|
}
|
|
|
|
CubeTexture.prototype = Object.create( Texture.prototype );
|
|
CubeTexture.prototype.constructor = CubeTexture;
|
|
|
|
CubeTexture.prototype.isCubeTexture = true;
|
|
|
|
Object.defineProperty( CubeTexture.prototype, 'images', {
|
|
|
|
get: function () {
|
|
|
|
return this.image;
|
|
|
|
},
|
|
|
|
set: function ( value ) {
|
|
|
|
this.image = value;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author tschw
|
|
*
|
|
* Uniforms of a program.
|
|
* Those form a tree structure with a special top-level container for the root,
|
|
* which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
|
|
*
|
|
*
|
|
* Properties of inner nodes including the top-level container:
|
|
*
|
|
* .seq - array of nested uniforms
|
|
* .map - nested uniforms by name
|
|
*
|
|
*
|
|
* Methods of all nodes except the top-level container:
|
|
*
|
|
* .setValue( gl, value, [renderer] )
|
|
*
|
|
* uploads a uniform value(s)
|
|
* the 'renderer' parameter is needed for sampler uniforms
|
|
*
|
|
*
|
|
* Static methods of the top-level container (renderer factorizations):
|
|
*
|
|
* .upload( gl, seq, values, renderer )
|
|
*
|
|
* sets uniforms in 'seq' to 'values[id].value'
|
|
*
|
|
* .seqWithValue( seq, values ) : filteredSeq
|
|
*
|
|
* filters 'seq' entries with corresponding entry in values
|
|
*
|
|
*
|
|
* Methods of the top-level container (renderer factorizations):
|
|
*
|
|
* .setValue( gl, name, value )
|
|
*
|
|
* sets uniform with name 'name' to 'value'
|
|
*
|
|
* .set( gl, obj, prop )
|
|
*
|
|
* sets uniform from object and property with same name than uniform
|
|
*
|
|
* .setOptional( gl, obj, prop )
|
|
*
|
|
* like .set for an optional property of the object
|
|
*
|
|
*/
|
|
|
|
var emptyTexture = new Texture();
|
|
var emptyCubeTexture = new CubeTexture();
|
|
|
|
// --- Base for inner nodes (including the root) ---
|
|
|
|
function UniformContainer() {
|
|
|
|
this.seq = [];
|
|
this.map = {};
|
|
|
|
}
|
|
|
|
// --- Utilities ---
|
|
|
|
// Array Caches (provide typed arrays for temporary by size)
|
|
|
|
var arrayCacheF32 = [];
|
|
var arrayCacheI32 = [];
|
|
|
|
// Flattening for arrays of vectors and matrices
|
|
|
|
function flatten( array, nBlocks, blockSize ) {
|
|
|
|
var firstElem = array[ 0 ];
|
|
|
|
if ( firstElem <= 0 || firstElem > 0 ) return array;
|
|
// unoptimized: ! isNaN( firstElem )
|
|
// see http://jacksondunstan.com/articles/983
|
|
|
|
var n = nBlocks * blockSize,
|
|
r = arrayCacheF32[ n ];
|
|
|
|
if ( r === undefined ) {
|
|
|
|
r = new Float32Array( n );
|
|
arrayCacheF32[ n ] = r;
|
|
|
|
}
|
|
|
|
if ( nBlocks !== 0 ) {
|
|
|
|
firstElem.toArray( r, 0 );
|
|
|
|
for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
|
|
|
|
offset += blockSize;
|
|
array[ i ].toArray( r, offset );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
// Texture unit allocation
|
|
|
|
function allocTexUnits( renderer, n ) {
|
|
|
|
var r = arrayCacheI32[ n ];
|
|
|
|
if ( r === undefined ) {
|
|
|
|
r = new Int32Array( n );
|
|
arrayCacheI32[ n ] = r;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i !== n; ++ i )
|
|
r[ i ] = renderer.allocTextureUnit();
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
// --- Setters ---
|
|
|
|
// Note: Defining these methods externally, because they come in a bunch
|
|
// and this way their names minify.
|
|
|
|
// Single scalar
|
|
|
|
function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
|
|
function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
|
|
|
|
// Single float vector (from flat array or THREE.VectorN)
|
|
|
|
function setValue2fv( gl, v ) {
|
|
|
|
if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
|
|
else gl.uniform2f( this.addr, v.x, v.y );
|
|
|
|
}
|
|
|
|
function setValue3fv( gl, v ) {
|
|
|
|
if ( v.x !== undefined )
|
|
gl.uniform3f( this.addr, v.x, v.y, v.z );
|
|
else if ( v.r !== undefined )
|
|
gl.uniform3f( this.addr, v.r, v.g, v.b );
|
|
else
|
|
gl.uniform3fv( this.addr, v );
|
|
|
|
}
|
|
|
|
function setValue4fv( gl, v ) {
|
|
|
|
if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
|
|
else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
|
|
|
|
}
|
|
|
|
// Single matrix (from flat array or MatrixN)
|
|
|
|
function setValue2fm( gl, v ) {
|
|
|
|
gl.uniformMatrix2fv( this.addr, false, v.elements || v );
|
|
|
|
}
|
|
|
|
function setValue3fm( gl, v ) {
|
|
|
|
gl.uniformMatrix3fv( this.addr, false, v.elements || v );
|
|
|
|
}
|
|
|
|
function setValue4fm( gl, v ) {
|
|
|
|
gl.uniformMatrix4fv( this.addr, false, v.elements || v );
|
|
|
|
}
|
|
|
|
// Single texture (2D / Cube)
|
|
|
|
function setValueT1( gl, v, renderer ) {
|
|
|
|
var unit = renderer.allocTextureUnit();
|
|
gl.uniform1i( this.addr, unit );
|
|
renderer.setTexture2D( v || emptyTexture, unit );
|
|
|
|
}
|
|
|
|
function setValueT6( gl, v, renderer ) {
|
|
|
|
var unit = renderer.allocTextureUnit();
|
|
gl.uniform1i( this.addr, unit );
|
|
renderer.setTextureCube( v || emptyCubeTexture, unit );
|
|
|
|
}
|
|
|
|
// Integer / Boolean vectors or arrays thereof (always flat arrays)
|
|
|
|
function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
|
|
function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
|
|
function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
|
|
|
|
// Helper to pick the right setter for the singular case
|
|
|
|
function getSingularSetter( type ) {
|
|
|
|
switch ( type ) {
|
|
|
|
case 0x1406: return setValue1f; // FLOAT
|
|
case 0x8b50: return setValue2fv; // _VEC2
|
|
case 0x8b51: return setValue3fv; // _VEC3
|
|
case 0x8b52: return setValue4fv; // _VEC4
|
|
|
|
case 0x8b5a: return setValue2fm; // _MAT2
|
|
case 0x8b5b: return setValue3fm; // _MAT3
|
|
case 0x8b5c: return setValue4fm; // _MAT4
|
|
|
|
case 0x8b5e: return setValueT1; // SAMPLER_2D
|
|
case 0x8b60: return setValueT6; // SAMPLER_CUBE
|
|
|
|
case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
|
|
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
|
|
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
|
|
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Array of scalars
|
|
|
|
function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
|
|
function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
|
|
|
|
// Array of vectors (flat or from THREE classes)
|
|
|
|
function setValueV2a( gl, v ) {
|
|
|
|
gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
|
|
|
|
}
|
|
|
|
function setValueV3a( gl, v ) {
|
|
|
|
gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
|
|
|
|
}
|
|
|
|
function setValueV4a( gl, v ) {
|
|
|
|
gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
|
|
|
|
}
|
|
|
|
// Array of matrices (flat or from THREE clases)
|
|
|
|
function setValueM2a( gl, v ) {
|
|
|
|
gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
|
|
|
|
}
|
|
|
|
function setValueM3a( gl, v ) {
|
|
|
|
gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
|
|
|
|
}
|
|
|
|
function setValueM4a( gl, v ) {
|
|
|
|
gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
|
|
|
|
}
|
|
|
|
// Array of textures (2D / Cube)
|
|
|
|
function setValueT1a( gl, v, renderer ) {
|
|
|
|
var n = v.length,
|
|
units = allocTexUnits( renderer, n );
|
|
|
|
gl.uniform1iv( this.addr, units );
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueT6a( gl, v, renderer ) {
|
|
|
|
var n = v.length,
|
|
units = allocTexUnits( renderer, n );
|
|
|
|
gl.uniform1iv( this.addr, units );
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Helper to pick the right setter for a pure (bottom-level) array
|
|
|
|
function getPureArraySetter( type ) {
|
|
|
|
switch ( type ) {
|
|
|
|
case 0x1406: return setValue1fv; // FLOAT
|
|
case 0x8b50: return setValueV2a; // _VEC2
|
|
case 0x8b51: return setValueV3a; // _VEC3
|
|
case 0x8b52: return setValueV4a; // _VEC4
|
|
|
|
case 0x8b5a: return setValueM2a; // _MAT2
|
|
case 0x8b5b: return setValueM3a; // _MAT3
|
|
case 0x8b5c: return setValueM4a; // _MAT4
|
|
|
|
case 0x8b5e: return setValueT1a; // SAMPLER_2D
|
|
case 0x8b60: return setValueT6a; // SAMPLER_CUBE
|
|
|
|
case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
|
|
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
|
|
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
|
|
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// --- Uniform Classes ---
|
|
|
|
function SingleUniform( id, activeInfo, addr ) {
|
|
|
|
this.id = id;
|
|
this.addr = addr;
|
|
this.setValue = getSingularSetter( activeInfo.type );
|
|
|
|
// this.path = activeInfo.name; // DEBUG
|
|
|
|
}
|
|
|
|
function PureArrayUniform( id, activeInfo, addr ) {
|
|
|
|
this.id = id;
|
|
this.addr = addr;
|
|
this.size = activeInfo.size;
|
|
this.setValue = getPureArraySetter( activeInfo.type );
|
|
|
|
// this.path = activeInfo.name; // DEBUG
|
|
|
|
}
|
|
|
|
function StructuredUniform( id ) {
|
|
|
|
this.id = id;
|
|
|
|
UniformContainer.call( this ); // mix-in
|
|
|
|
}
|
|
|
|
StructuredUniform.prototype.setValue = function( gl, value ) {
|
|
|
|
// Note: Don't need an extra 'renderer' parameter, since samplers
|
|
// are not allowed in structured uniforms.
|
|
|
|
var seq = this.seq;
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ];
|
|
u.setValue( gl, value[ u.id ] );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// --- Top-level ---
|
|
|
|
// Parser - builds up the property tree from the path strings
|
|
|
|
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
|
|
|
|
// extracts
|
|
// - the identifier (member name or array index)
|
|
// - followed by an optional right bracket (found when array index)
|
|
// - followed by an optional left bracket or dot (type of subscript)
|
|
//
|
|
// Note: These portions can be read in a non-overlapping fashion and
|
|
// allow straightforward parsing of the hierarchy that WebGL encodes
|
|
// in the uniform names.
|
|
|
|
function addUniform( container, uniformObject ) {
|
|
|
|
container.seq.push( uniformObject );
|
|
container.map[ uniformObject.id ] = uniformObject;
|
|
|
|
}
|
|
|
|
function parseUniform( activeInfo, addr, container ) {
|
|
|
|
var path = activeInfo.name,
|
|
pathLength = path.length;
|
|
|
|
// reset RegExp object, because of the early exit of a previous run
|
|
RePathPart.lastIndex = 0;
|
|
|
|
for (; ;) {
|
|
|
|
var match = RePathPart.exec( path ),
|
|
matchEnd = RePathPart.lastIndex,
|
|
|
|
id = match[ 1 ],
|
|
idIsIndex = match[ 2 ] === ']',
|
|
subscript = match[ 3 ];
|
|
|
|
if ( idIsIndex ) id = id | 0; // convert to integer
|
|
|
|
if ( subscript === undefined ||
|
|
subscript === '[' && matchEnd + 2 === pathLength ) {
|
|
// bare name or "pure" bottom-level array "[0]" suffix
|
|
|
|
addUniform( container, subscript === undefined ?
|
|
new SingleUniform( id, activeInfo, addr ) :
|
|
new PureArrayUniform( id, activeInfo, addr ) );
|
|
|
|
break;
|
|
|
|
} else {
|
|
// step into inner node / create it in case it doesn't exist
|
|
|
|
var map = container.map,
|
|
next = map[ id ];
|
|
|
|
if ( next === undefined ) {
|
|
|
|
next = new StructuredUniform( id );
|
|
addUniform( container, next );
|
|
|
|
}
|
|
|
|
container = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Root Container
|
|
|
|
function WebGLUniforms( gl, program, renderer ) {
|
|
|
|
UniformContainer.call( this );
|
|
|
|
this.renderer = renderer;
|
|
|
|
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
|
|
|
|
for ( var i = 0; i < n; ++ i ) {
|
|
|
|
var info = gl.getActiveUniform( program, i ),
|
|
path = info.name,
|
|
addr = gl.getUniformLocation( program, path );
|
|
|
|
parseUniform( info, addr, this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WebGLUniforms.prototype.setValue = function( gl, name, value ) {
|
|
|
|
var u = this.map[ name ];
|
|
|
|
if ( u !== undefined ) u.setValue( gl, value, this.renderer );
|
|
|
|
};
|
|
|
|
WebGLUniforms.prototype.set = function( gl, object, name ) {
|
|
|
|
var u = this.map[ name ];
|
|
|
|
if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
|
|
|
|
};
|
|
|
|
WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
|
|
|
|
var v = object[ name ];
|
|
|
|
if ( v !== undefined ) this.setValue( gl, name, v );
|
|
|
|
};
|
|
|
|
|
|
// Static interface
|
|
|
|
WebGLUniforms.upload = function( gl, seq, values, renderer ) {
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ],
|
|
v = values[ u.id ];
|
|
|
|
if ( v.needsUpdate !== false ) {
|
|
// note: always updating when .needsUpdate is undefined
|
|
|
|
u.setValue( gl, v.value, renderer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
WebGLUniforms.seqWithValue = function( seq, values ) {
|
|
|
|
var r = [];
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ];
|
|
if ( u.id in values ) r.push( u );
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
};
|
|
|
|
/**
|
|
* Uniform Utilities
|
|
*/
|
|
|
|
var UniformsUtils = {
|
|
|
|
merge: function ( uniforms ) {
|
|
|
|
var merged = {};
|
|
|
|
for ( var u = 0; u < uniforms.length; u ++ ) {
|
|
|
|
var tmp = this.clone( uniforms[ u ] );
|
|
|
|
for ( var p in tmp ) {
|
|
|
|
merged[ p ] = tmp[ p ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return merged;
|
|
|
|
},
|
|
|
|
clone: function ( uniforms_src ) {
|
|
|
|
var uniforms_dst = {};
|
|
|
|
for ( var u in uniforms_src ) {
|
|
|
|
uniforms_dst[ u ] = {};
|
|
|
|
for ( var p in uniforms_src[ u ] ) {
|
|
|
|
var parameter_src = uniforms_src[ u ][ p ];
|
|
|
|
if ( parameter_src && ( parameter_src.isColor ||
|
|
parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
|
|
parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
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parameter_src.isTexture ) ) {
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uniforms_dst[ u ][ p ] = parameter_src.clone();
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} else if ( Array.isArray( parameter_src ) ) {
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uniforms_dst[ u ][ p ] = parameter_src.slice();
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} else {
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uniforms_dst[ u ][ p ] = parameter_src;
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}
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}
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}
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return uniforms_dst;
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}
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};
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var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
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var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
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var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
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var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
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var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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var begin_vertex = "\nvec3 transformed = vec3( position );\n";
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var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
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var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;\n\tconst float LUT_BIAS = 0.5/LUT_SIZE;\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3( 1, 0, t.y ),\n\t\tvec3( 0, t.z, 0 ),\n\t\tvec3( t.w, 0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
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var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
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var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";
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var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
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var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";
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var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
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var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
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var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
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var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
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var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
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var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
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var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
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var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
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var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
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var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
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var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
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var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
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var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
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var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
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var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
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var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
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var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
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var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n";
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var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
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var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";
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var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
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var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
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var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
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var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
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var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
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var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
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var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
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var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";
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var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";
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var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";
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var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
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var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
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var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
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var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";
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var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";
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var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
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var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
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var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
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var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
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var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";
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var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
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var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";
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var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
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var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
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var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
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var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
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var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
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var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
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var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n#endif\n";
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var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
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var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
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var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
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var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
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var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
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var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
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var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";
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var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";
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var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
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var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
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var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
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var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";
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var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
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var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
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var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
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var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
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var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";
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var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";
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var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
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var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
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var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
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var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
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var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
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var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
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var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
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var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
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var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
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var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
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var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
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var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";
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var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";
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var ShaderChunk = {
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alphamap_fragment: alphamap_fragment,
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alphamap_pars_fragment: alphamap_pars_fragment,
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alphatest_fragment: alphatest_fragment,
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aomap_fragment: aomap_fragment,
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aomap_pars_fragment: aomap_pars_fragment,
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begin_vertex: begin_vertex,
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beginnormal_vertex: beginnormal_vertex,
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bsdfs: bsdfs,
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bumpmap_pars_fragment: bumpmap_pars_fragment,
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clipping_planes_fragment: clipping_planes_fragment,
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clipping_planes_pars_fragment: clipping_planes_pars_fragment,
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clipping_planes_pars_vertex: clipping_planes_pars_vertex,
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clipping_planes_vertex: clipping_planes_vertex,
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color_fragment: color_fragment,
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color_pars_fragment: color_pars_fragment,
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color_pars_vertex: color_pars_vertex,
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color_vertex: color_vertex,
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common: common,
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cube_uv_reflection_fragment: cube_uv_reflection_fragment,
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defaultnormal_vertex: defaultnormal_vertex,
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displacementmap_pars_vertex: displacementmap_pars_vertex,
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displacementmap_vertex: displacementmap_vertex,
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emissivemap_fragment: emissivemap_fragment,
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emissivemap_pars_fragment: emissivemap_pars_fragment,
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encodings_fragment: encodings_fragment,
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encodings_pars_fragment: encodings_pars_fragment,
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envmap_fragment: envmap_fragment,
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envmap_pars_fragment: envmap_pars_fragment,
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envmap_pars_vertex: envmap_pars_vertex,
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envmap_vertex: envmap_vertex,
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fog_vertex: fog_vertex,
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fog_pars_vertex: fog_pars_vertex,
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fog_fragment: fog_fragment,
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fog_pars_fragment: fog_pars_fragment,
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gradientmap_pars_fragment: gradientmap_pars_fragment,
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lightmap_fragment: lightmap_fragment,
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lightmap_pars_fragment: lightmap_pars_fragment,
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lights_lambert_vertex: lights_lambert_vertex,
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lights_pars: lights_pars,
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lights_phong_fragment: lights_phong_fragment,
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lights_phong_pars_fragment: lights_phong_pars_fragment,
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lights_physical_fragment: lights_physical_fragment,
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lights_physical_pars_fragment: lights_physical_pars_fragment,
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lights_template: lights_template,
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logdepthbuf_fragment: logdepthbuf_fragment,
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logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
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logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
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logdepthbuf_vertex: logdepthbuf_vertex,
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map_fragment: map_fragment,
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map_pars_fragment: map_pars_fragment,
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map_particle_fragment: map_particle_fragment,
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map_particle_pars_fragment: map_particle_pars_fragment,
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metalnessmap_fragment: metalnessmap_fragment,
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metalnessmap_pars_fragment: metalnessmap_pars_fragment,
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morphnormal_vertex: morphnormal_vertex,
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morphtarget_pars_vertex: morphtarget_pars_vertex,
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morphtarget_vertex: morphtarget_vertex,
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normal_flip: normal_flip,
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normal_fragment: normal_fragment,
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normalmap_pars_fragment: normalmap_pars_fragment,
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packing: packing,
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premultiplied_alpha_fragment: premultiplied_alpha_fragment,
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project_vertex: project_vertex,
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roughnessmap_fragment: roughnessmap_fragment,
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roughnessmap_pars_fragment: roughnessmap_pars_fragment,
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shadowmap_pars_fragment: shadowmap_pars_fragment,
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shadowmap_pars_vertex: shadowmap_pars_vertex,
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shadowmap_vertex: shadowmap_vertex,
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shadowmask_pars_fragment: shadowmask_pars_fragment,
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skinbase_vertex: skinbase_vertex,
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skinning_pars_vertex: skinning_pars_vertex,
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skinning_vertex: skinning_vertex,
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skinnormal_vertex: skinnormal_vertex,
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specularmap_fragment: specularmap_fragment,
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specularmap_pars_fragment: specularmap_pars_fragment,
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tonemapping_fragment: tonemapping_fragment,
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tonemapping_pars_fragment: tonemapping_pars_fragment,
|
|
uv_pars_fragment: uv_pars_fragment,
|
|
uv_pars_vertex: uv_pars_vertex,
|
|
uv_vertex: uv_vertex,
|
|
uv2_pars_fragment: uv2_pars_fragment,
|
|
uv2_pars_vertex: uv2_pars_vertex,
|
|
uv2_vertex: uv2_vertex,
|
|
worldpos_vertex: worldpos_vertex,
|
|
|
|
cube_frag: cube_frag,
|
|
cube_vert: cube_vert,
|
|
depth_frag: depth_frag,
|
|
depth_vert: depth_vert,
|
|
distanceRGBA_frag: distanceRGBA_frag,
|
|
distanceRGBA_vert: distanceRGBA_vert,
|
|
equirect_frag: equirect_frag,
|
|
equirect_vert: equirect_vert,
|
|
linedashed_frag: linedashed_frag,
|
|
linedashed_vert: linedashed_vert,
|
|
meshbasic_frag: meshbasic_frag,
|
|
meshbasic_vert: meshbasic_vert,
|
|
meshlambert_frag: meshlambert_frag,
|
|
meshlambert_vert: meshlambert_vert,
|
|
meshphong_frag: meshphong_frag,
|
|
meshphong_vert: meshphong_vert,
|
|
meshphysical_frag: meshphysical_frag,
|
|
meshphysical_vert: meshphysical_vert,
|
|
normal_frag: normal_frag,
|
|
normal_vert: normal_vert,
|
|
points_frag: points_frag,
|
|
points_vert: points_vert,
|
|
shadow_frag: shadow_frag,
|
|
shadow_vert: shadow_vert
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Color( r, g, b ) {
|
|
|
|
if ( g === undefined && b === undefined ) {
|
|
|
|
// r is THREE.Color, hex or string
|
|
return this.set( r );
|
|
|
|
}
|
|
|
|
return this.setRGB( r, g, b );
|
|
|
|
}
|
|
|
|
Color.prototype = {
|
|
|
|
constructor: Color,
|
|
|
|
isColor: true,
|
|
|
|
r: 1, g: 1, b: 1,
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value && value.isColor ) {
|
|
|
|
this.copy( value );
|
|
|
|
} else if ( typeof value === 'number' ) {
|
|
|
|
this.setHex( value );
|
|
|
|
} else if ( typeof value === 'string' ) {
|
|
|
|
this.setStyle( value );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setScalar: function ( scalar ) {
|
|
|
|
this.r = scalar;
|
|
this.g = scalar;
|
|
this.b = scalar;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setHex: function ( hex ) {
|
|
|
|
hex = Math.floor( hex );
|
|
|
|
this.r = ( hex >> 16 & 255 ) / 255;
|
|
this.g = ( hex >> 8 & 255 ) / 255;
|
|
this.b = ( hex & 255 ) / 255;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setRGB: function ( r, g, b ) {
|
|
|
|
this.r = r;
|
|
this.g = g;
|
|
this.b = b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setHSL: function () {
|
|
|
|
function hue2rgb( p, q, t ) {
|
|
|
|
if ( t < 0 ) t += 1;
|
|
if ( t > 1 ) t -= 1;
|
|
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
|
|
if ( t < 1 / 2 ) return q;
|
|
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
|
|
return p;
|
|
|
|
}
|
|
|
|
return function setHSL( h, s, l ) {
|
|
|
|
// h,s,l ranges are in 0.0 - 1.0
|
|
h = _Math.euclideanModulo( h, 1 );
|
|
s = _Math.clamp( s, 0, 1 );
|
|
l = _Math.clamp( l, 0, 1 );
|
|
|
|
if ( s === 0 ) {
|
|
|
|
this.r = this.g = this.b = l;
|
|
|
|
} else {
|
|
|
|
var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
|
|
var q = ( 2 * l ) - p;
|
|
|
|
this.r = hue2rgb( q, p, h + 1 / 3 );
|
|
this.g = hue2rgb( q, p, h );
|
|
this.b = hue2rgb( q, p, h - 1 / 3 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
setStyle: function ( style ) {
|
|
|
|
function handleAlpha( string ) {
|
|
|
|
if ( string === undefined ) return;
|
|
|
|
if ( parseFloat( string ) < 1 ) {
|
|
|
|
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
var m;
|
|
|
|
if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
|
|
|
|
// rgb / hsl
|
|
|
|
var color;
|
|
var name = m[ 1 ];
|
|
var components = m[ 2 ];
|
|
|
|
switch ( name ) {
|
|
|
|
case 'rgb':
|
|
case 'rgba':
|
|
|
|
if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// rgb(255,0,0) rgba(255,0,0,0.5)
|
|
this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
|
|
this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
|
|
this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
|
|
this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
|
|
this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
|
|
this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'hsl':
|
|
case 'hsla':
|
|
|
|
if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
|
|
var h = parseFloat( color[ 1 ] ) / 360;
|
|
var s = parseInt( color[ 2 ], 10 ) / 100;
|
|
var l = parseInt( color[ 3 ], 10 ) / 100;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this.setHSL( h, s, l );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
|
|
|
|
// hex color
|
|
|
|
var hex = m[ 1 ];
|
|
var size = hex.length;
|
|
|
|
if ( size === 3 ) {
|
|
|
|
// #ff0
|
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
|
|
this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
|
|
this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
|
|
|
|
return this;
|
|
|
|
} else if ( size === 6 ) {
|
|
|
|
// #ff0000
|
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
|
|
this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
|
|
this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( style && style.length > 0 ) {
|
|
|
|
// color keywords
|
|
var hex = ColorKeywords[ style ];
|
|
|
|
if ( hex !== undefined ) {
|
|
|
|
// red
|
|
this.setHex( hex );
|
|
|
|
} else {
|
|
|
|
// unknown color
|
|
console.warn( 'THREE.Color: Unknown color ' + style );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.r, this.g, this.b );
|
|
|
|
},
|
|
|
|
copy: function ( color ) {
|
|
|
|
this.r = color.r;
|
|
this.g = color.g;
|
|
this.b = color.b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyGammaToLinear: function ( color, gammaFactor ) {
|
|
|
|
if ( gammaFactor === undefined ) gammaFactor = 2.0;
|
|
|
|
this.r = Math.pow( color.r, gammaFactor );
|
|
this.g = Math.pow( color.g, gammaFactor );
|
|
this.b = Math.pow( color.b, gammaFactor );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyLinearToGamma: function ( color, gammaFactor ) {
|
|
|
|
if ( gammaFactor === undefined ) gammaFactor = 2.0;
|
|
|
|
var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
|
|
|
|
this.r = Math.pow( color.r, safeInverse );
|
|
this.g = Math.pow( color.g, safeInverse );
|
|
this.b = Math.pow( color.b, safeInverse );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
convertGammaToLinear: function () {
|
|
|
|
var r = this.r, g = this.g, b = this.b;
|
|
|
|
this.r = r * r;
|
|
this.g = g * g;
|
|
this.b = b * b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
convertLinearToGamma: function () {
|
|
|
|
this.r = Math.sqrt( this.r );
|
|
this.g = Math.sqrt( this.g );
|
|
this.b = Math.sqrt( this.b );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getHex: function () {
|
|
|
|
return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
|
|
|
|
},
|
|
|
|
getHexString: function () {
|
|
|
|
return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
|
|
|
|
},
|
|
|
|
getHSL: function ( optionalTarget ) {
|
|
|
|
// h,s,l ranges are in 0.0 - 1.0
|
|
|
|
var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
|
|
|
|
var r = this.r, g = this.g, b = this.b;
|
|
|
|
var max = Math.max( r, g, b );
|
|
var min = Math.min( r, g, b );
|
|
|
|
var hue, saturation;
|
|
var lightness = ( min + max ) / 2.0;
|
|
|
|
if ( min === max ) {
|
|
|
|
hue = 0;
|
|
saturation = 0;
|
|
|
|
} else {
|
|
|
|
var delta = max - min;
|
|
|
|
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
|
|
|
|
switch ( max ) {
|
|
|
|
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
|
|
case g: hue = ( b - r ) / delta + 2; break;
|
|
case b: hue = ( r - g ) / delta + 4; break;
|
|
|
|
}
|
|
|
|
hue /= 6;
|
|
|
|
}
|
|
|
|
hsl.h = hue;
|
|
hsl.s = saturation;
|
|
hsl.l = lightness;
|
|
|
|
return hsl;
|
|
|
|
},
|
|
|
|
getStyle: function () {
|
|
|
|
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
|
|
|
|
},
|
|
|
|
offsetHSL: function ( h, s, l ) {
|
|
|
|
var hsl = this.getHSL();
|
|
|
|
hsl.h += h; hsl.s += s; hsl.l += l;
|
|
|
|
this.setHSL( hsl.h, hsl.s, hsl.l );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( color ) {
|
|
|
|
this.r += color.r;
|
|
this.g += color.g;
|
|
this.b += color.b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addColors: function ( color1, color2 ) {
|
|
|
|
this.r = color1.r + color2.r;
|
|
this.g = color1.g + color2.g;
|
|
this.b = color1.b + color2.b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addScalar: function ( s ) {
|
|
|
|
this.r += s;
|
|
this.g += s;
|
|
this.b += s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sub: function( color ) {
|
|
|
|
this.r = Math.max( 0, this.r - color.r );
|
|
this.g = Math.max( 0, this.g - color.g );
|
|
this.b = Math.max( 0, this.b - color.b );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiply: function ( color ) {
|
|
|
|
this.r *= color.r;
|
|
this.g *= color.g;
|
|
this.b *= color.b;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
multiplyScalar: function ( s ) {
|
|
|
|
this.r *= s;
|
|
this.g *= s;
|
|
this.b *= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lerp: function ( color, alpha ) {
|
|
|
|
this.r += ( color.r - this.r ) * alpha;
|
|
this.g += ( color.g - this.g ) * alpha;
|
|
this.b += ( color.b - this.b ) * alpha;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( c ) {
|
|
|
|
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.r = array[ offset ];
|
|
this.g = array[ offset + 1 ];
|
|
this.b = array[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.r;
|
|
array[ offset + 1 ] = this.g;
|
|
array[ offset + 2 ] = this.b;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
return this.getHex();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
|
|
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
|
|
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
|
|
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
|
|
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
|
|
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
|
|
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
|
|
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
|
|
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
|
|
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
|
|
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
|
|
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
|
|
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
|
|
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
|
|
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
|
|
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
|
|
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
|
|
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
|
|
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
|
|
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, '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 alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.image = { data: data, width: width, height: height };
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
|
|
|
|
this.generateMipmaps = false;
|
|
this.flipY = false;
|
|
this.unpackAlignment = 1;
|
|
|
|
}
|
|
|
|
DataTexture.prototype = Object.create( Texture.prototype );
|
|
DataTexture.prototype.constructor = DataTexture;
|
|
|
|
DataTexture.prototype.isDataTexture = true;
|
|
|
|
/**
|
|
* Uniforms library for shared webgl shaders
|
|
*/
|
|
|
|
var UniformsLib = {
|
|
|
|
common: {
|
|
|
|
diffuse: { value: new Color( 0xeeeeee ) },
|
|
opacity: { value: 1.0 },
|
|
|
|
map: { value: null },
|
|
offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },
|
|
|
|
specularMap: { value: null },
|
|
alphaMap: { value: null },
|
|
|
|
envMap: { value: null },
|
|
flipEnvMap: { value: - 1 },
|
|
reflectivity: { value: 1.0 },
|
|
refractionRatio: { value: 0.98 }
|
|
|
|
},
|
|
|
|
aomap: {
|
|
|
|
aoMap: { value: null },
|
|
aoMapIntensity: { value: 1 }
|
|
|
|
},
|
|
|
|
lightmap: {
|
|
|
|
lightMap: { value: null },
|
|
lightMapIntensity: { value: 1 }
|
|
|
|
},
|
|
|
|
emissivemap: {
|
|
|
|
emissiveMap: { value: null }
|
|
|
|
},
|
|
|
|
bumpmap: {
|
|
|
|
bumpMap: { value: null },
|
|
bumpScale: { value: 1 }
|
|
|
|
},
|
|
|
|
normalmap: {
|
|
|
|
normalMap: { value: null },
|
|
normalScale: { value: new Vector2( 1, 1 ) }
|
|
|
|
},
|
|
|
|
displacementmap: {
|
|
|
|
displacementMap: { value: null },
|
|
displacementScale: { value: 1 },
|
|
displacementBias: { value: 0 }
|
|
|
|
},
|
|
|
|
roughnessmap: {
|
|
|
|
roughnessMap: { value: null }
|
|
|
|
},
|
|
|
|
metalnessmap: {
|
|
|
|
metalnessMap: { value: null }
|
|
|
|
},
|
|
|
|
gradientmap: {
|
|
|
|
gradientMap: { value: null }
|
|
|
|
},
|
|
|
|
fog: {
|
|
|
|
fogDensity: { value: 0.00025 },
|
|
fogNear: { value: 1 },
|
|
fogFar: { value: 2000 },
|
|
fogColor: { value: new Color( 0xffffff ) }
|
|
|
|
},
|
|
|
|
lights: {
|
|
|
|
ambientLightColor: { value: [] },
|
|
|
|
directionalLights: { value: [], properties: {
|
|
direction: {},
|
|
color: {},
|
|
|
|
shadow: {},
|
|
shadowBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {}
|
|
} },
|
|
|
|
directionalShadowMap: { value: [] },
|
|
directionalShadowMatrix: { value: [] },
|
|
|
|
spotLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
direction: {},
|
|
distance: {},
|
|
coneCos: {},
|
|
penumbraCos: {},
|
|
decay: {},
|
|
|
|
shadow: {},
|
|
shadowBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {}
|
|
} },
|
|
|
|
spotShadowMap: { value: [] },
|
|
spotShadowMatrix: { value: [] },
|
|
|
|
pointLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
decay: {},
|
|
distance: {},
|
|
|
|
shadow: {},
|
|
shadowBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {}
|
|
} },
|
|
|
|
pointShadowMap: { value: [] },
|
|
pointShadowMatrix: { value: [] },
|
|
|
|
hemisphereLights: { value: [], properties: {
|
|
direction: {},
|
|
skyColor: {},
|
|
groundColor: {}
|
|
} },
|
|
|
|
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
|
|
rectAreaLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
width: {},
|
|
height: {}
|
|
} }
|
|
|
|
},
|
|
|
|
points: {
|
|
|
|
diffuse: { value: new Color( 0xeeeeee ) },
|
|
opacity: { value: 1.0 },
|
|
size: { value: 1.0 },
|
|
scale: { value: 1.0 },
|
|
map: { value: null },
|
|
offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
*/
|
|
|
|
var ShaderLib = {
|
|
|
|
basic: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshbasic_vert,
|
|
fragmentShader: ShaderChunk.meshbasic_frag
|
|
|
|
},
|
|
|
|
lambert: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshlambert_vert,
|
|
fragmentShader: ShaderChunk.meshlambert_frag
|
|
|
|
},
|
|
|
|
phong: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.gradientmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
specular: { value: new Color( 0x111111 ) },
|
|
shininess: { value: 30 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphong_vert,
|
|
fragmentShader: ShaderChunk.meshphong_frag
|
|
|
|
},
|
|
|
|
standard: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.roughnessmap,
|
|
UniformsLib.metalnessmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
roughness: { value: 0.5 },
|
|
metalness: { value: 0 },
|
|
envMapIntensity: { value: 1 } // temporary
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
},
|
|
|
|
points: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.points,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.points_vert,
|
|
fragmentShader: ShaderChunk.points_frag
|
|
|
|
},
|
|
|
|
dashed: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.fog,
|
|
{
|
|
scale: { value: 1 },
|
|
dashSize: { value: 1 },
|
|
totalSize: { value: 2 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.linedashed_vert,
|
|
fragmentShader: ShaderChunk.linedashed_frag
|
|
|
|
},
|
|
|
|
depth: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.displacementmap
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.depth_vert,
|
|
fragmentShader: ShaderChunk.depth_frag
|
|
|
|
},
|
|
|
|
normal: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
{
|
|
opacity: { value: 1.0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.normal_vert,
|
|
fragmentShader: ShaderChunk.normal_frag
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Cube map shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
cube: {
|
|
|
|
uniforms: {
|
|
tCube: { value: null },
|
|
tFlip: { value: - 1 },
|
|
opacity: { value: 1.0 }
|
|
},
|
|
|
|
vertexShader: ShaderChunk.cube_vert,
|
|
fragmentShader: ShaderChunk.cube_frag
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Cube map shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
equirect: {
|
|
|
|
uniforms: {
|
|
tEquirect: { value: null },
|
|
tFlip: { value: - 1 }
|
|
},
|
|
|
|
vertexShader: ShaderChunk.equirect_vert,
|
|
fragmentShader: ShaderChunk.equirect_frag
|
|
|
|
},
|
|
|
|
distanceRGBA: {
|
|
|
|
uniforms: {
|
|
lightPos: { value: new Vector3() }
|
|
},
|
|
|
|
vertexShader: ShaderChunk.distanceRGBA_vert,
|
|
fragmentShader: ShaderChunk.distanceRGBA_frag
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ShaderLib.physical = {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
ShaderLib.standard.uniforms,
|
|
{
|
|
clearCoat: { value: 0 },
|
|
clearCoatRoughness: { value: 0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Box2( min, max ) {
|
|
|
|
this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
|
|
this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
|
|
|
|
}
|
|
|
|
Box2.prototype = {
|
|
|
|
constructor: Box2,
|
|
|
|
set: function ( min, max ) {
|
|
|
|
this.min.copy( min );
|
|
this.max.copy( max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromPoints: function ( points ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
this.expandByPoint( points[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromCenterAndSize: function () {
|
|
|
|
var v1 = new Vector2();
|
|
|
|
return function setFromCenterAndSize( center, size ) {
|
|
|
|
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
this.min.copy( center ).sub( halfSize );
|
|
this.max.copy( center ).add( halfSize );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( box ) {
|
|
|
|
this.min.copy( box.min );
|
|
this.max.copy( box.max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeEmpty: function () {
|
|
|
|
this.min.x = this.min.y = + Infinity;
|
|
this.max.x = this.max.y = - Infinity;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
isEmpty: function () {
|
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
|
|
|
},
|
|
|
|
getCenter: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector2();
|
|
return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
|
},
|
|
|
|
getSize: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector2();
|
|
return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );
|
|
|
|
},
|
|
|
|
expandByPoint: function ( point ) {
|
|
|
|
this.min.min( point );
|
|
this.max.max( point );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
expandByVector: function ( vector ) {
|
|
|
|
this.min.sub( vector );
|
|
this.max.add( vector );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
expandByScalar: function ( scalar ) {
|
|
|
|
this.min.addScalar( - scalar );
|
|
this.max.addScalar( scalar );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
containsPoint: function ( point ) {
|
|
|
|
return point.x < this.min.x || point.x > this.max.x ||
|
|
point.y < this.min.y || point.y > this.max.y ? false : true;
|
|
|
|
},
|
|
|
|
containsBox: function ( box ) {
|
|
|
|
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
|
this.min.y <= box.min.y && box.max.y <= this.max.y;
|
|
|
|
},
|
|
|
|
getParameter: function ( point, optionalTarget ) {
|
|
|
|
// This can potentially have a divide by zero if the box
|
|
// has a size dimension of 0.
|
|
|
|
var result = optionalTarget || new Vector2();
|
|
|
|
return result.set(
|
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
( point.y - this.min.y ) / ( this.max.y - this.min.y )
|
|
);
|
|
|
|
},
|
|
|
|
intersectsBox: function ( box ) {
|
|
|
|
// using 6 splitting planes to rule out intersections.
|
|
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
|
|
|
|
},
|
|
|
|
clampPoint: function ( point, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector2();
|
|
return result.copy( point ).clamp( this.min, this.max );
|
|
|
|
},
|
|
|
|
distanceToPoint: function () {
|
|
|
|
var v1 = new Vector2();
|
|
|
|
return function distanceToPoint( point ) {
|
|
|
|
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
return clampedPoint.sub( point ).length();
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersect: function ( box ) {
|
|
|
|
this.min.max( box.min );
|
|
this.max.min( box.max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
union: function ( box ) {
|
|
|
|
this.min.min( box.min );
|
|
this.max.max( box.max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translate: function ( offset ) {
|
|
|
|
this.min.add( offset );
|
|
this.max.add( offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( box ) {
|
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function LensFlarePlugin( renderer, flares ) {
|
|
|
|
var gl = renderer.context;
|
|
var state = renderer.state;
|
|
|
|
var vertexBuffer, elementBuffer;
|
|
var shader, program, attributes, uniforms;
|
|
|
|
var tempTexture, occlusionTexture;
|
|
|
|
function init() {
|
|
|
|
var vertices = new Float32Array( [
|
|
- 1, - 1, 0, 0,
|
|
1, - 1, 1, 0,
|
|
1, 1, 1, 1,
|
|
- 1, 1, 0, 1
|
|
] );
|
|
|
|
var faces = new Uint16Array( [
|
|
0, 1, 2,
|
|
0, 2, 3
|
|
] );
|
|
|
|
// buffers
|
|
|
|
vertexBuffer = gl.createBuffer();
|
|
elementBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
|
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
|
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
|
|
|
|
// textures
|
|
|
|
tempTexture = gl.createTexture();
|
|
occlusionTexture = gl.createTexture();
|
|
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
|
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
|
|
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
|
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
|
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
|
|
|
shader = {
|
|
|
|
vertexShader: [
|
|
|
|
"uniform lowp int renderType;",
|
|
|
|
"uniform vec3 screenPosition;",
|
|
"uniform vec2 scale;",
|
|
"uniform float rotation;",
|
|
|
|
"uniform sampler2D occlusionMap;",
|
|
|
|
"attribute vec2 position;",
|
|
"attribute vec2 uv;",
|
|
|
|
"varying vec2 vUV;",
|
|
"varying float vVisibility;",
|
|
|
|
"void main() {",
|
|
|
|
"vUV = uv;",
|
|
|
|
"vec2 pos = position;",
|
|
|
|
"if ( renderType == 2 ) {",
|
|
|
|
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
|
|
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
|
|
|
|
"vVisibility = visibility.r / 9.0;",
|
|
"vVisibility *= 1.0 - visibility.g / 9.0;",
|
|
"vVisibility *= visibility.b / 9.0;",
|
|
"vVisibility *= 1.0 - visibility.a / 9.0;",
|
|
|
|
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
|
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
|
|
|
"}",
|
|
|
|
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join( "\n" ),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform lowp int renderType;",
|
|
|
|
"uniform sampler2D map;",
|
|
"uniform float opacity;",
|
|
"uniform vec3 color;",
|
|
|
|
"varying vec2 vUV;",
|
|
"varying float vVisibility;",
|
|
|
|
"void main() {",
|
|
|
|
// pink square
|
|
|
|
"if ( renderType == 0 ) {",
|
|
|
|
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
|
|
|
// restore
|
|
|
|
"} else if ( renderType == 1 ) {",
|
|
|
|
"gl_FragColor = texture2D( map, vUV );",
|
|
|
|
// flare
|
|
|
|
"} else {",
|
|
|
|
"vec4 texture = texture2D( map, vUV );",
|
|
"texture.a *= opacity * vVisibility;",
|
|
"gl_FragColor = texture;",
|
|
"gl_FragColor.rgb *= color;",
|
|
|
|
"}",
|
|
|
|
"}"
|
|
|
|
].join( "\n" )
|
|
|
|
};
|
|
|
|
program = createProgram( shader );
|
|
|
|
attributes = {
|
|
vertex: gl.getAttribLocation ( program, "position" ),
|
|
uv: gl.getAttribLocation ( program, "uv" )
|
|
};
|
|
|
|
uniforms = {
|
|
renderType: gl.getUniformLocation( program, "renderType" ),
|
|
map: gl.getUniformLocation( program, "map" ),
|
|
occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
|
|
opacity: gl.getUniformLocation( program, "opacity" ),
|
|
color: gl.getUniformLocation( program, "color" ),
|
|
scale: gl.getUniformLocation( program, "scale" ),
|
|
rotation: gl.getUniformLocation( program, "rotation" ),
|
|
screenPosition: gl.getUniformLocation( program, "screenPosition" )
|
|
};
|
|
|
|
}
|
|
|
|
/*
|
|
* Render lens flares
|
|
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
|
|
* reads these back and calculates occlusion.
|
|
*/
|
|
|
|
this.render = function ( scene, camera, viewport ) {
|
|
|
|
if ( flares.length === 0 ) return;
|
|
|
|
var tempPosition = new Vector3();
|
|
|
|
var invAspect = viewport.w / viewport.z,
|
|
halfViewportWidth = viewport.z * 0.5,
|
|
halfViewportHeight = viewport.w * 0.5;
|
|
|
|
var size = 16 / viewport.w,
|
|
scale = new Vector2( size * invAspect, size );
|
|
|
|
var screenPosition = new Vector3( 1, 1, 0 ),
|
|
screenPositionPixels = new Vector2( 1, 1 );
|
|
|
|
var validArea = new Box2();
|
|
|
|
validArea.min.set( viewport.x, viewport.y );
|
|
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
|
|
|
|
if ( program === undefined ) {
|
|
|
|
init();
|
|
|
|
}
|
|
|
|
gl.useProgram( program );
|
|
|
|
state.initAttributes();
|
|
state.enableAttribute( attributes.vertex );
|
|
state.enableAttribute( attributes.uv );
|
|
state.disableUnusedAttributes();
|
|
|
|
// loop through all lens flares to update their occlusion and positions
|
|
// setup gl and common used attribs/uniforms
|
|
|
|
gl.uniform1i( uniforms.occlusionMap, 0 );
|
|
gl.uniform1i( uniforms.map, 1 );
|
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
|
gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
|
|
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
|
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
|
|
state.disable( gl.CULL_FACE );
|
|
state.setDepthWrite( false );
|
|
|
|
for ( var i = 0, l = flares.length; i < l; i ++ ) {
|
|
|
|
size = 16 / viewport.w;
|
|
scale.set( size * invAspect, size );
|
|
|
|
// calc object screen position
|
|
|
|
var flare = flares[ i ];
|
|
|
|
tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
|
|
|
|
tempPosition.applyMatrix4( camera.matrixWorldInverse );
|
|
tempPosition.applyMatrix4( camera.projectionMatrix );
|
|
|
|
// setup arrays for gl programs
|
|
|
|
screenPosition.copy( tempPosition );
|
|
|
|
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
|
|
|
|
screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
|
|
screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
|
|
|
|
// screen cull
|
|
|
|
if ( validArea.containsPoint( screenPositionPixels ) === true ) {
|
|
|
|
// save current RGB to temp texture
|
|
|
|
state.activeTexture( gl.TEXTURE0 );
|
|
state.bindTexture( gl.TEXTURE_2D, null );
|
|
state.activeTexture( gl.TEXTURE1 );
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
|
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
|
|
|
|
|
|
// render pink quad
|
|
|
|
gl.uniform1i( uniforms.renderType, 0 );
|
|
gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
|
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
|
|
|
state.disable( gl.BLEND );
|
|
state.enable( gl.DEPTH_TEST );
|
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
|
|
// copy result to occlusionMap
|
|
|
|
state.activeTexture( gl.TEXTURE0 );
|
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
|
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
|
|
|
|
|
|
// restore graphics
|
|
|
|
gl.uniform1i( uniforms.renderType, 1 );
|
|
state.disable( gl.DEPTH_TEST );
|
|
|
|
state.activeTexture( gl.TEXTURE1 );
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
|
|
// update object positions
|
|
|
|
flare.positionScreen.copy( screenPosition );
|
|
|
|
if ( flare.customUpdateCallback ) {
|
|
|
|
flare.customUpdateCallback( flare );
|
|
|
|
} else {
|
|
|
|
flare.updateLensFlares();
|
|
|
|
}
|
|
|
|
// render flares
|
|
|
|
gl.uniform1i( uniforms.renderType, 2 );
|
|
state.enable( gl.BLEND );
|
|
|
|
for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
|
|
|
|
var sprite = flare.lensFlares[ j ];
|
|
|
|
if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
|
|
|
|
screenPosition.x = sprite.x;
|
|
screenPosition.y = sprite.y;
|
|
screenPosition.z = sprite.z;
|
|
|
|
size = sprite.size * sprite.scale / viewport.w;
|
|
|
|
scale.x = size * invAspect;
|
|
scale.y = size;
|
|
|
|
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
|
gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
|
gl.uniform1f( uniforms.rotation, sprite.rotation );
|
|
|
|
gl.uniform1f( uniforms.opacity, sprite.opacity );
|
|
gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
|
|
|
|
state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
|
|
renderer.setTexture2D( sprite.texture, 1 );
|
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// restore gl
|
|
|
|
state.enable( gl.CULL_FACE );
|
|
state.enable( gl.DEPTH_TEST );
|
|
state.setDepthWrite( true );
|
|
|
|
renderer.resetGLState();
|
|
|
|
};
|
|
|
|
function createProgram( shader ) {
|
|
|
|
var program = gl.createProgram();
|
|
|
|
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
|
|
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
|
|
|
|
var prefix = "precision " + renderer.getPrecision() + " float;\n";
|
|
|
|
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
|
|
gl.shaderSource( vertexShader, prefix + shader.vertexShader );
|
|
|
|
gl.compileShader( fragmentShader );
|
|
gl.compileShader( vertexShader );
|
|
|
|
gl.attachShader( program, fragmentShader );
|
|
gl.attachShader( program, vertexShader );
|
|
|
|
gl.linkProgram( program );
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function SpritePlugin( renderer, sprites ) {
|
|
|
|
var gl = renderer.context;
|
|
var state = renderer.state;
|
|
|
|
var vertexBuffer, elementBuffer;
|
|
var program, attributes, uniforms;
|
|
|
|
var texture;
|
|
|
|
// decompose matrixWorld
|
|
|
|
var spritePosition = new Vector3();
|
|
var spriteRotation = new Quaternion();
|
|
var spriteScale = new Vector3();
|
|
|
|
function init() {
|
|
|
|
var vertices = new Float32Array( [
|
|
- 0.5, - 0.5, 0, 0,
|
|
0.5, - 0.5, 1, 0,
|
|
0.5, 0.5, 1, 1,
|
|
- 0.5, 0.5, 0, 1
|
|
] );
|
|
|
|
var faces = new Uint16Array( [
|
|
0, 1, 2,
|
|
0, 2, 3
|
|
] );
|
|
|
|
vertexBuffer = gl.createBuffer();
|
|
elementBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
|
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
|
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
|
|
|
|
program = createProgram();
|
|
|
|
attributes = {
|
|
position: gl.getAttribLocation ( program, 'position' ),
|
|
uv: gl.getAttribLocation ( program, 'uv' )
|
|
};
|
|
|
|
uniforms = {
|
|
uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
|
|
uvScale: gl.getUniformLocation( program, 'uvScale' ),
|
|
|
|
rotation: gl.getUniformLocation( program, 'rotation' ),
|
|
scale: gl.getUniformLocation( program, 'scale' ),
|
|
|
|
color: gl.getUniformLocation( program, 'color' ),
|
|
map: gl.getUniformLocation( program, 'map' ),
|
|
opacity: gl.getUniformLocation( program, 'opacity' ),
|
|
|
|
modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
|
|
projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
|
|
|
|
fogType: gl.getUniformLocation( program, 'fogType' ),
|
|
fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
|
|
fogNear: gl.getUniformLocation( program, 'fogNear' ),
|
|
fogFar: gl.getUniformLocation( program, 'fogFar' ),
|
|
fogColor: gl.getUniformLocation( program, 'fogColor' ),
|
|
|
|
alphaTest: gl.getUniformLocation( program, 'alphaTest' )
|
|
};
|
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
canvas.width = 8;
|
|
canvas.height = 8;
|
|
|
|
var context = canvas.getContext( '2d' );
|
|
context.fillStyle = 'white';
|
|
context.fillRect( 0, 0, 8, 8 );
|
|
|
|
texture = new Texture( canvas );
|
|
texture.needsUpdate = true;
|
|
|
|
}
|
|
|
|
this.render = function ( scene, camera ) {
|
|
|
|
if ( sprites.length === 0 ) return;
|
|
|
|
// setup gl
|
|
|
|
if ( program === undefined ) {
|
|
|
|
init();
|
|
|
|
}
|
|
|
|
gl.useProgram( program );
|
|
|
|
state.initAttributes();
|
|
state.enableAttribute( attributes.position );
|
|
state.enableAttribute( attributes.uv );
|
|
state.disableUnusedAttributes();
|
|
|
|
state.disable( gl.CULL_FACE );
|
|
state.enable( gl.BLEND );
|
|
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
|
gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
|
|
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
|
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
|
|
gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
|
|
|
state.activeTexture( gl.TEXTURE0 );
|
|
gl.uniform1i( uniforms.map, 0 );
|
|
|
|
var oldFogType = 0;
|
|
var sceneFogType = 0;
|
|
var fog = scene.fog;
|
|
|
|
if ( fog ) {
|
|
|
|
gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
|
|
|
|
if ( fog.isFog ) {
|
|
|
|
gl.uniform1f( uniforms.fogNear, fog.near );
|
|
gl.uniform1f( uniforms.fogFar, fog.far );
|
|
|
|
gl.uniform1i( uniforms.fogType, 1 );
|
|
oldFogType = 1;
|
|
sceneFogType = 1;
|
|
|
|
} else if ( fog.isFogExp2 ) {
|
|
|
|
gl.uniform1f( uniforms.fogDensity, fog.density );
|
|
|
|
gl.uniform1i( uniforms.fogType, 2 );
|
|
oldFogType = 2;
|
|
sceneFogType = 2;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
gl.uniform1i( uniforms.fogType, 0 );
|
|
oldFogType = 0;
|
|
sceneFogType = 0;
|
|
|
|
}
|
|
|
|
|
|
// update positions and sort
|
|
|
|
for ( var i = 0, l = sprites.length; i < l; i ++ ) {
|
|
|
|
var sprite = sprites[ i ];
|
|
|
|
sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
|
|
sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
|
|
|
|
}
|
|
|
|
sprites.sort( painterSortStable );
|
|
|
|
// render all sprites
|
|
|
|
var scale = [];
|
|
|
|
for ( var i = 0, l = sprites.length; i < l; i ++ ) {
|
|
|
|
var sprite = sprites[ i ];
|
|
var material = sprite.material;
|
|
|
|
if ( material.visible === false ) continue;
|
|
|
|
gl.uniform1f( uniforms.alphaTest, material.alphaTest );
|
|
gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
|
|
|
|
sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
|
|
|
|
scale[ 0 ] = spriteScale.x;
|
|
scale[ 1 ] = spriteScale.y;
|
|
|
|
var fogType = 0;
|
|
|
|
if ( scene.fog && material.fog ) {
|
|
|
|
fogType = sceneFogType;
|
|
|
|
}
|
|
|
|
if ( oldFogType !== fogType ) {
|
|
|
|
gl.uniform1i( uniforms.fogType, fogType );
|
|
oldFogType = fogType;
|
|
|
|
}
|
|
|
|
if ( material.map !== null ) {
|
|
|
|
gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
|
|
gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
|
|
|
|
} else {
|
|
|
|
gl.uniform2f( uniforms.uvOffset, 0, 0 );
|
|
gl.uniform2f( uniforms.uvScale, 1, 1 );
|
|
|
|
}
|
|
|
|
gl.uniform1f( uniforms.opacity, material.opacity );
|
|
gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
|
|
|
|
gl.uniform1f( uniforms.rotation, material.rotation );
|
|
gl.uniform2fv( uniforms.scale, scale );
|
|
|
|
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
state.setDepthTest( material.depthTest );
|
|
state.setDepthWrite( material.depthWrite );
|
|
|
|
if ( material.map ) {
|
|
|
|
renderer.setTexture2D( material.map, 0 );
|
|
|
|
} else {
|
|
|
|
renderer.setTexture2D( texture, 0 );
|
|
|
|
}
|
|
|
|
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
}
|
|
|
|
// restore gl
|
|
|
|
state.enable( gl.CULL_FACE );
|
|
|
|
renderer.resetGLState();
|
|
|
|
};
|
|
|
|
function createProgram() {
|
|
|
|
var program = gl.createProgram();
|
|
|
|
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
|
|
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
|
|
|
|
gl.shaderSource( vertexShader, [
|
|
|
|
'precision ' + renderer.getPrecision() + ' float;',
|
|
|
|
'uniform mat4 modelViewMatrix;',
|
|
'uniform mat4 projectionMatrix;',
|
|
'uniform float rotation;',
|
|
'uniform vec2 scale;',
|
|
'uniform vec2 uvOffset;',
|
|
'uniform vec2 uvScale;',
|
|
|
|
'attribute vec2 position;',
|
|
'attribute vec2 uv;',
|
|
|
|
'varying vec2 vUV;',
|
|
|
|
'void main() {',
|
|
|
|
'vUV = uvOffset + uv * uvScale;',
|
|
|
|
'vec2 alignedPosition = position * scale;',
|
|
|
|
'vec2 rotatedPosition;',
|
|
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
|
|
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
|
|
|
|
'vec4 finalPosition;',
|
|
|
|
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
|
|
'finalPosition.xy += rotatedPosition;',
|
|
'finalPosition = projectionMatrix * finalPosition;',
|
|
|
|
'gl_Position = finalPosition;',
|
|
|
|
'}'
|
|
|
|
].join( '\n' ) );
|
|
|
|
gl.shaderSource( fragmentShader, [
|
|
|
|
'precision ' + renderer.getPrecision() + ' float;',
|
|
|
|
'uniform vec3 color;',
|
|
'uniform sampler2D map;',
|
|
'uniform float opacity;',
|
|
|
|
'uniform int fogType;',
|
|
'uniform vec3 fogColor;',
|
|
'uniform float fogDensity;',
|
|
'uniform float fogNear;',
|
|
'uniform float fogFar;',
|
|
'uniform float alphaTest;',
|
|
|
|
'varying vec2 vUV;',
|
|
|
|
'void main() {',
|
|
|
|
'vec4 texture = texture2D( map, vUV );',
|
|
|
|
'if ( texture.a < alphaTest ) discard;',
|
|
|
|
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
|
|
|
|
'if ( fogType > 0 ) {',
|
|
|
|
'float depth = gl_FragCoord.z / gl_FragCoord.w;',
|
|
'float fogFactor = 0.0;',
|
|
|
|
'if ( fogType == 1 ) {',
|
|
|
|
'fogFactor = smoothstep( fogNear, fogFar, depth );',
|
|
|
|
'} else {',
|
|
|
|
'const float LOG2 = 1.442695;',
|
|
'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
|
|
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
|
|
|
|
'}',
|
|
|
|
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
|
|
|
|
'}',
|
|
|
|
'}'
|
|
|
|
].join( '\n' ) );
|
|
|
|
gl.compileShader( vertexShader );
|
|
gl.compileShader( fragmentShader );
|
|
|
|
gl.attachShader( program, vertexShader );
|
|
gl.attachShader( program, fragmentShader );
|
|
|
|
gl.linkProgram( program );
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
function painterSortStable( a, b ) {
|
|
|
|
if ( a.renderOrder !== b.renderOrder ) {
|
|
|
|
return a.renderOrder - b.renderOrder;
|
|
|
|
} else if ( a.z !== b.z ) {
|
|
|
|
return b.z - a.z;
|
|
|
|
} else {
|
|
|
|
return b.id - a.id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
var materialId = 0;
|
|
|
|
function Material() {
|
|
|
|
Object.defineProperty( this, 'id', { value: materialId ++ } );
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Material';
|
|
|
|
this.fog = true;
|
|
this.lights = true;
|
|
|
|
this.blending = NormalBlending;
|
|
this.side = FrontSide;
|
|
this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
|
|
this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
|
|
|
|
this.opacity = 1;
|
|
this.transparent = false;
|
|
|
|
this.blendSrc = SrcAlphaFactor;
|
|
this.blendDst = OneMinusSrcAlphaFactor;
|
|
this.blendEquation = AddEquation;
|
|
this.blendSrcAlpha = null;
|
|
this.blendDstAlpha = null;
|
|
this.blendEquationAlpha = null;
|
|
|
|
this.depthFunc = LessEqualDepth;
|
|
this.depthTest = true;
|
|
this.depthWrite = true;
|
|
|
|
this.clippingPlanes = null;
|
|
this.clipIntersection = false;
|
|
this.clipShadows = false;
|
|
|
|
this.colorWrite = true;
|
|
|
|
this.precision = null; // override the renderer's default precision for this material
|
|
|
|
this.polygonOffset = false;
|
|
this.polygonOffsetFactor = 0;
|
|
this.polygonOffsetUnits = 0;
|
|
|
|
this.alphaTest = 0;
|
|
this.premultipliedAlpha = false;
|
|
|
|
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
|
|
|
|
this.visible = true;
|
|
|
|
this._needsUpdate = true;
|
|
|
|
}
|
|
|
|
Material.prototype = {
|
|
|
|
constructor: Material,
|
|
|
|
isMaterial: true,
|
|
|
|
get needsUpdate() {
|
|
|
|
return this._needsUpdate;
|
|
|
|
},
|
|
|
|
set needsUpdate( value ) {
|
|
|
|
if ( value === true ) this.update();
|
|
this._needsUpdate = value;
|
|
|
|
},
|
|
|
|
setValues: function ( values ) {
|
|
|
|
if ( values === undefined ) return;
|
|
|
|
for ( var key in values ) {
|
|
|
|
var newValue = values[ key ];
|
|
|
|
if ( newValue === undefined ) {
|
|
|
|
console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
|
|
continue;
|
|
|
|
}
|
|
|
|
var currentValue = this[ key ];
|
|
|
|
if ( currentValue === undefined ) {
|
|
|
|
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( currentValue && currentValue.isColor ) {
|
|
|
|
currentValue.set( newValue );
|
|
|
|
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
|
|
|
|
currentValue.copy( newValue );
|
|
|
|
} else if ( key === 'overdraw' ) {
|
|
|
|
// ensure overdraw is backwards-compatible with legacy boolean type
|
|
this[ key ] = Number( newValue );
|
|
|
|
} else {
|
|
|
|
this[ key ] = newValue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var isRoot = meta === undefined;
|
|
|
|
if ( isRoot ) {
|
|
|
|
meta = {
|
|
textures: {},
|
|
images: {}
|
|
};
|
|
|
|
}
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.4,
|
|
type: 'Material',
|
|
generator: 'Material.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard Material serialization
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
|
|
if ( this.name !== '' ) data.name = this.name;
|
|
|
|
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
|
|
|
|
if ( this.roughness !== undefined ) data.roughness = this.roughness;
|
|
if ( this.metalness !== undefined ) data.metalness = this.metalness;
|
|
|
|
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
|
|
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
|
|
if ( this.shininess !== undefined ) data.shininess = this.shininess;
|
|
if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
|
|
if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
|
|
|
|
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
|
|
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
|
|
if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
|
|
if ( this.bumpMap && this.bumpMap.isTexture ) {
|
|
|
|
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
|
|
data.bumpScale = this.bumpScale;
|
|
|
|
}
|
|
if ( this.normalMap && this.normalMap.isTexture ) {
|
|
|
|
data.normalMap = this.normalMap.toJSON( meta ).uuid;
|
|
data.normalScale = this.normalScale.toArray();
|
|
|
|
}
|
|
if ( this.displacementMap && this.displacementMap.isTexture ) {
|
|
|
|
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
|
|
data.displacementScale = this.displacementScale;
|
|
data.displacementBias = this.displacementBias;
|
|
|
|
}
|
|
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
|
|
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
|
|
|
|
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
|
|
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
|
|
|
|
if ( this.envMap && this.envMap.isTexture ) {
|
|
|
|
data.envMap = this.envMap.toJSON( meta ).uuid;
|
|
data.reflectivity = this.reflectivity; // Scale behind envMap
|
|
|
|
}
|
|
|
|
if ( this.gradientMap && this.gradientMap.isTexture ) {
|
|
|
|
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
|
|
|
|
}
|
|
|
|
if ( this.size !== undefined ) data.size = this.size;
|
|
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
|
|
|
|
if ( this.blending !== NormalBlending ) data.blending = this.blending;
|
|
if ( this.shading !== SmoothShading ) data.shading = this.shading;
|
|
if ( this.side !== FrontSide ) data.side = this.side;
|
|
if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
|
|
|
|
if ( this.opacity < 1 ) data.opacity = this.opacity;
|
|
if ( this.transparent === true ) data.transparent = this.transparent;
|
|
|
|
data.depthFunc = this.depthFunc;
|
|
data.depthTest = this.depthTest;
|
|
data.depthWrite = this.depthWrite;
|
|
|
|
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
|
|
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
|
|
if ( this.wireframe === true ) data.wireframe = this.wireframe;
|
|
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
|
|
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
|
|
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
|
|
|
|
data.skinning = this.skinning;
|
|
data.morphTargets = this.morphTargets;
|
|
|
|
// TODO: Copied from Object3D.toJSON
|
|
|
|
function extractFromCache( cache ) {
|
|
|
|
var values = [];
|
|
|
|
for ( var key in cache ) {
|
|
|
|
var data = cache[ key ];
|
|
delete data.metadata;
|
|
values.push( data );
|
|
|
|
}
|
|
|
|
return values;
|
|
|
|
}
|
|
|
|
if ( isRoot ) {
|
|
|
|
var textures = extractFromCache( meta.textures );
|
|
var images = extractFromCache( meta.images );
|
|
|
|
if ( textures.length > 0 ) data.textures = textures;
|
|
if ( images.length > 0 ) data.images = images;
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.name = source.name;
|
|
|
|
this.fog = source.fog;
|
|
this.lights = source.lights;
|
|
|
|
this.blending = source.blending;
|
|
this.side = source.side;
|
|
this.shading = source.shading;
|
|
this.vertexColors = source.vertexColors;
|
|
|
|
this.opacity = source.opacity;
|
|
this.transparent = source.transparent;
|
|
|
|
this.blendSrc = source.blendSrc;
|
|
this.blendDst = source.blendDst;
|
|
this.blendEquation = source.blendEquation;
|
|
this.blendSrcAlpha = source.blendSrcAlpha;
|
|
this.blendDstAlpha = source.blendDstAlpha;
|
|
this.blendEquationAlpha = source.blendEquationAlpha;
|
|
|
|
this.depthFunc = source.depthFunc;
|
|
this.depthTest = source.depthTest;
|
|
this.depthWrite = source.depthWrite;
|
|
|
|
this.colorWrite = source.colorWrite;
|
|
|
|
this.precision = source.precision;
|
|
|
|
this.polygonOffset = source.polygonOffset;
|
|
this.polygonOffsetFactor = source.polygonOffsetFactor;
|
|
this.polygonOffsetUnits = source.polygonOffsetUnits;
|
|
|
|
this.alphaTest = source.alphaTest;
|
|
|
|
this.premultipliedAlpha = source.premultipliedAlpha;
|
|
|
|
this.overdraw = source.overdraw;
|
|
|
|
this.visible = source.visible;
|
|
this.clipShadows = source.clipShadows;
|
|
this.clipIntersection = source.clipIntersection;
|
|
|
|
var srcPlanes = source.clippingPlanes,
|
|
dstPlanes = null;
|
|
|
|
if ( srcPlanes !== null ) {
|
|
|
|
var n = srcPlanes.length;
|
|
dstPlanes = new Array( n );
|
|
|
|
for ( var i = 0; i !== n; ++ i )
|
|
dstPlanes[ i ] = srcPlanes[ i ].clone();
|
|
|
|
}
|
|
|
|
this.clippingPlanes = dstPlanes;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
update: function () {
|
|
|
|
this.dispatchEvent( { type: 'update' } );
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( Material.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* defines: { "label" : "value" },
|
|
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
|
|
*
|
|
* fragmentShader: <string>,
|
|
* vertexShader: <string>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* lights: <bool>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function ShaderMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'ShaderMaterial';
|
|
|
|
this.defines = {};
|
|
this.uniforms = {};
|
|
|
|
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
|
|
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
|
|
|
|
this.linewidth = 1;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false; // set to use scene fog
|
|
this.lights = false; // set to use scene lights
|
|
this.clipping = false; // set to use user-defined clipping planes
|
|
|
|
this.skinning = false; // set to use skinning attribute streams
|
|
this.morphTargets = false; // set to use morph targets
|
|
this.morphNormals = false; // set to use morph normals
|
|
|
|
this.extensions = {
|
|
derivatives: false, // set to use derivatives
|
|
fragDepth: false, // set to use fragment depth values
|
|
drawBuffers: false, // set to use draw buffers
|
|
shaderTextureLOD: false // set to use shader texture LOD
|
|
};
|
|
|
|
// When rendered geometry doesn't include these attributes but the material does,
|
|
// use these default values in WebGL. This avoids errors when buffer data is missing.
|
|
this.defaultAttributeValues = {
|
|
'color': [ 1, 1, 1 ],
|
|
'uv': [ 0, 0 ],
|
|
'uv2': [ 0, 0 ]
|
|
};
|
|
|
|
this.index0AttributeName = undefined;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
if ( parameters.attributes !== undefined ) {
|
|
|
|
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ShaderMaterial.prototype = Object.create( Material.prototype );
|
|
ShaderMaterial.prototype.constructor = ShaderMaterial;
|
|
|
|
ShaderMaterial.prototype.isShaderMaterial = true;
|
|
|
|
ShaderMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.fragmentShader = source.fragmentShader;
|
|
this.vertexShader = source.vertexShader;
|
|
|
|
this.uniforms = UniformsUtils.clone( source.uniforms );
|
|
|
|
this.defines = source.defines;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
this.lights = source.lights;
|
|
this.clipping = source.clipping;
|
|
|
|
this.skinning = source.skinning;
|
|
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
this.extensions = source.extensions;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
ShaderMaterial.prototype.toJSON = function ( meta ) {
|
|
|
|
var data = Material.prototype.toJSON.call( this, meta );
|
|
|
|
data.uniforms = this.uniforms;
|
|
data.vertexShader = this.vertexShader;
|
|
data.fragmentShader = this.fragmentShader;
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author bhouston / https://clara.io
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*
|
|
* parameters = {
|
|
*
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>
|
|
* }
|
|
*/
|
|
|
|
function MeshDepthMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshDepthMaterial';
|
|
|
|
this.depthPacking = BasicDepthPacking;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
|
|
this.map = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false;
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshDepthMaterial.prototype = Object.create( Material.prototype );
|
|
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
|
|
|
|
MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
|
|
|
|
MeshDepthMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.depthPacking = source.depthPacking;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
this.map = source.map;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function Box3( min, max ) {
|
|
|
|
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
|
|
this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
|
|
|
|
}
|
|
|
|
Box3.prototype = {
|
|
|
|
constructor: Box3,
|
|
|
|
isBox3: true,
|
|
|
|
set: function ( min, max ) {
|
|
|
|
this.min.copy( min );
|
|
this.max.copy( max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromArray: function ( array ) {
|
|
|
|
var minX = + Infinity;
|
|
var minY = + Infinity;
|
|
var minZ = + Infinity;
|
|
|
|
var maxX = - Infinity;
|
|
var maxY = - Infinity;
|
|
var maxZ = - Infinity;
|
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) {
|
|
|
|
var x = array[ i ];
|
|
var y = array[ i + 1 ];
|
|
var z = array[ i + 2 ];
|
|
|
|
if ( x < minX ) minX = x;
|
|
if ( y < minY ) minY = y;
|
|
if ( z < minZ ) minZ = z;
|
|
|
|
if ( x > maxX ) maxX = x;
|
|
if ( y > maxY ) maxY = y;
|
|
if ( z > maxZ ) maxZ = z;
|
|
|
|
}
|
|
|
|
this.min.set( minX, minY, minZ );
|
|
this.max.set( maxX, maxY, maxZ );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromBufferAttribute: function ( attribute ) {
|
|
|
|
var minX = + Infinity;
|
|
var minY = + Infinity;
|
|
var minZ = + Infinity;
|
|
|
|
var maxX = - Infinity;
|
|
var maxY = - Infinity;
|
|
var maxZ = - Infinity;
|
|
|
|
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
|
|
|
|
var x = attribute.getX( i );
|
|
var y = attribute.getY( i );
|
|
var z = attribute.getZ( i );
|
|
|
|
if ( x < minX ) minX = x;
|
|
if ( y < minY ) minY = y;
|
|
if ( z < minZ ) minZ = z;
|
|
|
|
if ( x > maxX ) maxX = x;
|
|
if ( y > maxY ) maxY = y;
|
|
if ( z > maxZ ) maxZ = z;
|
|
|
|
}
|
|
|
|
this.min.set( minX, minY, minZ );
|
|
this.max.set( maxX, maxY, maxZ );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromPoints: function ( points ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
this.expandByPoint( points[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromCenterAndSize: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function setFromCenterAndSize( center, size ) {
|
|
|
|
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
|
|
this.min.copy( center ).sub( halfSize );
|
|
this.max.copy( center ).add( halfSize );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
setFromObject: function ( object ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
return this.expandByObject( object );
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( box ) {
|
|
|
|
this.min.copy( box.min );
|
|
this.max.copy( box.max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
makeEmpty: function () {
|
|
|
|
this.min.x = this.min.y = this.min.z = + Infinity;
|
|
this.max.x = this.max.y = this.max.z = - Infinity;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
isEmpty: function () {
|
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
|
|
|
|
},
|
|
|
|
getCenter: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
|
},
|
|
|
|
getSize: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );
|
|
|
|
},
|
|
|
|
expandByPoint: function ( point ) {
|
|
|
|
this.min.min( point );
|
|
this.max.max( point );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
expandByVector: function ( vector ) {
|
|
|
|
this.min.sub( vector );
|
|
this.max.add( vector );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
expandByScalar: function ( scalar ) {
|
|
|
|
this.min.addScalar( - scalar );
|
|
this.max.addScalar( scalar );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
expandByObject: function () {
|
|
|
|
// Computes the world-axis-aligned bounding box of an object (including its children),
|
|
// accounting for both the object's, and children's, world transforms
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function expandByObject( object ) {
|
|
|
|
var scope = this;
|
|
|
|
object.updateMatrixWorld( true );
|
|
|
|
object.traverse( function ( node ) {
|
|
|
|
var i, l;
|
|
|
|
var geometry = node.geometry;
|
|
|
|
if ( geometry !== undefined ) {
|
|
|
|
if ( geometry.isGeometry ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
|
|
for ( i = 0, l = vertices.length; i < l; i ++ ) {
|
|
|
|
v1.copy( vertices[ i ] );
|
|
v1.applyMatrix4( node.matrixWorld );
|
|
|
|
scope.expandByPoint( v1 );
|
|
|
|
}
|
|
|
|
} else if ( geometry.isBufferGeometry ) {
|
|
|
|
var attribute = geometry.attributes.position;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
for ( i = 0, l = attribute.count; i < l; i ++ ) {
|
|
|
|
v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
|
|
|
|
scope.expandByPoint( v1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
containsPoint: function ( point ) {
|
|
|
|
return point.x < this.min.x || point.x > this.max.x ||
|
|
point.y < this.min.y || point.y > this.max.y ||
|
|
point.z < this.min.z || point.z > this.max.z ? false : true;
|
|
|
|
},
|
|
|
|
containsBox: function ( box ) {
|
|
|
|
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
|
this.min.y <= box.min.y && box.max.y <= this.max.y &&
|
|
this.min.z <= box.min.z && box.max.z <= this.max.z;
|
|
|
|
},
|
|
|
|
getParameter: function ( point, optionalTarget ) {
|
|
|
|
// This can potentially have a divide by zero if the box
|
|
// has a size dimension of 0.
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
return result.set(
|
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
|
( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
|
);
|
|
|
|
},
|
|
|
|
intersectsBox: function ( box ) {
|
|
|
|
// using 6 splitting planes to rule out intersections.
|
|
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
box.max.y < this.min.y || box.min.y > this.max.y ||
|
|
box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
|
|
|
|
},
|
|
|
|
intersectsSphere: ( function () {
|
|
|
|
var closestPoint;
|
|
|
|
return function intersectsSphere( sphere ) {
|
|
|
|
if ( closestPoint === undefined ) closestPoint = new Vector3();
|
|
|
|
// Find the point on the AABB closest to the sphere center.
|
|
this.clampPoint( sphere.center, closestPoint );
|
|
|
|
// If that point is inside the sphere, the AABB and sphere intersect.
|
|
return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
|
|
|
|
};
|
|
|
|
} )(),
|
|
|
|
intersectsPlane: function ( plane ) {
|
|
|
|
// We compute the minimum and maximum dot product values. If those values
|
|
// are on the same side (back or front) of the plane, then there is no intersection.
|
|
|
|
var min, max;
|
|
|
|
if ( plane.normal.x > 0 ) {
|
|
|
|
min = plane.normal.x * this.min.x;
|
|
max = plane.normal.x * this.max.x;
|
|
|
|
} else {
|
|
|
|
min = plane.normal.x * this.max.x;
|
|
max = plane.normal.x * this.min.x;
|
|
|
|
}
|
|
|
|
if ( plane.normal.y > 0 ) {
|
|
|
|
min += plane.normal.y * this.min.y;
|
|
max += plane.normal.y * this.max.y;
|
|
|
|
} else {
|
|
|
|
min += plane.normal.y * this.max.y;
|
|
max += plane.normal.y * this.min.y;
|
|
|
|
}
|
|
|
|
if ( plane.normal.z > 0 ) {
|
|
|
|
min += plane.normal.z * this.min.z;
|
|
max += plane.normal.z * this.max.z;
|
|
|
|
} else {
|
|
|
|
min += plane.normal.z * this.max.z;
|
|
max += plane.normal.z * this.min.z;
|
|
|
|
}
|
|
|
|
return ( min <= plane.constant && max >= plane.constant );
|
|
|
|
},
|
|
|
|
clampPoint: function ( point, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.copy( point ).clamp( this.min, this.max );
|
|
|
|
},
|
|
|
|
distanceToPoint: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function distanceToPoint( point ) {
|
|
|
|
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
return clampedPoint.sub( point ).length();
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
getBoundingSphere: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function getBoundingSphere( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Sphere();
|
|
|
|
this.getCenter( result.center );
|
|
|
|
result.radius = this.getSize( v1 ).length() * 0.5;
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersect: function ( box ) {
|
|
|
|
this.min.max( box.min );
|
|
this.max.min( box.max );
|
|
|
|
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
|
|
if( this.isEmpty() ) this.makeEmpty();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
union: function ( box ) {
|
|
|
|
this.min.min( box.min );
|
|
this.max.max( box.max );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function () {
|
|
|
|
var points = [
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3()
|
|
];
|
|
|
|
return function applyMatrix4( matrix ) {
|
|
|
|
// transform of empty box is an empty box.
|
|
if( this.isEmpty() ) return this;
|
|
|
|
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
|
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
|
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
|
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
|
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
|
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
|
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
|
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
|
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
|
|
|
this.setFromPoints( points );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translate: function ( offset ) {
|
|
|
|
this.min.add( offset );
|
|
this.max.add( offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( box ) {
|
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Sphere( center, radius ) {
|
|
|
|
this.center = ( center !== undefined ) ? center : new Vector3();
|
|
this.radius = ( radius !== undefined ) ? radius : 0;
|
|
|
|
}
|
|
|
|
Sphere.prototype = {
|
|
|
|
constructor: Sphere,
|
|
|
|
set: function ( center, radius ) {
|
|
|
|
this.center.copy( center );
|
|
this.radius = radius;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromPoints: function () {
|
|
|
|
var box;
|
|
|
|
return function setFromPoints( points, optionalCenter ) {
|
|
|
|
if ( box === undefined ) box = new Box3(); // see #10547
|
|
|
|
var center = this.center;
|
|
|
|
if ( optionalCenter !== undefined ) {
|
|
|
|
center.copy( optionalCenter );
|
|
|
|
} else {
|
|
|
|
box.setFromPoints( points ).getCenter( center );
|
|
|
|
}
|
|
|
|
var maxRadiusSq = 0;
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
|
|
|
|
}
|
|
|
|
this.radius = Math.sqrt( maxRadiusSq );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( sphere ) {
|
|
|
|
this.center.copy( sphere.center );
|
|
this.radius = sphere.radius;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
empty: function () {
|
|
|
|
return ( this.radius <= 0 );
|
|
|
|
},
|
|
|
|
containsPoint: function ( point ) {
|
|
|
|
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
|
|
|
|
},
|
|
|
|
distanceToPoint: function ( point ) {
|
|
|
|
return ( point.distanceTo( this.center ) - this.radius );
|
|
|
|
},
|
|
|
|
intersectsSphere: function ( sphere ) {
|
|
|
|
var radiusSum = this.radius + sphere.radius;
|
|
|
|
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
|
|
|
|
},
|
|
|
|
intersectsBox: function ( box ) {
|
|
|
|
return box.intersectsSphere( this );
|
|
|
|
},
|
|
|
|
intersectsPlane: function ( plane ) {
|
|
|
|
// We use the following equation to compute the signed distance from
|
|
// the center of the sphere to the plane.
|
|
//
|
|
// distance = q * n - d
|
|
//
|
|
// If this distance is greater than the radius of the sphere,
|
|
// then there is no intersection.
|
|
|
|
return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
|
|
|
|
},
|
|
|
|
clampPoint: function ( point, optionalTarget ) {
|
|
|
|
var deltaLengthSq = this.center.distanceToSquared( point );
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
result.copy( point );
|
|
|
|
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
|
|
|
result.sub( this.center ).normalize();
|
|
result.multiplyScalar( this.radius ).add( this.center );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
getBoundingBox: function ( optionalTarget ) {
|
|
|
|
var box = optionalTarget || new Box3();
|
|
|
|
box.set( this.center, this.center );
|
|
box.expandByScalar( this.radius );
|
|
|
|
return box;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( matrix ) {
|
|
|
|
this.center.applyMatrix4( matrix );
|
|
this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translate: function ( offset ) {
|
|
|
|
this.center.add( offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( sphere ) {
|
|
|
|
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author bhouston / http://clara.io
|
|
* @author tschw
|
|
*/
|
|
|
|
function Matrix3() {
|
|
|
|
this.elements = new Float32Array( [
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
] );
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Matrix3.prototype = {
|
|
|
|
constructor: Matrix3,
|
|
|
|
isMatrix3: true,
|
|
|
|
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
|
|
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
|
|
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
identity: function () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().fromArray( this.elements );
|
|
|
|
},
|
|
|
|
copy: function ( m ) {
|
|
|
|
var me = m.elements;
|
|
|
|
this.set(
|
|
|
|
me[ 0 ], me[ 3 ], me[ 6 ],
|
|
me[ 1 ], me[ 4 ], me[ 7 ],
|
|
me[ 2 ], me[ 5 ], me[ 8 ]
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrix4: function( m ) {
|
|
|
|
var me = m.elements;
|
|
|
|
this.set(
|
|
|
|
me[ 0 ], me[ 4 ], me[ 8 ],
|
|
me[ 1 ], me[ 5 ], me[ 9 ],
|
|
me[ 2 ], me[ 6 ], me[ 10 ]
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyToBufferAttribute: function () {
|
|
|
|
var v1;
|
|
|
|
return function applyToBufferAttribute( attribute ) {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
|
|
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
|
|
|
|
v1.x = attribute.getX( i );
|
|
v1.y = attribute.getY( i );
|
|
v1.z = attribute.getZ( i );
|
|
|
|
v1.applyMatrix3( this );
|
|
|
|
attribute.setXYZ( i, v1.x, v1.y, v1.z );
|
|
|
|
}
|
|
|
|
return attribute;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
multiplyScalar: function ( s ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
|
|
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
|
|
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
determinant: function () {
|
|
|
|
var te = this.elements;
|
|
|
|
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
|
|
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
|
|
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
|
|
|
|
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
|
|
|
|
},
|
|
|
|
getInverse: function ( matrix, throwOnDegenerate ) {
|
|
|
|
if ( matrix && matrix.isMatrix4 ) {
|
|
|
|
console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );
|
|
|
|
}
|
|
|
|
var me = matrix.elements,
|
|
te = this.elements,
|
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
|
|
n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
|
|
n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
|
|
|
|
t11 = n33 * n22 - n32 * n23,
|
|
t12 = n32 * n13 - n33 * n12,
|
|
t13 = n23 * n12 - n22 * n13,
|
|
|
|
det = n11 * t11 + n21 * t12 + n31 * t13;
|
|
|
|
if ( det === 0 ) {
|
|
|
|
var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
|
|
|
|
if ( throwOnDegenerate === true ) {
|
|
|
|
throw new Error( msg );
|
|
|
|
} else {
|
|
|
|
console.warn( msg );
|
|
|
|
}
|
|
|
|
return this.identity();
|
|
}
|
|
|
|
var detInv = 1 / det;
|
|
|
|
te[ 0 ] = t11 * detInv;
|
|
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
|
|
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
|
|
|
|
te[ 3 ] = t12 * detInv;
|
|
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
|
|
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
|
|
|
|
te[ 6 ] = t13 * detInv;
|
|
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
|
|
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
transpose: function () {
|
|
|
|
var tmp, m = this.elements;
|
|
|
|
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
|
|
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
|
|
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getNormalMatrix: function ( matrix4 ) {
|
|
|
|
return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
|
|
|
|
},
|
|
|
|
transposeIntoArray: function ( r ) {
|
|
|
|
var m = this.elements;
|
|
|
|
r[ 0 ] = m[ 0 ];
|
|
r[ 1 ] = m[ 3 ];
|
|
r[ 2 ] = m[ 6 ];
|
|
r[ 3 ] = m[ 1 ];
|
|
r[ 4 ] = m[ 4 ];
|
|
r[ 5 ] = m[ 7 ];
|
|
r[ 6 ] = m[ 2 ];
|
|
r[ 7 ] = m[ 5 ];
|
|
r[ 8 ] = m[ 8 ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromArray: function ( array, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
for( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.elements[ i ] = array[ i + offset ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
|
|
return array;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Plane( normal, constant ) {
|
|
|
|
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
|
|
this.constant = ( constant !== undefined ) ? constant : 0;
|
|
|
|
}
|
|
|
|
Plane.prototype = {
|
|
|
|
constructor: Plane,
|
|
|
|
set: function ( normal, constant ) {
|
|
|
|
this.normal.copy( normal );
|
|
this.constant = constant;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setComponents: function ( x, y, z, w ) {
|
|
|
|
this.normal.set( x, y, z );
|
|
this.constant = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromNormalAndCoplanarPoint: function ( normal, point ) {
|
|
|
|
this.normal.copy( normal );
|
|
this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromCoplanarPoints: function () {
|
|
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
|
|
return function setFromCoplanarPoints( a, b, c ) {
|
|
|
|
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
|
|
|
|
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
|
|
|
this.setFromNormalAndCoplanarPoint( normal, a );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( plane ) {
|
|
|
|
this.normal.copy( plane.normal );
|
|
this.constant = plane.constant;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
// Note: will lead to a divide by zero if the plane is invalid.
|
|
|
|
var inverseNormalLength = 1.0 / this.normal.length();
|
|
this.normal.multiplyScalar( inverseNormalLength );
|
|
this.constant *= inverseNormalLength;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
negate: function () {
|
|
|
|
this.constant *= - 1;
|
|
this.normal.negate();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
distanceToPoint: function ( point ) {
|
|
|
|
return this.normal.dot( point ) + this.constant;
|
|
|
|
},
|
|
|
|
distanceToSphere: function ( sphere ) {
|
|
|
|
return this.distanceToPoint( sphere.center ) - sphere.radius;
|
|
|
|
},
|
|
|
|
projectPoint: function ( point, optionalTarget ) {
|
|
|
|
return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
|
|
|
|
},
|
|
|
|
orthoPoint: function ( point, optionalTarget ) {
|
|
|
|
var perpendicularMagnitude = this.distanceToPoint( point );
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
|
|
|
|
},
|
|
|
|
intersectLine: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function intersectLine( line, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
var direction = line.delta( v1 );
|
|
|
|
var denominator = this.normal.dot( direction );
|
|
|
|
if ( denominator === 0 ) {
|
|
|
|
// line is coplanar, return origin
|
|
if ( this.distanceToPoint( line.start ) === 0 ) {
|
|
|
|
return result.copy( line.start );
|
|
|
|
}
|
|
|
|
// Unsure if this is the correct method to handle this case.
|
|
return undefined;
|
|
|
|
}
|
|
|
|
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
|
|
|
if ( t < 0 || t > 1 ) {
|
|
|
|
return undefined;
|
|
|
|
}
|
|
|
|
return result.copy( direction ).multiplyScalar( t ).add( line.start );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersectsLine: function ( line ) {
|
|
|
|
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
|
|
|
var startSign = this.distanceToPoint( line.start );
|
|
var endSign = this.distanceToPoint( line.end );
|
|
|
|
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
|
|
|
},
|
|
|
|
intersectsBox: function ( box ) {
|
|
|
|
return box.intersectsPlane( this );
|
|
|
|
},
|
|
|
|
intersectsSphere: function ( sphere ) {
|
|
|
|
return sphere.intersectsPlane( this );
|
|
|
|
},
|
|
|
|
coplanarPoint: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.copy( this.normal ).multiplyScalar( - this.constant );
|
|
|
|
},
|
|
|
|
applyMatrix4: function () {
|
|
|
|
var v1 = new Vector3();
|
|
var m1 = new Matrix3();
|
|
|
|
return function applyMatrix4( matrix, optionalNormalMatrix ) {
|
|
|
|
var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
|
|
|
|
// transform normal based on theory here:
|
|
// http://www.songho.ca/opengl/gl_normaltransform.html
|
|
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
|
|
var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
// recalculate constant (like in setFromNormalAndCoplanarPoint)
|
|
this.constant = - referencePoint.dot( normal );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translate: function ( offset ) {
|
|
|
|
this.constant = this.constant - offset.dot( this.normal );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( plane ) {
|
|
|
|
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Frustum( p0, p1, p2, p3, p4, p5 ) {
|
|
|
|
this.planes = [
|
|
|
|
( p0 !== undefined ) ? p0 : new Plane(),
|
|
( p1 !== undefined ) ? p1 : new Plane(),
|
|
( p2 !== undefined ) ? p2 : new Plane(),
|
|
( p3 !== undefined ) ? p3 : new Plane(),
|
|
( p4 !== undefined ) ? p4 : new Plane(),
|
|
( p5 !== undefined ) ? p5 : new Plane()
|
|
|
|
];
|
|
|
|
}
|
|
|
|
Frustum.prototype = {
|
|
|
|
constructor: Frustum,
|
|
|
|
set: function ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
planes[ 0 ].copy( p0 );
|
|
planes[ 1 ].copy( p1 );
|
|
planes[ 2 ].copy( p2 );
|
|
planes[ 3 ].copy( p3 );
|
|
planes[ 4 ].copy( p4 );
|
|
planes[ 5 ].copy( p5 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( frustum ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
planes[ i ].copy( frustum.planes[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromMatrix: function ( m ) {
|
|
|
|
var planes = this.planes;
|
|
var me = m.elements;
|
|
var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
|
|
var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
|
|
var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
|
|
var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
|
|
|
|
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
|
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
|
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
|
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
|
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
|
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
intersectsObject: function () {
|
|
|
|
var sphere = new Sphere();
|
|
|
|
return function intersectsObject( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( geometry.boundingSphere === null )
|
|
geometry.computeBoundingSphere();
|
|
|
|
sphere.copy( geometry.boundingSphere )
|
|
.applyMatrix4( object.matrixWorld );
|
|
|
|
return this.intersectsSphere( sphere );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersectsSprite: function () {
|
|
|
|
var sphere = new Sphere();
|
|
|
|
return function intersectsSprite( sprite ) {
|
|
|
|
sphere.center.set( 0, 0, 0 );
|
|
sphere.radius = 0.7071067811865476;
|
|
sphere.applyMatrix4( sprite.matrixWorld );
|
|
|
|
return this.intersectsSphere( sphere );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersectsSphere: function ( sphere ) {
|
|
|
|
var planes = this.planes;
|
|
var center = sphere.center;
|
|
var negRadius = - sphere.radius;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
var distance = planes[ i ].distanceToPoint( center );
|
|
|
|
if ( distance < negRadius ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
intersectsBox: function () {
|
|
|
|
var p1 = new Vector3(),
|
|
p2 = new Vector3();
|
|
|
|
return function intersectsBox( box ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6 ; i ++ ) {
|
|
|
|
var plane = planes[ i ];
|
|
|
|
p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
|
|
p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
|
|
p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
|
|
p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
|
|
p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
|
|
p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
|
|
|
|
var d1 = plane.distanceToPoint( p1 );
|
|
var d2 = plane.distanceToPoint( p2 );
|
|
|
|
// if both outside plane, no intersection
|
|
|
|
if ( d1 < 0 && d2 < 0 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
|
|
containsPoint: function ( point ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
|
|
|
|
var _gl = _renderer.context,
|
|
_state = _renderer.state,
|
|
_frustum = new Frustum(),
|
|
_projScreenMatrix = new Matrix4(),
|
|
|
|
_lightShadows = _lights.shadows,
|
|
|
|
_shadowMapSize = new Vector2(),
|
|
_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
|
|
|
|
_lookTarget = new Vector3(),
|
|
_lightPositionWorld = new Vector3(),
|
|
|
|
_renderList = [],
|
|
|
|
_MorphingFlag = 1,
|
|
_SkinningFlag = 2,
|
|
|
|
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
|
|
|
|
_depthMaterials = new Array( _NumberOfMaterialVariants ),
|
|
_distanceMaterials = new Array( _NumberOfMaterialVariants ),
|
|
|
|
_materialCache = {};
|
|
|
|
var cubeDirections = [
|
|
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
|
|
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
|
|
];
|
|
|
|
var cubeUps = [
|
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
|
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
|
|
];
|
|
|
|
var cube2DViewPorts = [
|
|
new Vector4(), new Vector4(), new Vector4(),
|
|
new Vector4(), new Vector4(), new Vector4()
|
|
];
|
|
|
|
// init
|
|
|
|
var depthMaterialTemplate = new MeshDepthMaterial();
|
|
depthMaterialTemplate.depthPacking = RGBADepthPacking;
|
|
depthMaterialTemplate.clipping = true;
|
|
|
|
var distanceShader = ShaderLib[ "distanceRGBA" ];
|
|
var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
|
|
|
|
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
|
|
|
|
var useMorphing = ( i & _MorphingFlag ) !== 0;
|
|
var useSkinning = ( i & _SkinningFlag ) !== 0;
|
|
|
|
var depthMaterial = depthMaterialTemplate.clone();
|
|
depthMaterial.morphTargets = useMorphing;
|
|
depthMaterial.skinning = useSkinning;
|
|
|
|
_depthMaterials[ i ] = depthMaterial;
|
|
|
|
var distanceMaterial = new ShaderMaterial( {
|
|
defines: {
|
|
'USE_SHADOWMAP': ''
|
|
},
|
|
uniforms: distanceUniforms,
|
|
vertexShader: distanceShader.vertexShader,
|
|
fragmentShader: distanceShader.fragmentShader,
|
|
morphTargets: useMorphing,
|
|
skinning: useSkinning,
|
|
clipping: true
|
|
} );
|
|
|
|
_distanceMaterials[ i ] = distanceMaterial;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var scope = this;
|
|
|
|
this.enabled = false;
|
|
|
|
this.autoUpdate = true;
|
|
this.needsUpdate = false;
|
|
|
|
this.type = PCFShadowMap;
|
|
|
|
this.renderReverseSided = true;
|
|
this.renderSingleSided = true;
|
|
|
|
this.render = function ( scene, camera ) {
|
|
|
|
if ( scope.enabled === false ) return;
|
|
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
|
|
|
|
if ( _lightShadows.length === 0 ) return;
|
|
|
|
// Set GL state for depth map.
|
|
_state.buffers.color.setClear( 1, 1, 1, 1 );
|
|
_state.disable( _gl.BLEND );
|
|
_state.setDepthTest( true );
|
|
_state.setScissorTest( false );
|
|
|
|
// render depth map
|
|
|
|
var faceCount, isPointLight;
|
|
|
|
for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
|
|
|
|
var light = _lightShadows[ i ];
|
|
var shadow = light.shadow;
|
|
|
|
if ( shadow === undefined ) {
|
|
|
|
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
|
|
continue;
|
|
|
|
}
|
|
|
|
var shadowCamera = shadow.camera;
|
|
|
|
_shadowMapSize.copy( shadow.mapSize );
|
|
_shadowMapSize.min( _maxShadowMapSize );
|
|
|
|
if ( light && light.isPointLight ) {
|
|
|
|
faceCount = 6;
|
|
isPointLight = true;
|
|
|
|
var vpWidth = _shadowMapSize.x;
|
|
var vpHeight = _shadowMapSize.y;
|
|
|
|
// These viewports map a cube-map onto a 2D texture with the
|
|
// following orientation:
|
|
//
|
|
// xzXZ
|
|
// y Y
|
|
//
|
|
// X - Positive x direction
|
|
// x - Negative x direction
|
|
// Y - Positive y direction
|
|
// y - Negative y direction
|
|
// Z - Positive z direction
|
|
// z - Negative z direction
|
|
|
|
// positive X
|
|
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
|
|
// negative X
|
|
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
|
|
// positive Z
|
|
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
|
|
// negative Z
|
|
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
|
|
// positive Y
|
|
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
|
|
// negative Y
|
|
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
|
|
|
|
_shadowMapSize.x *= 4.0;
|
|
_shadowMapSize.y *= 2.0;
|
|
|
|
} else {
|
|
|
|
faceCount = 1;
|
|
isPointLight = false;
|
|
|
|
}
|
|
|
|
if ( shadow.map === null ) {
|
|
|
|
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
|
|
|
|
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
|
|
|
|
shadowCamera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
if ( shadow.isSpotLightShadow ) {
|
|
|
|
shadow.update( light );
|
|
|
|
}
|
|
|
|
// TODO (abelnation / sam-g-steel): is this needed?
|
|
if (shadow && shadow.isRectAreaLightShadow ) {
|
|
|
|
shadow.update( light );
|
|
|
|
}
|
|
|
|
var shadowMap = shadow.map;
|
|
var shadowMatrix = shadow.matrix;
|
|
|
|
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
|
|
shadowCamera.position.copy( _lightPositionWorld );
|
|
|
|
_renderer.setRenderTarget( shadowMap );
|
|
_renderer.clear();
|
|
|
|
// render shadow map for each cube face (if omni-directional) or
|
|
// run a single pass if not
|
|
|
|
for ( var face = 0; face < faceCount; face ++ ) {
|
|
|
|
if ( isPointLight ) {
|
|
|
|
_lookTarget.copy( shadowCamera.position );
|
|
_lookTarget.add( cubeDirections[ face ] );
|
|
shadowCamera.up.copy( cubeUps[ face ] );
|
|
shadowCamera.lookAt( _lookTarget );
|
|
|
|
var vpDimensions = cube2DViewPorts[ face ];
|
|
_state.viewport( vpDimensions );
|
|
|
|
} else {
|
|
|
|
_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
|
|
shadowCamera.lookAt( _lookTarget );
|
|
|
|
}
|
|
|
|
shadowCamera.updateMatrixWorld();
|
|
shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
|
|
|
|
// compute shadow matrix
|
|
|
|
shadowMatrix.set(
|
|
0.5, 0.0, 0.0, 0.5,
|
|
0.0, 0.5, 0.0, 0.5,
|
|
0.0, 0.0, 0.5, 0.5,
|
|
0.0, 0.0, 0.0, 1.0
|
|
);
|
|
|
|
shadowMatrix.multiply( shadowCamera.projectionMatrix );
|
|
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
|
|
|
|
// update camera matrices and frustum
|
|
|
|
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
|
|
_frustum.setFromMatrix( _projScreenMatrix );
|
|
|
|
// set object matrices & frustum culling
|
|
|
|
_renderList.length = 0;
|
|
|
|
projectObject( scene, camera, shadowCamera );
|
|
|
|
// render shadow map
|
|
// render regular objects
|
|
|
|
for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
|
|
|
|
var object = _renderList[ j ];
|
|
var geometry = _objects.update( object );
|
|
var material = object.material;
|
|
|
|
if ( material && material.isMultiMaterial ) {
|
|
|
|
var groups = geometry.groups;
|
|
var materials = material.materials;
|
|
|
|
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
|
|
|
|
var group = groups[ k ];
|
|
var groupMaterial = materials[ group.materialIndex ];
|
|
|
|
if ( groupMaterial.visible === true ) {
|
|
|
|
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
|
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
|
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Restore GL state.
|
|
var clearColor = _renderer.getClearColor(),
|
|
clearAlpha = _renderer.getClearAlpha();
|
|
_renderer.setClearColor( clearColor, clearAlpha );
|
|
|
|
scope.needsUpdate = false;
|
|
|
|
};
|
|
|
|
function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
var result = null;
|
|
|
|
var materialVariants = _depthMaterials;
|
|
var customMaterial = object.customDepthMaterial;
|
|
|
|
if ( isPointLight ) {
|
|
|
|
materialVariants = _distanceMaterials;
|
|
customMaterial = object.customDistanceMaterial;
|
|
|
|
}
|
|
|
|
if ( ! customMaterial ) {
|
|
|
|
var useMorphing = false;
|
|
|
|
if ( material.morphTargets ) {
|
|
|
|
if ( geometry && geometry.isBufferGeometry ) {
|
|
|
|
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
|
|
|
|
} else if ( geometry && geometry.isGeometry ) {
|
|
|
|
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var useSkinning = object.isSkinnedMesh && material.skinning;
|
|
|
|
var variantIndex = 0;
|
|
|
|
if ( useMorphing ) variantIndex |= _MorphingFlag;
|
|
if ( useSkinning ) variantIndex |= _SkinningFlag;
|
|
|
|
result = materialVariants[ variantIndex ];
|
|
|
|
} else {
|
|
|
|
result = customMaterial;
|
|
|
|
}
|
|
|
|
if ( _renderer.localClippingEnabled &&
|
|
material.clipShadows === true &&
|
|
material.clippingPlanes.length !== 0 ) {
|
|
|
|
// in this case we need a unique material instance reflecting the
|
|
// appropriate state
|
|
|
|
var keyA = result.uuid, keyB = material.uuid;
|
|
|
|
var materialsForVariant = _materialCache[ keyA ];
|
|
|
|
if ( materialsForVariant === undefined ) {
|
|
|
|
materialsForVariant = {};
|
|
_materialCache[ keyA ] = materialsForVariant;
|
|
|
|
}
|
|
|
|
var cachedMaterial = materialsForVariant[ keyB ];
|
|
|
|
if ( cachedMaterial === undefined ) {
|
|
|
|
cachedMaterial = result.clone();
|
|
materialsForVariant[ keyB ] = cachedMaterial;
|
|
|
|
}
|
|
|
|
result = cachedMaterial;
|
|
|
|
}
|
|
|
|
result.visible = material.visible;
|
|
result.wireframe = material.wireframe;
|
|
|
|
var side = material.side;
|
|
|
|
if ( scope.renderSingleSided && side == DoubleSide ) {
|
|
|
|
side = FrontSide;
|
|
|
|
}
|
|
|
|
if ( scope.renderReverseSided ) {
|
|
|
|
if ( side === FrontSide ) side = BackSide;
|
|
else if ( side === BackSide ) side = FrontSide;
|
|
|
|
}
|
|
|
|
result.side = side;
|
|
|
|
result.clipShadows = material.clipShadows;
|
|
result.clippingPlanes = material.clippingPlanes;
|
|
|
|
result.wireframeLinewidth = material.wireframeLinewidth;
|
|
result.linewidth = material.linewidth;
|
|
|
|
if ( isPointLight && result.uniforms.lightPos !== undefined ) {
|
|
|
|
result.uniforms.lightPos.value.copy( lightPositionWorld );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
function projectObject( object, camera, shadowCamera ) {
|
|
|
|
if ( object.visible === false ) return;
|
|
|
|
var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
|
|
|
|
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
|
|
|
|
if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
|
|
|
|
var material = object.material;
|
|
|
|
if ( material.visible === true ) {
|
|
|
|
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
|
_renderList.push( object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
projectObject( children[ i ], camera, shadowCamera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Ray( origin, direction ) {
|
|
|
|
this.origin = ( origin !== undefined ) ? origin : new Vector3();
|
|
this.direction = ( direction !== undefined ) ? direction : new Vector3();
|
|
|
|
}
|
|
|
|
Ray.prototype = {
|
|
|
|
constructor: Ray,
|
|
|
|
set: function ( origin, direction ) {
|
|
|
|
this.origin.copy( origin );
|
|
this.direction.copy( direction );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( ray ) {
|
|
|
|
this.origin.copy( ray.origin );
|
|
this.direction.copy( ray.direction );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
at: function ( t, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
|
|
|
},
|
|
|
|
lookAt: function ( v ) {
|
|
|
|
this.direction.copy( v ).sub( this.origin ).normalize();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
recast: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function recast( t ) {
|
|
|
|
this.origin.copy( this.at( t, v1 ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
closestPointToPoint: function ( point, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
result.subVectors( point, this.origin );
|
|
var directionDistance = result.dot( this.direction );
|
|
|
|
if ( directionDistance < 0 ) {
|
|
|
|
return result.copy( this.origin );
|
|
|
|
}
|
|
|
|
return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
|
},
|
|
|
|
distanceToPoint: function ( point ) {
|
|
|
|
return Math.sqrt( this.distanceSqToPoint( point ) );
|
|
|
|
},
|
|
|
|
distanceSqToPoint: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function distanceSqToPoint( point ) {
|
|
|
|
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
|
|
|
|
// point behind the ray
|
|
|
|
if ( directionDistance < 0 ) {
|
|
|
|
return this.origin.distanceToSquared( point );
|
|
|
|
}
|
|
|
|
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
|
return v1.distanceToSquared( point );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
distanceSqToSegment: function () {
|
|
|
|
var segCenter = new Vector3();
|
|
var segDir = new Vector3();
|
|
var diff = new Vector3();
|
|
|
|
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
|
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
|
|
// It returns the min distance between the ray and the segment
|
|
// defined by v0 and v1
|
|
// It can also set two optional targets :
|
|
// - The closest point on the ray
|
|
// - The closest point on the segment
|
|
|
|
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
|
|
segDir.copy( v1 ).sub( v0 ).normalize();
|
|
diff.copy( this.origin ).sub( segCenter );
|
|
|
|
var segExtent = v0.distanceTo( v1 ) * 0.5;
|
|
var a01 = - this.direction.dot( segDir );
|
|
var b0 = diff.dot( this.direction );
|
|
var b1 = - diff.dot( segDir );
|
|
var c = diff.lengthSq();
|
|
var det = Math.abs( 1 - a01 * a01 );
|
|
var s0, s1, sqrDist, extDet;
|
|
|
|
if ( det > 0 ) {
|
|
|
|
// The ray and segment are not parallel.
|
|
|
|
s0 = a01 * b1 - b0;
|
|
s1 = a01 * b0 - b1;
|
|
extDet = segExtent * det;
|
|
|
|
if ( s0 >= 0 ) {
|
|
|
|
if ( s1 >= - extDet ) {
|
|
|
|
if ( s1 <= extDet ) {
|
|
|
|
// region 0
|
|
// Minimum at interior points of ray and segment.
|
|
|
|
var invDet = 1 / det;
|
|
s0 *= invDet;
|
|
s1 *= invDet;
|
|
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
|
|
|
|
} else {
|
|
|
|
// region 1
|
|
|
|
s1 = segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// region 5
|
|
|
|
s1 = - segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( s1 <= - extDet ) {
|
|
|
|
// region 4
|
|
|
|
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
|
|
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
} else if ( s1 <= extDet ) {
|
|
|
|
// region 3
|
|
|
|
s0 = 0;
|
|
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
} else {
|
|
|
|
// region 2
|
|
|
|
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
|
|
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Ray and segment are parallel.
|
|
|
|
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
if ( optionalPointOnRay ) {
|
|
|
|
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
|
|
|
|
}
|
|
|
|
if ( optionalPointOnSegment ) {
|
|
|
|
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
|
|
|
|
}
|
|
|
|
return sqrDist;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersectSphere: function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function intersectSphere( sphere, optionalTarget ) {
|
|
|
|
v1.subVectors( sphere.center, this.origin );
|
|
var tca = v1.dot( this.direction );
|
|
var d2 = v1.dot( v1 ) - tca * tca;
|
|
var radius2 = sphere.radius * sphere.radius;
|
|
|
|
if ( d2 > radius2 ) return null;
|
|
|
|
var thc = Math.sqrt( radius2 - d2 );
|
|
|
|
// t0 = first intersect point - entrance on front of sphere
|
|
var t0 = tca - thc;
|
|
|
|
// t1 = second intersect point - exit point on back of sphere
|
|
var t1 = tca + thc;
|
|
|
|
// test to see if both t0 and t1 are behind the ray - if so, return null
|
|
if ( t0 < 0 && t1 < 0 ) return null;
|
|
|
|
// test to see if t0 is behind the ray:
|
|
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
|
|
// in order to always return an intersect point that is in front of the ray.
|
|
if ( t0 < 0 ) return this.at( t1, optionalTarget );
|
|
|
|
// else t0 is in front of the ray, so return the first collision point scaled by t0
|
|
return this.at( t0, optionalTarget );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
intersectsSphere: function ( sphere ) {
|
|
|
|
return this.distanceToPoint( sphere.center ) <= sphere.radius;
|
|
|
|
},
|
|
|
|
distanceToPlane: function ( plane ) {
|
|
|
|
var denominator = plane.normal.dot( this.direction );
|
|
|
|
if ( denominator === 0 ) {
|
|
|
|
// line is coplanar, return origin
|
|
if ( plane.distanceToPoint( this.origin ) === 0 ) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// Null is preferable to undefined since undefined means.... it is undefined
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
|
|
|
// Return if the ray never intersects the plane
|
|
|
|
return t >= 0 ? t : null;
|
|
|
|
},
|
|
|
|
intersectPlane: function ( plane, optionalTarget ) {
|
|
|
|
var t = this.distanceToPlane( plane );
|
|
|
|
if ( t === null ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
return this.at( t, optionalTarget );
|
|
|
|
},
|
|
|
|
|
|
|
|
intersectsPlane: function ( plane ) {
|
|
|
|
// check if the ray lies on the plane first
|
|
|
|
var distToPoint = plane.distanceToPoint( this.origin );
|
|
|
|
if ( distToPoint === 0 ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
var denominator = plane.normal.dot( this.direction );
|
|
|
|
if ( denominator * distToPoint < 0 ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// ray origin is behind the plane (and is pointing behind it)
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
intersectBox: function ( box, optionalTarget ) {
|
|
|
|
var tmin, tmax, tymin, tymax, tzmin, tzmax;
|
|
|
|
var invdirx = 1 / this.direction.x,
|
|
invdiry = 1 / this.direction.y,
|
|
invdirz = 1 / this.direction.z;
|
|
|
|
var origin = this.origin;
|
|
|
|
if ( invdirx >= 0 ) {
|
|
|
|
tmin = ( box.min.x - origin.x ) * invdirx;
|
|
tmax = ( box.max.x - origin.x ) * invdirx;
|
|
|
|
} else {
|
|
|
|
tmin = ( box.max.x - origin.x ) * invdirx;
|
|
tmax = ( box.min.x - origin.x ) * invdirx;
|
|
|
|
}
|
|
|
|
if ( invdiry >= 0 ) {
|
|
|
|
tymin = ( box.min.y - origin.y ) * invdiry;
|
|
tymax = ( box.max.y - origin.y ) * invdiry;
|
|
|
|
} else {
|
|
|
|
tymin = ( box.max.y - origin.y ) * invdiry;
|
|
tymax = ( box.min.y - origin.y ) * invdiry;
|
|
|
|
}
|
|
|
|
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
|
|
|
|
// These lines also handle the case where tmin or tmax is NaN
|
|
// (result of 0 * Infinity). x !== x returns true if x is NaN
|
|
|
|
if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
|
|
|
|
if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
|
|
|
|
if ( invdirz >= 0 ) {
|
|
|
|
tzmin = ( box.min.z - origin.z ) * invdirz;
|
|
tzmax = ( box.max.z - origin.z ) * invdirz;
|
|
|
|
} else {
|
|
|
|
tzmin = ( box.max.z - origin.z ) * invdirz;
|
|
tzmax = ( box.min.z - origin.z ) * invdirz;
|
|
|
|
}
|
|
|
|
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
|
|
|
|
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
|
|
|
|
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
|
|
|
|
//return point closest to the ray (positive side)
|
|
|
|
if ( tmax < 0 ) return null;
|
|
|
|
return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
|
|
|
|
},
|
|
|
|
intersectsBox: ( function () {
|
|
|
|
var v = new Vector3();
|
|
|
|
return function intersectsBox( box ) {
|
|
|
|
return this.intersectBox( box, v ) !== null;
|
|
|
|
};
|
|
|
|
} )(),
|
|
|
|
intersectTriangle: function () {
|
|
|
|
// Compute the offset origin, edges, and normal.
|
|
var diff = new Vector3();
|
|
var edge1 = new Vector3();
|
|
var edge2 = new Vector3();
|
|
var normal = new Vector3();
|
|
|
|
return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {
|
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
|
|
|
|
edge1.subVectors( b, a );
|
|
edge2.subVectors( c, a );
|
|
normal.crossVectors( edge1, edge2 );
|
|
|
|
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
|
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
|
|
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
|
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
|
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
|
var DdN = this.direction.dot( normal );
|
|
var sign;
|
|
|
|
if ( DdN > 0 ) {
|
|
|
|
if ( backfaceCulling ) return null;
|
|
sign = 1;
|
|
|
|
} else if ( DdN < 0 ) {
|
|
|
|
sign = - 1;
|
|
DdN = - DdN;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
diff.subVectors( this.origin, a );
|
|
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
|
|
|
|
// b1 < 0, no intersection
|
|
if ( DdQxE2 < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
|
|
|
|
// b2 < 0, no intersection
|
|
if ( DdE1xQ < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// b1+b2 > 1, no intersection
|
|
if ( DdQxE2 + DdE1xQ > DdN ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Line intersects triangle, check if ray does.
|
|
var QdN = - sign * diff.dot( normal );
|
|
|
|
// t < 0, no intersection
|
|
if ( QdN < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Ray intersects triangle.
|
|
return this.at( QdN / DdN, optionalTarget );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
applyMatrix4: function ( matrix4 ) {
|
|
|
|
this.direction.add( this.origin ).applyMatrix4( matrix4 );
|
|
this.origin.applyMatrix4( matrix4 );
|
|
this.direction.sub( this.origin );
|
|
this.direction.normalize();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( ray ) {
|
|
|
|
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Euler( x, y, z, order ) {
|
|
|
|
this._x = x || 0;
|
|
this._y = y || 0;
|
|
this._z = z || 0;
|
|
this._order = order || Euler.DefaultOrder;
|
|
|
|
}
|
|
|
|
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
|
|
|
|
Euler.DefaultOrder = 'XYZ';
|
|
|
|
Euler.prototype = {
|
|
|
|
constructor: Euler,
|
|
|
|
isEuler: true,
|
|
|
|
get x () {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
set x ( value ) {
|
|
|
|
this._x = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get y () {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
set y ( value ) {
|
|
|
|
this._y = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get z () {
|
|
|
|
return this._z;
|
|
|
|
},
|
|
|
|
set z ( value ) {
|
|
|
|
this._z = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
get order () {
|
|
|
|
return this._order;
|
|
|
|
},
|
|
|
|
set order ( value ) {
|
|
|
|
this._order = value;
|
|
this.onChangeCallback();
|
|
|
|
},
|
|
|
|
set: function ( x, y, z, order ) {
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._order = order || this._order;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this._x, this._y, this._z, this._order );
|
|
|
|
},
|
|
|
|
copy: function ( euler ) {
|
|
|
|
this._x = euler._x;
|
|
this._y = euler._y;
|
|
this._z = euler._z;
|
|
this._order = euler._order;
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromRotationMatrix: function ( m, order, update ) {
|
|
|
|
var clamp = _Math.clamp;
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var te = m.elements;
|
|
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
|
|
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
|
|
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
order = order || this._order;
|
|
|
|
if ( order === 'XYZ' ) {
|
|
|
|
this._y = Math.asin( clamp( m13, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m13 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._z = Math.atan2( - m12, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
} else if ( order === 'YXZ' ) {
|
|
|
|
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m23 ) < 0.99999 ) {
|
|
|
|
this._y = Math.atan2( m13, m33 );
|
|
this._z = Math.atan2( m21, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = Math.atan2( - m31, m11 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
} else if ( order === 'ZXY' ) {
|
|
|
|
this._x = Math.asin( clamp( m32, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m32 ) < 0.99999 ) {
|
|
|
|
this._y = Math.atan2( - m31, m33 );
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = 0;
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'ZYX' ) {
|
|
|
|
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m31 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( m32, m33 );
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'YZX' ) {
|
|
|
|
this._z = Math.asin( clamp( m21, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m21 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m22 );
|
|
this._y = Math.atan2( - m31, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._y = Math.atan2( m13, m33 );
|
|
|
|
}
|
|
|
|
} else if ( order === 'XZY' ) {
|
|
|
|
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m12 ) < 0.99999 ) {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._y = Math.atan2( m13, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._y = 0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
|
|
|
|
}
|
|
|
|
this._order = order;
|
|
|
|
if ( update !== false ) this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromQuaternion: function () {
|
|
|
|
var matrix;
|
|
|
|
return function setFromQuaternion( q, order, update ) {
|
|
|
|
if ( matrix === undefined ) matrix = new Matrix4();
|
|
|
|
matrix.makeRotationFromQuaternion( q );
|
|
|
|
return this.setFromRotationMatrix( matrix, order, update );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
setFromVector3: function ( v, order ) {
|
|
|
|
return this.set( v.x, v.y, v.z, order || this._order );
|
|
|
|
},
|
|
|
|
reorder: function () {
|
|
|
|
// WARNING: this discards revolution information -bhouston
|
|
|
|
var q = new Quaternion();
|
|
|
|
return function reorder( newOrder ) {
|
|
|
|
q.setFromEuler( this );
|
|
|
|
return this.setFromQuaternion( q, newOrder );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
equals: function ( euler ) {
|
|
|
|
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
|
|
|
|
},
|
|
|
|
fromArray: function ( array ) {
|
|
|
|
this._x = array[ 0 ];
|
|
this._y = array[ 1 ];
|
|
this._z = array[ 2 ];
|
|
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
|
|
|
|
this.onChangeCallback();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toArray: function ( array, offset ) {
|
|
|
|
if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this._x;
|
|
array[ offset + 1 ] = this._y;
|
|
array[ offset + 2 ] = this._z;
|
|
array[ offset + 3 ] = this._order;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
toVector3: function ( optionalResult ) {
|
|
|
|
if ( optionalResult ) {
|
|
|
|
return optionalResult.set( this._x, this._y, this._z );
|
|
|
|
} else {
|
|
|
|
return new Vector3( this._x, this._y, this._z );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
onChange: function ( callback ) {
|
|
|
|
this.onChangeCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
onChangeCallback: function () {}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Layers() {
|
|
|
|
this.mask = 1;
|
|
|
|
}
|
|
|
|
Layers.prototype = {
|
|
|
|
constructor: Layers,
|
|
|
|
set: function ( channel ) {
|
|
|
|
this.mask = 1 << channel;
|
|
|
|
},
|
|
|
|
enable: function ( channel ) {
|
|
|
|
this.mask |= 1 << channel;
|
|
|
|
},
|
|
|
|
toggle: function ( channel ) {
|
|
|
|
this.mask ^= 1 << channel;
|
|
|
|
},
|
|
|
|
disable: function ( channel ) {
|
|
|
|
this.mask &= ~ ( 1 << channel );
|
|
|
|
},
|
|
|
|
test: function ( layers ) {
|
|
|
|
return ( this.mask & layers.mask ) !== 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author elephantatwork / www.elephantatwork.ch
|
|
*/
|
|
|
|
var object3DId = 0;
|
|
|
|
function Object3D() {
|
|
|
|
Object.defineProperty( this, 'id', { value: object3DId ++ } );
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Object3D';
|
|
|
|
this.parent = null;
|
|
this.children = [];
|
|
|
|
this.up = Object3D.DefaultUp.clone();
|
|
|
|
var position = new Vector3();
|
|
var rotation = new Euler();
|
|
var quaternion = new Quaternion();
|
|
var scale = new Vector3( 1, 1, 1 );
|
|
|
|
function onRotationChange() {
|
|
|
|
quaternion.setFromEuler( rotation, false );
|
|
|
|
}
|
|
|
|
function onQuaternionChange() {
|
|
|
|
rotation.setFromQuaternion( quaternion, undefined, false );
|
|
|
|
}
|
|
|
|
rotation.onChange( onRotationChange );
|
|
quaternion.onChange( onQuaternionChange );
|
|
|
|
Object.defineProperties( this, {
|
|
position: {
|
|
enumerable: true,
|
|
value: position
|
|
},
|
|
rotation: {
|
|
enumerable: true,
|
|
value: rotation
|
|
},
|
|
quaternion: {
|
|
enumerable: true,
|
|
value: quaternion
|
|
},
|
|
scale: {
|
|
enumerable: true,
|
|
value: scale
|
|
},
|
|
modelViewMatrix: {
|
|
value: new Matrix4()
|
|
},
|
|
normalMatrix: {
|
|
value: new Matrix3()
|
|
}
|
|
} );
|
|
|
|
this.matrix = new Matrix4();
|
|
this.matrixWorld = new Matrix4();
|
|
|
|
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
|
|
this.matrixWorldNeedsUpdate = false;
|
|
|
|
this.layers = new Layers();
|
|
this.visible = true;
|
|
|
|
this.castShadow = false;
|
|
this.receiveShadow = false;
|
|
|
|
this.frustumCulled = true;
|
|
this.renderOrder = 0;
|
|
|
|
this.userData = {};
|
|
|
|
this.onBeforeRender = function () {};
|
|
this.onAfterRender = function () {};
|
|
|
|
}
|
|
|
|
Object3D.DefaultUp = new Vector3( 0, 1, 0 );
|
|
Object3D.DefaultMatrixAutoUpdate = true;
|
|
|
|
Object3D.prototype = {
|
|
|
|
constructor: Object3D,
|
|
|
|
isObject3D: true,
|
|
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
this.matrix.multiplyMatrices( matrix, this.matrix );
|
|
|
|
this.matrix.decompose( this.position, this.quaternion, this.scale );
|
|
|
|
},
|
|
|
|
setRotationFromAxisAngle: function ( axis, angle ) {
|
|
|
|
// assumes axis is normalized
|
|
|
|
this.quaternion.setFromAxisAngle( axis, angle );
|
|
|
|
},
|
|
|
|
setRotationFromEuler: function ( euler ) {
|
|
|
|
this.quaternion.setFromEuler( euler, true );
|
|
|
|
},
|
|
|
|
setRotationFromMatrix: function ( m ) {
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
this.quaternion.setFromRotationMatrix( m );
|
|
|
|
},
|
|
|
|
setRotationFromQuaternion: function ( q ) {
|
|
|
|
// assumes q is normalized
|
|
|
|
this.quaternion.copy( q );
|
|
|
|
},
|
|
|
|
rotateOnAxis: function () {
|
|
|
|
// rotate object on axis in object space
|
|
// axis is assumed to be normalized
|
|
|
|
var q1 = new Quaternion();
|
|
|
|
return function rotateOnAxis( axis, angle ) {
|
|
|
|
q1.setFromAxisAngle( axis, angle );
|
|
|
|
this.quaternion.multiply( q1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateX: function () {
|
|
|
|
var v1 = new Vector3( 1, 0, 0 );
|
|
|
|
return function rotateX( angle ) {
|
|
|
|
return this.rotateOnAxis( v1, angle );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateY: function () {
|
|
|
|
var v1 = new Vector3( 0, 1, 0 );
|
|
|
|
return function rotateY( angle ) {
|
|
|
|
return this.rotateOnAxis( v1, angle );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateZ: function () {
|
|
|
|
var v1 = new Vector3( 0, 0, 1 );
|
|
|
|
return function rotateZ( angle ) {
|
|
|
|
return this.rotateOnAxis( v1, angle );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translateOnAxis: function () {
|
|
|
|
// translate object by distance along axis in object space
|
|
// axis is assumed to be normalized
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function translateOnAxis( axis, distance ) {
|
|
|
|
v1.copy( axis ).applyQuaternion( this.quaternion );
|
|
|
|
this.position.add( v1.multiplyScalar( distance ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translateX: function () {
|
|
|
|
var v1 = new Vector3( 1, 0, 0 );
|
|
|
|
return function translateX( distance ) {
|
|
|
|
return this.translateOnAxis( v1, distance );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translateY: function () {
|
|
|
|
var v1 = new Vector3( 0, 1, 0 );
|
|
|
|
return function translateY( distance ) {
|
|
|
|
return this.translateOnAxis( v1, distance );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translateZ: function () {
|
|
|
|
var v1 = new Vector3( 0, 0, 1 );
|
|
|
|
return function translateZ( distance ) {
|
|
|
|
return this.translateOnAxis( v1, distance );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
localToWorld: function ( vector ) {
|
|
|
|
return vector.applyMatrix4( this.matrixWorld );
|
|
|
|
},
|
|
|
|
worldToLocal: function () {
|
|
|
|
var m1 = new Matrix4();
|
|
|
|
return function worldToLocal( vector ) {
|
|
|
|
return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
lookAt: function () {
|
|
|
|
// This routine does not support objects with rotated and/or translated parent(s)
|
|
|
|
var m1 = new Matrix4();
|
|
|
|
return function lookAt( vector ) {
|
|
|
|
m1.lookAt( vector, this.position, this.up );
|
|
|
|
this.quaternion.setFromRotationMatrix( m1 );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
add: function ( object ) {
|
|
|
|
if ( arguments.length > 1 ) {
|
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) {
|
|
|
|
this.add( arguments[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( object === this ) {
|
|
|
|
console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( ( object && object.isObject3D ) ) {
|
|
|
|
if ( object.parent !== null ) {
|
|
|
|
object.parent.remove( object );
|
|
|
|
}
|
|
|
|
object.parent = this;
|
|
object.dispatchEvent( { type: 'added' } );
|
|
|
|
this.children.push( object );
|
|
|
|
} else {
|
|
|
|
console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
remove: function ( object ) {
|
|
|
|
if ( arguments.length > 1 ) {
|
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) {
|
|
|
|
this.remove( arguments[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var index = this.children.indexOf( object );
|
|
|
|
if ( index !== - 1 ) {
|
|
|
|
object.parent = null;
|
|
|
|
object.dispatchEvent( { type: 'removed' } );
|
|
|
|
this.children.splice( index, 1 );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getObjectById: function ( id ) {
|
|
|
|
return this.getObjectByProperty( 'id', id );
|
|
|
|
},
|
|
|
|
getObjectByName: function ( name ) {
|
|
|
|
return this.getObjectByProperty( 'name', name );
|
|
|
|
},
|
|
|
|
getObjectByProperty: function ( name, value ) {
|
|
|
|
if ( this[ name ] === value ) return this;
|
|
|
|
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
|
var child = this.children[ i ];
|
|
var object = child.getObjectByProperty( name, value );
|
|
|
|
if ( object !== undefined ) {
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return undefined;
|
|
|
|
},
|
|
|
|
getWorldPosition: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
return result.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
},
|
|
|
|
getWorldQuaternion: function () {
|
|
|
|
var position = new Vector3();
|
|
var scale = new Vector3();
|
|
|
|
return function getWorldQuaternion( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Quaternion();
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.matrixWorld.decompose( position, result, scale );
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
getWorldRotation: function () {
|
|
|
|
var quaternion = new Quaternion();
|
|
|
|
return function getWorldRotation( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Euler();
|
|
|
|
this.getWorldQuaternion( quaternion );
|
|
|
|
return result.setFromQuaternion( quaternion, this.rotation.order, false );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
getWorldScale: function () {
|
|
|
|
var position = new Vector3();
|
|
var quaternion = new Quaternion();
|
|
|
|
return function getWorldScale( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.matrixWorld.decompose( position, quaternion, result );
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
getWorldDirection: function () {
|
|
|
|
var quaternion = new Quaternion();
|
|
|
|
return function getWorldDirection( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
this.getWorldQuaternion( quaternion );
|
|
|
|
return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
raycast: function () {},
|
|
|
|
traverse: function ( callback ) {
|
|
|
|
callback( this );
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].traverse( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
traverseVisible: function ( callback ) {
|
|
|
|
if ( this.visible === false ) return;
|
|
|
|
callback( this );
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].traverseVisible( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
traverseAncestors: function ( callback ) {
|
|
|
|
var parent = this.parent;
|
|
|
|
if ( parent !== null ) {
|
|
|
|
callback( parent );
|
|
|
|
parent.traverseAncestors( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMatrix: function () {
|
|
|
|
this.matrix.compose( this.position, this.quaternion, this.scale );
|
|
|
|
this.matrixWorldNeedsUpdate = true;
|
|
|
|
},
|
|
|
|
updateMatrixWorld: function ( force ) {
|
|
|
|
if ( this.matrixAutoUpdate === true ) this.updateMatrix();
|
|
|
|
if ( this.matrixWorldNeedsUpdate === true || force === true ) {
|
|
|
|
if ( this.parent === null ) {
|
|
|
|
this.matrixWorld.copy( this.matrix );
|
|
|
|
} else {
|
|
|
|
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
|
}
|
|
|
|
this.matrixWorldNeedsUpdate = false;
|
|
|
|
force = true;
|
|
|
|
}
|
|
|
|
// update children
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].updateMatrixWorld( force );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
// meta is '' when called from JSON.stringify
|
|
var isRootObject = ( meta === undefined || meta === '' );
|
|
|
|
var output = {};
|
|
|
|
// meta is a hash used to collect geometries, materials.
|
|
// not providing it implies that this is the root object
|
|
// being serialized.
|
|
if ( isRootObject ) {
|
|
|
|
// initialize meta obj
|
|
meta = {
|
|
geometries: {},
|
|
materials: {},
|
|
textures: {},
|
|
images: {}
|
|
};
|
|
|
|
output.metadata = {
|
|
version: 4.4,
|
|
type: 'Object',
|
|
generator: 'Object3D.toJSON'
|
|
};
|
|
|
|
}
|
|
|
|
// standard Object3D serialization
|
|
|
|
var object = {};
|
|
|
|
object.uuid = this.uuid;
|
|
object.type = this.type;
|
|
|
|
if ( this.name !== '' ) object.name = this.name;
|
|
if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
|
|
if ( this.castShadow === true ) object.castShadow = true;
|
|
if ( this.receiveShadow === true ) object.receiveShadow = true;
|
|
if ( this.visible === false ) object.visible = false;
|
|
|
|
object.matrix = this.matrix.toArray();
|
|
|
|
//
|
|
|
|
if ( this.geometry !== undefined ) {
|
|
|
|
if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
|
|
|
|
meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
|
|
|
|
}
|
|
|
|
object.geometry = this.geometry.uuid;
|
|
|
|
}
|
|
|
|
if ( this.material !== undefined ) {
|
|
|
|
if ( meta.materials[ this.material.uuid ] === undefined ) {
|
|
|
|
meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
|
|
|
|
}
|
|
|
|
object.material = this.material.uuid;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( this.children.length > 0 ) {
|
|
|
|
object.children = [];
|
|
|
|
for ( var i = 0; i < this.children.length; i ++ ) {
|
|
|
|
object.children.push( this.children[ i ].toJSON( meta ).object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( isRootObject ) {
|
|
|
|
var geometries = extractFromCache( meta.geometries );
|
|
var materials = extractFromCache( meta.materials );
|
|
var textures = extractFromCache( meta.textures );
|
|
var images = extractFromCache( meta.images );
|
|
|
|
if ( geometries.length > 0 ) output.geometries = geometries;
|
|
if ( materials.length > 0 ) output.materials = materials;
|
|
if ( textures.length > 0 ) output.textures = textures;
|
|
if ( images.length > 0 ) output.images = images;
|
|
|
|
}
|
|
|
|
output.object = object;
|
|
|
|
return output;
|
|
|
|
// extract data from the cache hash
|
|
// remove metadata on each item
|
|
// and return as array
|
|
function extractFromCache( cache ) {
|
|
|
|
var values = [];
|
|
for ( var key in cache ) {
|
|
|
|
var data = cache[ key ];
|
|
delete data.metadata;
|
|
values.push( data );
|
|
|
|
}
|
|
return values;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function ( recursive ) {
|
|
|
|
return new this.constructor().copy( this, recursive );
|
|
|
|
},
|
|
|
|
copy: function ( source, recursive ) {
|
|
|
|
if ( recursive === undefined ) recursive = true;
|
|
|
|
this.name = source.name;
|
|
|
|
this.up.copy( source.up );
|
|
|
|
this.position.copy( source.position );
|
|
this.quaternion.copy( source.quaternion );
|
|
this.scale.copy( source.scale );
|
|
|
|
this.matrix.copy( source.matrix );
|
|
this.matrixWorld.copy( source.matrixWorld );
|
|
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
|
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
|
|
|
|
this.layers.mask = source.layers.mask;
|
|
this.visible = source.visible;
|
|
|
|
this.castShadow = source.castShadow;
|
|
this.receiveShadow = source.receiveShadow;
|
|
|
|
this.frustumCulled = source.frustumCulled;
|
|
this.renderOrder = source.renderOrder;
|
|
|
|
this.userData = JSON.parse( JSON.stringify( source.userData ) );
|
|
|
|
if ( recursive === true ) {
|
|
|
|
for ( var i = 0; i < source.children.length; i ++ ) {
|
|
|
|
var child = source.children[ i ];
|
|
this.add( child.clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( Object3D.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
function Line3( start, end ) {
|
|
|
|
this.start = ( start !== undefined ) ? start : new Vector3();
|
|
this.end = ( end !== undefined ) ? end : new Vector3();
|
|
|
|
}
|
|
|
|
Line3.prototype = {
|
|
|
|
constructor: Line3,
|
|
|
|
set: function ( start, end ) {
|
|
|
|
this.start.copy( start );
|
|
this.end.copy( end );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( line ) {
|
|
|
|
this.start.copy( line.start );
|
|
this.end.copy( line.end );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getCenter: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
|
|
|
},
|
|
|
|
delta: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.subVectors( this.end, this.start );
|
|
|
|
},
|
|
|
|
distanceSq: function () {
|
|
|
|
return this.start.distanceToSquared( this.end );
|
|
|
|
},
|
|
|
|
distance: function () {
|
|
|
|
return this.start.distanceTo( this.end );
|
|
|
|
},
|
|
|
|
at: function ( t, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
|
},
|
|
|
|
closestPointToPointParameter: function () {
|
|
|
|
var startP = new Vector3();
|
|
var startEnd = new Vector3();
|
|
|
|
return function closestPointToPointParameter( point, clampToLine ) {
|
|
|
|
startP.subVectors( point, this.start );
|
|
startEnd.subVectors( this.end, this.start );
|
|
|
|
var startEnd2 = startEnd.dot( startEnd );
|
|
var startEnd_startP = startEnd.dot( startP );
|
|
|
|
var t = startEnd_startP / startEnd2;
|
|
|
|
if ( clampToLine ) {
|
|
|
|
t = _Math.clamp( t, 0, 1 );
|
|
|
|
}
|
|
|
|
return t;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
|
|
|
|
var t = this.closestPointToPointParameter( point, clampToLine );
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( matrix ) {
|
|
|
|
this.start.applyMatrix4( matrix );
|
|
this.end.applyMatrix4( matrix );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
equals: function ( line ) {
|
|
|
|
return line.start.equals( this.start ) && line.end.equals( this.end );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Triangle( a, b, c ) {
|
|
|
|
this.a = ( a !== undefined ) ? a : new Vector3();
|
|
this.b = ( b !== undefined ) ? b : new Vector3();
|
|
this.c = ( c !== undefined ) ? c : new Vector3();
|
|
|
|
}
|
|
|
|
Triangle.normal = function () {
|
|
|
|
var v0 = new Vector3();
|
|
|
|
return function normal( a, b, c, optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
result.subVectors( c, b );
|
|
v0.subVectors( a, b );
|
|
result.cross( v0 );
|
|
|
|
var resultLengthSq = result.lengthSq();
|
|
if ( resultLengthSq > 0 ) {
|
|
|
|
return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
|
|
|
|
}
|
|
|
|
return result.set( 0, 0, 0 );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
// static/instance method to calculate barycentric coordinates
|
|
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
|
Triangle.barycoordFromPoint = function () {
|
|
|
|
var v0 = new Vector3();
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
|
|
return function barycoordFromPoint( point, a, b, c, optionalTarget ) {
|
|
|
|
v0.subVectors( c, a );
|
|
v1.subVectors( b, a );
|
|
v2.subVectors( point, a );
|
|
|
|
var dot00 = v0.dot( v0 );
|
|
var dot01 = v0.dot( v1 );
|
|
var dot02 = v0.dot( v2 );
|
|
var dot11 = v1.dot( v1 );
|
|
var dot12 = v1.dot( v2 );
|
|
|
|
var denom = ( dot00 * dot11 - dot01 * dot01 );
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
// collinear or singular triangle
|
|
if ( denom === 0 ) {
|
|
|
|
// arbitrary location outside of triangle?
|
|
// not sure if this is the best idea, maybe should be returning undefined
|
|
return result.set( - 2, - 1, - 1 );
|
|
|
|
}
|
|
|
|
var invDenom = 1 / denom;
|
|
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
|
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
|
|
|
// barycentric coordinates must always sum to 1
|
|
return result.set( 1 - u - v, v, u );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
Triangle.containsPoint = function () {
|
|
|
|
var v1 = new Vector3();
|
|
|
|
return function containsPoint( point, a, b, c ) {
|
|
|
|
var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );
|
|
|
|
return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
Triangle.prototype = {
|
|
|
|
constructor: Triangle,
|
|
|
|
set: function ( a, b, c ) {
|
|
|
|
this.a.copy( a );
|
|
this.b.copy( b );
|
|
this.c.copy( c );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
|
|
|
|
this.a.copy( points[ i0 ] );
|
|
this.b.copy( points[ i1 ] );
|
|
this.c.copy( points[ i2 ] );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( triangle ) {
|
|
|
|
this.a.copy( triangle.a );
|
|
this.b.copy( triangle.b );
|
|
this.c.copy( triangle.c );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
area: function () {
|
|
|
|
var v0 = new Vector3();
|
|
var v1 = new Vector3();
|
|
|
|
return function area() {
|
|
|
|
v0.subVectors( this.c, this.b );
|
|
v1.subVectors( this.a, this.b );
|
|
|
|
return v0.cross( v1 ).length() * 0.5;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
midpoint: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
|
|
|
},
|
|
|
|
normal: function ( optionalTarget ) {
|
|
|
|
return Triangle.normal( this.a, this.b, this.c, optionalTarget );
|
|
|
|
},
|
|
|
|
plane: function ( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Plane();
|
|
|
|
return result.setFromCoplanarPoints( this.a, this.b, this.c );
|
|
|
|
},
|
|
|
|
barycoordFromPoint: function ( point, optionalTarget ) {
|
|
|
|
return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
|
|
|
|
},
|
|
|
|
containsPoint: function ( point ) {
|
|
|
|
return Triangle.containsPoint( point, this.a, this.b, this.c );
|
|
|
|
},
|
|
|
|
closestPointToPoint: function () {
|
|
|
|
var plane, edgeList, projectedPoint, closestPoint;
|
|
|
|
return function closestPointToPoint( point, optionalTarget ) {
|
|
|
|
if ( plane === undefined ) {
|
|
|
|
plane = new Plane();
|
|
edgeList = [ new Line3(), new Line3(), new Line3() ];
|
|
projectedPoint = new Vector3();
|
|
closestPoint = new Vector3();
|
|
|
|
}
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
var minDistance = Infinity;
|
|
|
|
// project the point onto the plane of the triangle
|
|
|
|
plane.setFromCoplanarPoints( this.a, this.b, this.c );
|
|
plane.projectPoint( point, projectedPoint );
|
|
|
|
// check if the projection lies within the triangle
|
|
|
|
if( this.containsPoint( projectedPoint ) === true ) {
|
|
|
|
// if so, this is the closest point
|
|
|
|
result.copy( projectedPoint );
|
|
|
|
} else {
|
|
|
|
// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
|
|
|
|
edgeList[ 0 ].set( this.a, this.b );
|
|
edgeList[ 1 ].set( this.b, this.c );
|
|
edgeList[ 2 ].set( this.c, this.a );
|
|
|
|
for( var i = 0; i < edgeList.length; i ++ ) {
|
|
|
|
edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
|
|
|
|
var distance = projectedPoint.distanceToSquared( closestPoint );
|
|
|
|
if( distance < minDistance ) {
|
|
|
|
minDistance = distance;
|
|
|
|
result.copy( closestPoint );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
equals: function ( triangle ) {
|
|
|
|
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Face3( a, b, c, normal, color, materialIndex ) {
|
|
|
|
this.a = a;
|
|
this.b = b;
|
|
this.c = c;
|
|
|
|
this.normal = (normal && normal.isVector3) ? normal : new Vector3();
|
|
this.vertexNormals = Array.isArray( normal ) ? normal : [];
|
|
|
|
this.color = (color && color.isColor) ? color : new Color();
|
|
this.vertexColors = Array.isArray( color ) ? color : [];
|
|
|
|
this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
|
|
|
|
}
|
|
|
|
Face3.prototype = {
|
|
|
|
constructor: Face3,
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.a = source.a;
|
|
this.b = source.b;
|
|
this.c = source.c;
|
|
|
|
this.normal.copy( source.normal );
|
|
this.color.copy( source.color );
|
|
|
|
this.materialIndex = source.materialIndex;
|
|
|
|
for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
|
|
|
|
this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
|
|
|
|
}
|
|
|
|
for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
|
|
|
|
this.vertexColors[ i ] = source.vertexColors[ i ].clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.Multiply,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* shading: THREE.SmoothShading,
|
|
* depthTest: <bool>,
|
|
* depthWrite: <bool>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshBasicMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshBasicMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // emissive
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshBasicMaterial.prototype = Object.create( Material.prototype );
|
|
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
|
|
|
|
MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
|
|
|
|
MeshBasicMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
if ( Array.isArray( array ) ) {
|
|
|
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
|
|
|
}
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.array = array;
|
|
this.itemSize = itemSize;
|
|
this.count = array !== undefined ? array.length / itemSize : 0;
|
|
this.normalized = normalized === true;
|
|
|
|
this.dynamic = false;
|
|
this.updateRange = { offset: 0, count: - 1 };
|
|
|
|
this.onUploadCallback = function () {};
|
|
|
|
this.version = 0;
|
|
|
|
}
|
|
|
|
BufferAttribute.prototype = {
|
|
|
|
constructor: BufferAttribute,
|
|
|
|
isBufferAttribute: true,
|
|
|
|
set needsUpdate( value ) {
|
|
|
|
if ( value === true ) this.version ++;
|
|
|
|
},
|
|
|
|
setArray: function ( array ) {
|
|
|
|
if ( Array.isArray( array ) ) {
|
|
|
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
|
|
|
}
|
|
|
|
this.count = array !== undefined ? array.length / this.itemSize : 0;
|
|
this.array = array;
|
|
|
|
},
|
|
|
|
setDynamic: function ( value ) {
|
|
|
|
this.dynamic = value;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.array = new source.array.constructor( source.array );
|
|
this.itemSize = source.itemSize;
|
|
this.count = source.count;
|
|
this.normalized = source.normalized;
|
|
|
|
this.dynamic = source.dynamic;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyAt: function ( index1, attribute, index2 ) {
|
|
|
|
index1 *= this.itemSize;
|
|
index2 *= attribute.itemSize;
|
|
|
|
for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
|
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyArray: function ( array ) {
|
|
|
|
this.array.set( array );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyColorsArray: function ( colors ) {
|
|
|
|
var array = this.array, offset = 0;
|
|
|
|
for ( var i = 0, l = colors.length; i < l; i ++ ) {
|
|
|
|
var color = colors[ i ];
|
|
|
|
if ( color === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
|
|
color = new Color();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = color.r;
|
|
array[ offset ++ ] = color.g;
|
|
array[ offset ++ ] = color.b;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyIndicesArray: function ( indices ) {
|
|
|
|
var array = this.array, offset = 0;
|
|
|
|
for ( var i = 0, l = indices.length; i < l; i ++ ) {
|
|
|
|
var index = indices[ i ];
|
|
|
|
array[ offset ++ ] = index.a;
|
|
array[ offset ++ ] = index.b;
|
|
array[ offset ++ ] = index.c;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector2sArray: function ( vectors ) {
|
|
|
|
var array = this.array, offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
|
|
vector = new Vector2();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector3sArray: function ( vectors ) {
|
|
|
|
var array = this.array, offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
|
|
vector = new Vector3();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
array[ offset ++ ] = vector.z;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector4sArray: function ( vectors ) {
|
|
|
|
var array = this.array, offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
|
|
vector = new Vector4();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
array[ offset ++ ] = vector.z;
|
|
array[ offset ++ ] = vector.w;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
set: function ( value, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.array.set( value, offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getX: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize ];
|
|
|
|
},
|
|
|
|
setX: function ( index, x ) {
|
|
|
|
this.array[ index * this.itemSize ] = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getY: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 1 ];
|
|
|
|
},
|
|
|
|
setY: function ( index, y ) {
|
|
|
|
this.array[ index * this.itemSize + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getZ: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 2 ];
|
|
|
|
},
|
|
|
|
setZ: function ( index, z ) {
|
|
|
|
this.array[ index * this.itemSize + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getW: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 3 ];
|
|
|
|
},
|
|
|
|
setW: function ( index, w ) {
|
|
|
|
this.array[ index * this.itemSize + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXY: function ( index, x, y ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZ: function ( index, x, y, z ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
this.array[ index + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZW: function ( index, x, y, z, w ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
this.array[ index + 2 ] = z;
|
|
this.array[ index + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
onUpload: function ( callback ) {
|
|
|
|
this.onUploadCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.array, this.itemSize ).copy( this );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function Int8BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Int8Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
|
|
|
|
|
|
function Uint8BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Uint8Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
|
|
|
|
|
|
function Uint8ClampedBufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );
|
|
|
|
}
|
|
|
|
Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
|
|
|
|
|
|
function Int16BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Int16Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
|
|
|
|
|
|
function Uint16BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Uint16Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
|
|
|
|
|
|
function Int32BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Int32Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
|
|
|
|
|
|
function Uint32BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Uint32Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
|
|
|
|
|
|
function Float32BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Float32Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
|
|
|
|
|
|
function Float64BufferAttribute( array, itemSize ) {
|
|
|
|
BufferAttribute.call( this, new Float64Array( array ), itemSize );
|
|
|
|
}
|
|
|
|
Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function DirectGeometry() {
|
|
|
|
this.indices = [];
|
|
this.vertices = [];
|
|
this.normals = [];
|
|
this.colors = [];
|
|
this.uvs = [];
|
|
this.uvs2 = [];
|
|
|
|
this.groups = [];
|
|
|
|
this.morphTargets = {};
|
|
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
|
|
// this.lineDistances = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// update flags
|
|
|
|
this.verticesNeedUpdate = false;
|
|
this.normalsNeedUpdate = false;
|
|
this.colorsNeedUpdate = false;
|
|
this.uvsNeedUpdate = false;
|
|
this.groupsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
Object.assign( DirectGeometry.prototype, {
|
|
|
|
computeGroups: function ( geometry ) {
|
|
|
|
var group;
|
|
var groups = [];
|
|
var materialIndex = undefined;
|
|
|
|
var faces = geometry.faces;
|
|
|
|
for ( var i = 0; i < faces.length; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
// materials
|
|
|
|
if ( face.materialIndex !== materialIndex ) {
|
|
|
|
materialIndex = face.materialIndex;
|
|
|
|
if ( group !== undefined ) {
|
|
|
|
group.count = ( i * 3 ) - group.start;
|
|
groups.push( group );
|
|
|
|
}
|
|
|
|
group = {
|
|
start: i * 3,
|
|
materialIndex: materialIndex
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( group !== undefined ) {
|
|
|
|
group.count = ( i * 3 ) - group.start;
|
|
groups.push( group );
|
|
|
|
}
|
|
|
|
this.groups = groups;
|
|
|
|
},
|
|
|
|
fromGeometry: function ( geometry ) {
|
|
|
|
var faces = geometry.faces;
|
|
var vertices = geometry.vertices;
|
|
var faceVertexUvs = geometry.faceVertexUvs;
|
|
|
|
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
|
|
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
|
|
|
|
// morphs
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
var morphTargetsLength = morphTargets.length;
|
|
|
|
var morphTargetsPosition;
|
|
|
|
if ( morphTargetsLength > 0 ) {
|
|
|
|
morphTargetsPosition = [];
|
|
|
|
for ( var i = 0; i < morphTargetsLength; i ++ ) {
|
|
|
|
morphTargetsPosition[ i ] = [];
|
|
|
|
}
|
|
|
|
this.morphTargets.position = morphTargetsPosition;
|
|
|
|
}
|
|
|
|
var morphNormals = geometry.morphNormals;
|
|
var morphNormalsLength = morphNormals.length;
|
|
|
|
var morphTargetsNormal;
|
|
|
|
if ( morphNormalsLength > 0 ) {
|
|
|
|
morphTargetsNormal = [];
|
|
|
|
for ( var i = 0; i < morphNormalsLength; i ++ ) {
|
|
|
|
morphTargetsNormal[ i ] = [];
|
|
|
|
}
|
|
|
|
this.morphTargets.normal = morphTargetsNormal;
|
|
|
|
}
|
|
|
|
// skins
|
|
|
|
var skinIndices = geometry.skinIndices;
|
|
var skinWeights = geometry.skinWeights;
|
|
|
|
var hasSkinIndices = skinIndices.length === vertices.length;
|
|
var hasSkinWeights = skinWeights.length === vertices.length;
|
|
|
|
//
|
|
|
|
for ( var i = 0; i < faces.length; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
|
|
|
|
} else {
|
|
|
|
var normal = face.normal;
|
|
|
|
this.normals.push( normal, normal, normal );
|
|
|
|
}
|
|
|
|
var vertexColors = face.vertexColors;
|
|
|
|
if ( vertexColors.length === 3 ) {
|
|
|
|
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
|
|
|
|
} else {
|
|
|
|
var color = face.color;
|
|
|
|
this.colors.push( color, color, color );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexUv === true ) {
|
|
|
|
var vertexUvs = faceVertexUvs[ 0 ][ i ];
|
|
|
|
if ( vertexUvs !== undefined ) {
|
|
|
|
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
|
|
|
|
this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexUv2 === true ) {
|
|
|
|
var vertexUvs = faceVertexUvs[ 1 ][ i ];
|
|
|
|
if ( vertexUvs !== undefined ) {
|
|
|
|
this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
|
|
|
|
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// morphs
|
|
|
|
for ( var j = 0; j < morphTargetsLength; j ++ ) {
|
|
|
|
var morphTarget = morphTargets[ j ].vertices;
|
|
|
|
morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
|
|
|
|
}
|
|
|
|
for ( var j = 0; j < morphNormalsLength; j ++ ) {
|
|
|
|
var morphNormal = morphNormals[ j ].vertexNormals[ i ];
|
|
|
|
morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
|
|
|
|
}
|
|
|
|
// skins
|
|
|
|
if ( hasSkinIndices ) {
|
|
|
|
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
|
|
|
|
}
|
|
|
|
if ( hasSkinWeights ) {
|
|
|
|
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.computeGroups( geometry );
|
|
|
|
this.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
|
this.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
|
this.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
|
this.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
|
this.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
// http://stackoverflow.com/questions/1669190/javascript-min-max-array-values/13440842#13440842
|
|
|
|
function arrayMax( array ) {
|
|
|
|
var length = array.length, max = - Infinity;
|
|
|
|
while ( length -- ) {
|
|
|
|
if ( array[ length ] > max ) {
|
|
|
|
max = array[ length ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return max;
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author kile / http://kile.stravaganza.org/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
var count = 0;
|
|
function GeometryIdCount() { return count++; }
|
|
|
|
function Geometry() {
|
|
|
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Geometry';
|
|
|
|
this.vertices = [];
|
|
this.colors = [];
|
|
this.faces = [];
|
|
this.faceVertexUvs = [[]];
|
|
|
|
this.morphTargets = [];
|
|
this.morphNormals = [];
|
|
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
|
|
this.lineDistances = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// update flags
|
|
|
|
this.elementsNeedUpdate = false;
|
|
this.verticesNeedUpdate = false;
|
|
this.uvsNeedUpdate = false;
|
|
this.normalsNeedUpdate = false;
|
|
this.colorsNeedUpdate = false;
|
|
this.lineDistancesNeedUpdate = false;
|
|
this.groupsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
Geometry.prototype = {
|
|
|
|
constructor: Geometry,
|
|
|
|
isGeometry: true,
|
|
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
|
var vertex = this.vertices[ i ];
|
|
vertex.applyMatrix4( matrix );
|
|
|
|
}
|
|
|
|
for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
|
|
|
|
var face = this.faces[ i ];
|
|
face.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
|
|
|
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.boundingBox !== null ) {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
}
|
|
|
|
if ( this.boundingSphere !== null ) {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
}
|
|
|
|
this.verticesNeedUpdate = true;
|
|
this.normalsNeedUpdate = true;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateX: function () {
|
|
|
|
// rotate geometry around world x-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateX( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationX( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateY: function () {
|
|
|
|
// rotate geometry around world y-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateY( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationY( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateZ: function () {
|
|
|
|
// rotate geometry around world z-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateZ( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationZ( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translate: function () {
|
|
|
|
// translate geometry
|
|
|
|
var m1;
|
|
|
|
return function translate( x, y, z ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeTranslation( x, y, z );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
scale: function () {
|
|
|
|
// scale geometry
|
|
|
|
var m1;
|
|
|
|
return function scale( x, y, z ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeScale( x, y, z );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
lookAt: function () {
|
|
|
|
var obj;
|
|
|
|
return function lookAt( vector ) {
|
|
|
|
if ( obj === undefined ) obj = new Object3D();
|
|
|
|
obj.lookAt( vector );
|
|
|
|
obj.updateMatrix();
|
|
|
|
this.applyMatrix( obj.matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
fromBufferGeometry: function ( geometry ) {
|
|
|
|
var scope = this;
|
|
|
|
var indices = geometry.index !== null ? geometry.index.array : undefined;
|
|
var attributes = geometry.attributes;
|
|
|
|
var positions = attributes.position.array;
|
|
var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
|
|
var colors = attributes.color !== undefined ? attributes.color.array : undefined;
|
|
var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
|
|
var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
|
|
|
|
if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
|
|
|
|
var tempNormals = [];
|
|
var tempUVs = [];
|
|
var tempUVs2 = [];
|
|
|
|
for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
|
|
|
|
scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
|
|
|
|
if ( normals !== undefined ) {
|
|
|
|
tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
|
|
|
|
}
|
|
|
|
if ( colors !== undefined ) {
|
|
|
|
scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
|
|
|
|
}
|
|
|
|
if ( uvs !== undefined ) {
|
|
|
|
tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
|
|
|
|
}
|
|
|
|
if ( uvs2 !== undefined ) {
|
|
|
|
tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function addFace( a, b, c, materialIndex ) {
|
|
|
|
var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
|
|
var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
|
|
|
|
var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
|
|
|
|
scope.faces.push( face );
|
|
|
|
if ( uvs !== undefined ) {
|
|
|
|
scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
|
|
|
|
}
|
|
|
|
if ( uvs2 !== undefined ) {
|
|
|
|
scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( indices !== undefined ) {
|
|
|
|
var groups = geometry.groups;
|
|
|
|
if ( groups.length > 0 ) {
|
|
|
|
for ( var i = 0; i < groups.length; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
|
|
var start = group.start;
|
|
var count = group.count;
|
|
|
|
for ( var j = start, jl = start + count; j < jl; j += 3 ) {
|
|
|
|
addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i = 0; i < indices.length; i += 3 ) {
|
|
|
|
addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i = 0; i < positions.length / 3; i += 3 ) {
|
|
|
|
addFace( i, i + 1, i + 2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.computeFaceNormals();
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
center: function () {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
var offset = this.boundingBox.getCenter().negate();
|
|
|
|
this.translate( offset.x, offset.y, offset.z );
|
|
|
|
return offset;
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
var center = this.boundingSphere.center;
|
|
var radius = this.boundingSphere.radius;
|
|
|
|
var s = radius === 0 ? 1 : 1.0 / radius;
|
|
|
|
var matrix = new Matrix4();
|
|
matrix.set(
|
|
s, 0, 0, - s * center.x,
|
|
0, s, 0, - s * center.y,
|
|
0, 0, s, - s * center.z,
|
|
0, 0, 0, 1
|
|
);
|
|
|
|
this.applyMatrix( matrix );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
computeFaceNormals: function () {
|
|
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
var face = this.faces[ f ];
|
|
|
|
var vA = this.vertices[ face.a ];
|
|
var vB = this.vertices[ face.b ];
|
|
var vC = this.vertices[ face.c ];
|
|
|
|
cb.subVectors( vC, vB );
|
|
ab.subVectors( vA, vB );
|
|
cb.cross( ab );
|
|
|
|
cb.normalize();
|
|
|
|
face.normal.copy( cb );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeVertexNormals: function ( areaWeighted ) {
|
|
|
|
if ( areaWeighted === undefined ) areaWeighted = true;
|
|
|
|
var v, vl, f, fl, face, vertices;
|
|
|
|
vertices = new Array( this.vertices.length );
|
|
|
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
|
vertices[ v ] = new Vector3();
|
|
|
|
}
|
|
|
|
if ( areaWeighted ) {
|
|
|
|
// vertex normals weighted by triangle areas
|
|
// http://www.iquilezles.org/www/articles/normals/normals.htm
|
|
|
|
var vA, vB, vC;
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
vA = this.vertices[ face.a ];
|
|
vB = this.vertices[ face.b ];
|
|
vC = this.vertices[ face.c ];
|
|
|
|
cb.subVectors( vC, vB );
|
|
ab.subVectors( vA, vB );
|
|
cb.cross( ab );
|
|
|
|
vertices[ face.a ].add( cb );
|
|
vertices[ face.b ].add( cb );
|
|
vertices[ face.c ].add( cb );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
this.computeFaceNormals();
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
vertices[ face.a ].add( face.normal );
|
|
vertices[ face.b ].add( face.normal );
|
|
vertices[ face.c ].add( face.normal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
|
vertices[ v ].normalize();
|
|
|
|
}
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
vertexNormals[ 0 ].copy( vertices[ face.a ] );
|
|
vertexNormals[ 1 ].copy( vertices[ face.b ] );
|
|
vertexNormals[ 2 ].copy( vertices[ face.c ] );
|
|
|
|
} else {
|
|
|
|
vertexNormals[ 0 ] = vertices[ face.a ].clone();
|
|
vertexNormals[ 1 ] = vertices[ face.b ].clone();
|
|
vertexNormals[ 2 ] = vertices[ face.c ].clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.faces.length > 0 ) {
|
|
|
|
this.normalsNeedUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeFlatVertexNormals: function () {
|
|
|
|
var f, fl, face;
|
|
|
|
this.computeFaceNormals();
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
vertexNormals[ 0 ].copy( face.normal );
|
|
vertexNormals[ 1 ].copy( face.normal );
|
|
vertexNormals[ 2 ].copy( face.normal );
|
|
|
|
} else {
|
|
|
|
vertexNormals[ 0 ] = face.normal.clone();
|
|
vertexNormals[ 1 ] = face.normal.clone();
|
|
vertexNormals[ 2 ] = face.normal.clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.faces.length > 0 ) {
|
|
|
|
this.normalsNeedUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeMorphNormals: function () {
|
|
|
|
var i, il, f, fl, face;
|
|
|
|
// save original normals
|
|
// - create temp variables on first access
|
|
// otherwise just copy (for faster repeated calls)
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
if ( ! face.__originalFaceNormal ) {
|
|
|
|
face.__originalFaceNormal = face.normal.clone();
|
|
|
|
} else {
|
|
|
|
face.__originalFaceNormal.copy( face.normal );
|
|
|
|
}
|
|
|
|
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
|
|
|
|
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
|
|
|
|
if ( ! face.__originalVertexNormals[ i ] ) {
|
|
|
|
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
|
|
|
|
} else {
|
|
|
|
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// use temp geometry to compute face and vertex normals for each morph
|
|
|
|
var tmpGeo = new Geometry();
|
|
tmpGeo.faces = this.faces;
|
|
|
|
for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
|
|
|
|
// create on first access
|
|
|
|
if ( ! this.morphNormals[ i ] ) {
|
|
|
|
this.morphNormals[ i ] = {};
|
|
this.morphNormals[ i ].faceNormals = [];
|
|
this.morphNormals[ i ].vertexNormals = [];
|
|
|
|
var dstNormalsFace = this.morphNormals[ i ].faceNormals;
|
|
var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
|
|
|
|
var faceNormal, vertexNormals;
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
faceNormal = new Vector3();
|
|
vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
|
|
|
|
dstNormalsFace.push( faceNormal );
|
|
dstNormalsVertex.push( vertexNormals );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var morphNormals = this.morphNormals[ i ];
|
|
|
|
// set vertices to morph target
|
|
|
|
tmpGeo.vertices = this.morphTargets[ i ].vertices;
|
|
|
|
// compute morph normals
|
|
|
|
tmpGeo.computeFaceNormals();
|
|
tmpGeo.computeVertexNormals();
|
|
|
|
// store morph normals
|
|
|
|
var faceNormal, vertexNormals;
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
faceNormal = morphNormals.faceNormals[ f ];
|
|
vertexNormals = morphNormals.vertexNormals[ f ];
|
|
|
|
faceNormal.copy( face.normal );
|
|
|
|
vertexNormals.a.copy( face.vertexNormals[ 0 ] );
|
|
vertexNormals.b.copy( face.vertexNormals[ 1 ] );
|
|
vertexNormals.c.copy( face.vertexNormals[ 2 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// restore original normals
|
|
|
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
face = this.faces[ f ];
|
|
|
|
face.normal = face.__originalFaceNormal;
|
|
face.vertexNormals = face.__originalVertexNormals;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeLineDistances: function () {
|
|
|
|
var d = 0;
|
|
var vertices = this.vertices;
|
|
|
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
|
if ( i > 0 ) {
|
|
|
|
d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
|
|
|
|
}
|
|
|
|
this.lineDistances[ i ] = d;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeBoundingBox: function () {
|
|
|
|
if ( this.boundingBox === null ) {
|
|
|
|
this.boundingBox = new Box3();
|
|
|
|
}
|
|
|
|
this.boundingBox.setFromPoints( this.vertices );
|
|
|
|
},
|
|
|
|
computeBoundingSphere: function () {
|
|
|
|
if ( this.boundingSphere === null ) {
|
|
|
|
this.boundingSphere = new Sphere();
|
|
|
|
}
|
|
|
|
this.boundingSphere.setFromPoints( this.vertices );
|
|
|
|
},
|
|
|
|
merge: function ( geometry, matrix, materialIndexOffset ) {
|
|
|
|
if ( ( geometry && geometry.isGeometry ) === false ) {
|
|
|
|
console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
|
|
return;
|
|
|
|
}
|
|
|
|
var normalMatrix,
|
|
vertexOffset = this.vertices.length,
|
|
vertices1 = this.vertices,
|
|
vertices2 = geometry.vertices,
|
|
faces1 = this.faces,
|
|
faces2 = geometry.faces,
|
|
uvs1 = this.faceVertexUvs[ 0 ],
|
|
uvs2 = geometry.faceVertexUvs[ 0 ],
|
|
colors1 = this.colors,
|
|
colors2 = geometry.colors;
|
|
|
|
if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
|
|
|
|
if ( matrix !== undefined ) {
|
|
|
|
normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
}
|
|
|
|
// vertices
|
|
|
|
for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
|
|
|
|
var vertex = vertices2[ i ];
|
|
|
|
var vertexCopy = vertex.clone();
|
|
|
|
if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
|
|
|
|
vertices1.push( vertexCopy );
|
|
|
|
}
|
|
|
|
// colors
|
|
|
|
for ( var i = 0, il = colors2.length; i < il; i ++ ) {
|
|
|
|
colors1.push( colors2[ i ].clone() );
|
|
|
|
}
|
|
|
|
// faces
|
|
|
|
for ( i = 0, il = faces2.length; i < il; i ++ ) {
|
|
|
|
var face = faces2[ i ], faceCopy, normal, color,
|
|
faceVertexNormals = face.vertexNormals,
|
|
faceVertexColors = face.vertexColors;
|
|
|
|
faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
|
|
faceCopy.normal.copy( face.normal );
|
|
|
|
if ( normalMatrix !== undefined ) {
|
|
|
|
faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
|
|
|
|
normal = faceVertexNormals[ j ].clone();
|
|
|
|
if ( normalMatrix !== undefined ) {
|
|
|
|
normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
faceCopy.vertexNormals.push( normal );
|
|
|
|
}
|
|
|
|
faceCopy.color.copy( face.color );
|
|
|
|
for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
|
|
|
|
color = faceVertexColors[ j ];
|
|
faceCopy.vertexColors.push( color.clone() );
|
|
|
|
}
|
|
|
|
faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
|
|
|
|
faces1.push( faceCopy );
|
|
|
|
}
|
|
|
|
// uvs
|
|
|
|
for ( i = 0, il = uvs2.length; i < il; i ++ ) {
|
|
|
|
var uv = uvs2[ i ], uvCopy = [];
|
|
|
|
if ( uv === undefined ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
|
|
|
|
uvCopy.push( uv[ j ].clone() );
|
|
|
|
}
|
|
|
|
uvs1.push( uvCopy );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
mergeMesh: function ( mesh ) {
|
|
|
|
if ( ( mesh && mesh.isMesh ) === false ) {
|
|
|
|
console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
|
|
return;
|
|
|
|
}
|
|
|
|
mesh.matrixAutoUpdate && mesh.updateMatrix();
|
|
|
|
this.merge( mesh.geometry, mesh.matrix );
|
|
|
|
},
|
|
|
|
/*
|
|
* Checks for duplicate vertices with hashmap.
|
|
* Duplicated vertices are removed
|
|
* and faces' vertices are updated.
|
|
*/
|
|
|
|
mergeVertices: function () {
|
|
|
|
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
|
|
var unique = [], changes = [];
|
|
|
|
var v, key;
|
|
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
|
|
var precision = Math.pow( 10, precisionPoints );
|
|
var i, il, face;
|
|
var indices, j, jl;
|
|
|
|
for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
|
v = this.vertices[ i ];
|
|
key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
|
|
|
|
if ( verticesMap[ key ] === undefined ) {
|
|
|
|
verticesMap[ key ] = i;
|
|
unique.push( this.vertices[ i ] );
|
|
changes[ i ] = unique.length - 1;
|
|
|
|
} else {
|
|
|
|
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
|
|
changes[ i ] = changes[ verticesMap[ key ] ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// if faces are completely degenerate after merging vertices, we
|
|
// have to remove them from the geometry.
|
|
var faceIndicesToRemove = [];
|
|
|
|
for ( i = 0, il = this.faces.length; i < il; i ++ ) {
|
|
|
|
face = this.faces[ i ];
|
|
|
|
face.a = changes[ face.a ];
|
|
face.b = changes[ face.b ];
|
|
face.c = changes[ face.c ];
|
|
|
|
indices = [ face.a, face.b, face.c ];
|
|
|
|
// if any duplicate vertices are found in a Face3
|
|
// we have to remove the face as nothing can be saved
|
|
for ( var n = 0; n < 3; n ++ ) {
|
|
|
|
if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
|
|
|
|
faceIndicesToRemove.push( i );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
|
|
|
|
var idx = faceIndicesToRemove[ i ];
|
|
|
|
this.faces.splice( idx, 1 );
|
|
|
|
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
|
this.faceVertexUvs[ j ].splice( idx, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Use unique set of vertices
|
|
|
|
var diff = this.vertices.length - unique.length;
|
|
this.vertices = unique;
|
|
return diff;
|
|
|
|
},
|
|
|
|
sortFacesByMaterialIndex: function () {
|
|
|
|
var faces = this.faces;
|
|
var length = faces.length;
|
|
|
|
// tag faces
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
|
|
faces[ i ]._id = i;
|
|
|
|
}
|
|
|
|
// sort faces
|
|
|
|
function materialIndexSort( a, b ) {
|
|
|
|
return a.materialIndex - b.materialIndex;
|
|
|
|
}
|
|
|
|
faces.sort( materialIndexSort );
|
|
|
|
// sort uvs
|
|
|
|
var uvs1 = this.faceVertexUvs[ 0 ];
|
|
var uvs2 = this.faceVertexUvs[ 1 ];
|
|
|
|
var newUvs1, newUvs2;
|
|
|
|
if ( uvs1 && uvs1.length === length ) newUvs1 = [];
|
|
if ( uvs2 && uvs2.length === length ) newUvs2 = [];
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
|
|
var id = faces[ i ]._id;
|
|
|
|
if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
|
|
if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
|
|
|
|
}
|
|
|
|
if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
|
|
if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.4,
|
|
type: 'Geometry',
|
|
generator: 'Geometry.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard Geometry serialization
|
|
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
if ( this.name !== '' ) data.name = this.name;
|
|
|
|
if ( this.parameters !== undefined ) {
|
|
|
|
var parameters = this.parameters;
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
var vertices = [];
|
|
|
|
for ( var i = 0; i < this.vertices.length; i ++ ) {
|
|
|
|
var vertex = this.vertices[ i ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
var faces = [];
|
|
var normals = [];
|
|
var normalsHash = {};
|
|
var colors = [];
|
|
var colorsHash = {};
|
|
var uvs = [];
|
|
var uvsHash = {};
|
|
|
|
for ( var i = 0; i < this.faces.length; i ++ ) {
|
|
|
|
var face = this.faces[ i ];
|
|
|
|
var hasMaterial = true;
|
|
var hasFaceUv = false; // deprecated
|
|
var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
|
|
var hasFaceNormal = face.normal.length() > 0;
|
|
var hasFaceVertexNormal = face.vertexNormals.length > 0;
|
|
var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
|
|
var hasFaceVertexColor = face.vertexColors.length > 0;
|
|
|
|
var faceType = 0;
|
|
|
|
faceType = setBit( faceType, 0, 0 ); // isQuad
|
|
faceType = setBit( faceType, 1, hasMaterial );
|
|
faceType = setBit( faceType, 2, hasFaceUv );
|
|
faceType = setBit( faceType, 3, hasFaceVertexUv );
|
|
faceType = setBit( faceType, 4, hasFaceNormal );
|
|
faceType = setBit( faceType, 5, hasFaceVertexNormal );
|
|
faceType = setBit( faceType, 6, hasFaceColor );
|
|
faceType = setBit( faceType, 7, hasFaceVertexColor );
|
|
|
|
faces.push( faceType );
|
|
faces.push( face.a, face.b, face.c );
|
|
faces.push( face.materialIndex );
|
|
|
|
if ( hasFaceVertexUv ) {
|
|
|
|
var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
|
|
|
|
faces.push(
|
|
getUvIndex( faceVertexUvs[ 0 ] ),
|
|
getUvIndex( faceVertexUvs[ 1 ] ),
|
|
getUvIndex( faceVertexUvs[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
if ( hasFaceNormal ) {
|
|
|
|
faces.push( getNormalIndex( face.normal ) );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexNormal ) {
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
faces.push(
|
|
getNormalIndex( vertexNormals[ 0 ] ),
|
|
getNormalIndex( vertexNormals[ 1 ] ),
|
|
getNormalIndex( vertexNormals[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
if ( hasFaceColor ) {
|
|
|
|
faces.push( getColorIndex( face.color ) );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexColor ) {
|
|
|
|
var vertexColors = face.vertexColors;
|
|
|
|
faces.push(
|
|
getColorIndex( vertexColors[ 0 ] ),
|
|
getColorIndex( vertexColors[ 1 ] ),
|
|
getColorIndex( vertexColors[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setBit( value, position, enabled ) {
|
|
|
|
return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
|
|
|
|
}
|
|
|
|
function getNormalIndex( normal ) {
|
|
|
|
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
|
|
|
|
if ( normalsHash[ hash ] !== undefined ) {
|
|
|
|
return normalsHash[ hash ];
|
|
|
|
}
|
|
|
|
normalsHash[ hash ] = normals.length / 3;
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
return normalsHash[ hash ];
|
|
|
|
}
|
|
|
|
function getColorIndex( color ) {
|
|
|
|
var hash = color.r.toString() + color.g.toString() + color.b.toString();
|
|
|
|
if ( colorsHash[ hash ] !== undefined ) {
|
|
|
|
return colorsHash[ hash ];
|
|
|
|
}
|
|
|
|
colorsHash[ hash ] = colors.length;
|
|
colors.push( color.getHex() );
|
|
|
|
return colorsHash[ hash ];
|
|
|
|
}
|
|
|
|
function getUvIndex( uv ) {
|
|
|
|
var hash = uv.x.toString() + uv.y.toString();
|
|
|
|
if ( uvsHash[ hash ] !== undefined ) {
|
|
|
|
return uvsHash[ hash ];
|
|
|
|
}
|
|
|
|
uvsHash[ hash ] = uvs.length / 2;
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
return uvsHash[ hash ];
|
|
|
|
}
|
|
|
|
data.data = {};
|
|
|
|
data.data.vertices = vertices;
|
|
data.data.normals = normals;
|
|
if ( colors.length > 0 ) data.data.colors = colors;
|
|
if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
|
|
data.data.faces = faces;
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
/*
|
|
// Handle primitives
|
|
|
|
var parameters = this.parameters;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
var values = [];
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
values.push( parameters[ key ] );
|
|
|
|
}
|
|
|
|
var geometry = Object.create( this.constructor.prototype );
|
|
this.constructor.apply( geometry, values );
|
|
return geometry;
|
|
|
|
}
|
|
|
|
return new this.constructor().copy( this );
|
|
*/
|
|
|
|
return new Geometry().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
var i, il, j, jl, k, kl;
|
|
|
|
// reset
|
|
|
|
this.vertices = [];
|
|
this.colors = [];
|
|
this.faces = [];
|
|
this.faceVertexUvs = [[]];
|
|
this.morphTargets = [];
|
|
this.morphNormals = [];
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
this.lineDistances = [];
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// name
|
|
|
|
this.name = source.name;
|
|
|
|
// vertices
|
|
|
|
var vertices = source.vertices;
|
|
|
|
for ( i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
|
this.vertices.push( vertices[ i ].clone() );
|
|
|
|
}
|
|
|
|
// colors
|
|
|
|
var colors = source.colors;
|
|
|
|
for ( i = 0, il = colors.length; i < il; i ++ ) {
|
|
|
|
this.colors.push( colors[ i ].clone() );
|
|
|
|
}
|
|
|
|
// faces
|
|
|
|
var faces = source.faces;
|
|
|
|
for ( i = 0, il = faces.length; i < il; i ++ ) {
|
|
|
|
this.faces.push( faces[ i ].clone() );
|
|
|
|
}
|
|
|
|
// face vertex uvs
|
|
|
|
for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
|
|
|
|
var faceVertexUvs = source.faceVertexUvs[ i ];
|
|
|
|
if ( this.faceVertexUvs[ i ] === undefined ) {
|
|
|
|
this.faceVertexUvs[ i ] = [];
|
|
|
|
}
|
|
|
|
for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
|
var uvs = faceVertexUvs[ j ], uvsCopy = [];
|
|
|
|
for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
|
|
|
|
var uv = uvs[ k ];
|
|
|
|
uvsCopy.push( uv.clone() );
|
|
|
|
}
|
|
|
|
this.faceVertexUvs[ i ].push( uvsCopy );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// morph targets
|
|
|
|
var morphTargets = source.morphTargets;
|
|
|
|
for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
|
|
|
|
var morphTarget = {};
|
|
morphTarget.name = morphTargets[ i ].name;
|
|
|
|
// vertices
|
|
|
|
if ( morphTargets[ i ].vertices !== undefined ) {
|
|
|
|
morphTarget.vertices = [];
|
|
|
|
for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
|
|
|
|
morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// normals
|
|
|
|
if ( morphTargets[ i ].normals !== undefined ) {
|
|
|
|
morphTarget.normals = [];
|
|
|
|
for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
|
|
|
|
morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.morphTargets.push( morphTarget );
|
|
|
|
}
|
|
|
|
// morph normals
|
|
|
|
var morphNormals = source.morphNormals;
|
|
|
|
for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
|
|
|
|
var morphNormal = {};
|
|
|
|
// vertex normals
|
|
|
|
if ( morphNormals[ i ].vertexNormals !== undefined ) {
|
|
|
|
morphNormal.vertexNormals = [];
|
|
|
|
for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
|
|
|
|
var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
|
|
var destVertexNormal = {};
|
|
|
|
destVertexNormal.a = srcVertexNormal.a.clone();
|
|
destVertexNormal.b = srcVertexNormal.b.clone();
|
|
destVertexNormal.c = srcVertexNormal.c.clone();
|
|
|
|
morphNormal.vertexNormals.push( destVertexNormal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// face normals
|
|
|
|
if ( morphNormals[ i ].faceNormals !== undefined ) {
|
|
|
|
morphNormal.faceNormals = [];
|
|
|
|
for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
|
|
|
|
morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.morphNormals.push( morphNormal );
|
|
|
|
}
|
|
|
|
// skin weights
|
|
|
|
var skinWeights = source.skinWeights;
|
|
|
|
for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
|
|
|
|
this.skinWeights.push( skinWeights[ i ].clone() );
|
|
|
|
}
|
|
|
|
// skin indices
|
|
|
|
var skinIndices = source.skinIndices;
|
|
|
|
for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
|
|
|
|
this.skinIndices.push( skinIndices[ i ].clone() );
|
|
|
|
}
|
|
|
|
// line distances
|
|
|
|
var lineDistances = source.lineDistances;
|
|
|
|
for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
|
|
|
|
this.lineDistances.push( lineDistances[ i ] );
|
|
|
|
}
|
|
|
|
// bounding box
|
|
|
|
var boundingBox = source.boundingBox;
|
|
|
|
if ( boundingBox !== null ) {
|
|
|
|
this.boundingBox = boundingBox.clone();
|
|
|
|
}
|
|
|
|
// bounding sphere
|
|
|
|
var boundingSphere = source.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = boundingSphere.clone();
|
|
|
|
}
|
|
|
|
// update flags
|
|
|
|
this.elementsNeedUpdate = source.elementsNeedUpdate;
|
|
this.verticesNeedUpdate = source.verticesNeedUpdate;
|
|
this.uvsNeedUpdate = source.uvsNeedUpdate;
|
|
this.normalsNeedUpdate = source.normalsNeedUpdate;
|
|
this.colorsNeedUpdate = source.colorsNeedUpdate;
|
|
this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
|
|
this.groupsNeedUpdate = source.groupsNeedUpdate;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( Geometry.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function BufferGeometry() {
|
|
|
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'BufferGeometry';
|
|
|
|
this.index = null;
|
|
this.attributes = {};
|
|
|
|
this.morphAttributes = {};
|
|
|
|
this.groups = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
this.drawRange = { start: 0, count: Infinity };
|
|
|
|
}
|
|
|
|
BufferGeometry.prototype = {
|
|
|
|
constructor: BufferGeometry,
|
|
|
|
isBufferGeometry: true,
|
|
|
|
getIndex: function () {
|
|
|
|
return this.index;
|
|
|
|
},
|
|
|
|
setIndex: function ( index ) {
|
|
|
|
if ( Array.isArray( index ) ) {
|
|
|
|
this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
|
|
|
|
} else {
|
|
|
|
this.index = index;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
addAttribute: function ( name, attribute ) {
|
|
|
|
if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
|
|
|
|
this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( name === 'index' ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
|
|
this.setIndex( attribute );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
this.attributes[ name ] = attribute;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getAttribute: function ( name ) {
|
|
|
|
return this.attributes[ name ];
|
|
|
|
},
|
|
|
|
removeAttribute: function ( name ) {
|
|
|
|
delete this.attributes[ name ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addGroup: function ( start, count, materialIndex ) {
|
|
|
|
this.groups.push( {
|
|
|
|
start: start,
|
|
count: count,
|
|
materialIndex: materialIndex !== undefined ? materialIndex : 0
|
|
|
|
} );
|
|
|
|
},
|
|
|
|
clearGroups: function () {
|
|
|
|
this.groups = [];
|
|
|
|
},
|
|
|
|
setDrawRange: function ( start, count ) {
|
|
|
|
this.drawRange.start = start;
|
|
this.drawRange.count = count;
|
|
|
|
},
|
|
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
var position = this.attributes.position;
|
|
|
|
if ( position !== undefined ) {
|
|
|
|
matrix.applyToBufferAttribute( position );
|
|
position.needsUpdate = true;
|
|
|
|
}
|
|
|
|
var normal = this.attributes.normal;
|
|
|
|
if ( normal !== undefined ) {
|
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
normalMatrix.applyToBufferAttribute( normal );
|
|
normal.needsUpdate = true;
|
|
|
|
}
|
|
|
|
if ( this.boundingBox !== null ) {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
}
|
|
|
|
if ( this.boundingSphere !== null ) {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateX: function () {
|
|
|
|
// rotate geometry around world x-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateX( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationX( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateY: function () {
|
|
|
|
// rotate geometry around world y-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateY( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationY( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
rotateZ: function () {
|
|
|
|
// rotate geometry around world z-axis
|
|
|
|
var m1;
|
|
|
|
return function rotateZ( angle ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeRotationZ( angle );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
translate: function () {
|
|
|
|
// translate geometry
|
|
|
|
var m1;
|
|
|
|
return function translate( x, y, z ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeTranslation( x, y, z );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
scale: function () {
|
|
|
|
// scale geometry
|
|
|
|
var m1;
|
|
|
|
return function scale( x, y, z ) {
|
|
|
|
if ( m1 === undefined ) m1 = new Matrix4();
|
|
|
|
m1.makeScale( x, y, z );
|
|
|
|
this.applyMatrix( m1 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
lookAt: function () {
|
|
|
|
var obj;
|
|
|
|
return function lookAt( vector ) {
|
|
|
|
if ( obj === undefined ) obj = new Object3D();
|
|
|
|
obj.lookAt( vector );
|
|
|
|
obj.updateMatrix();
|
|
|
|
this.applyMatrix( obj.matrix );
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
center: function () {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
var offset = this.boundingBox.getCenter().negate();
|
|
|
|
this.translate( offset.x, offset.y, offset.z );
|
|
|
|
return offset;
|
|
|
|
},
|
|
|
|
setFromObject: function ( object ) {
|
|
|
|
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( object.isPoints || object.isLine ) {
|
|
|
|
var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
|
|
var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
|
|
|
|
this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
|
|
this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
|
|
|
|
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
|
|
|
|
var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
|
|
|
|
this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
|
|
|
|
}
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
} else if ( object.isMesh ) {
|
|
|
|
if ( geometry && geometry.isGeometry ) {
|
|
|
|
this.fromGeometry( geometry );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
updateFromObject: function ( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( object.isMesh ) {
|
|
|
|
var direct = geometry.__directGeometry;
|
|
|
|
if ( geometry.elementsNeedUpdate === true ) {
|
|
|
|
direct = undefined;
|
|
geometry.elementsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( direct === undefined ) {
|
|
|
|
return this.fromGeometry( geometry );
|
|
|
|
}
|
|
|
|
direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
|
direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
|
direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
|
direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
|
direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
|
|
|
geometry.verticesNeedUpdate = false;
|
|
geometry.normalsNeedUpdate = false;
|
|
geometry.colorsNeedUpdate = false;
|
|
geometry.uvsNeedUpdate = false;
|
|
geometry.groupsNeedUpdate = false;
|
|
|
|
geometry = direct;
|
|
|
|
}
|
|
|
|
var attribute;
|
|
|
|
if ( geometry.verticesNeedUpdate === true ) {
|
|
|
|
attribute = this.attributes.position;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyVector3sArray( geometry.vertices );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.verticesNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.normalsNeedUpdate === true ) {
|
|
|
|
attribute = this.attributes.normal;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyVector3sArray( geometry.normals );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.normalsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.colorsNeedUpdate === true ) {
|
|
|
|
attribute = this.attributes.color;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyColorsArray( geometry.colors );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.colorsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.uvsNeedUpdate ) {
|
|
|
|
attribute = this.attributes.uv;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyVector2sArray( geometry.uvs );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.uvsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.lineDistancesNeedUpdate ) {
|
|
|
|
attribute = this.attributes.lineDistance;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyArray( geometry.lineDistances );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.lineDistancesNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.groupsNeedUpdate ) {
|
|
|
|
geometry.computeGroups( object.geometry );
|
|
this.groups = geometry.groups;
|
|
|
|
geometry.groupsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromGeometry: function ( geometry ) {
|
|
|
|
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
|
|
|
|
return this.fromDirectGeometry( geometry.__directGeometry );
|
|
|
|
},
|
|
|
|
fromDirectGeometry: function ( geometry ) {
|
|
|
|
var positions = new Float32Array( geometry.vertices.length * 3 );
|
|
this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
|
|
|
|
if ( geometry.normals.length > 0 ) {
|
|
|
|
var normals = new Float32Array( geometry.normals.length * 3 );
|
|
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
|
|
|
|
}
|
|
|
|
if ( geometry.colors.length > 0 ) {
|
|
|
|
var colors = new Float32Array( geometry.colors.length * 3 );
|
|
this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
|
|
|
|
}
|
|
|
|
if ( geometry.uvs.length > 0 ) {
|
|
|
|
var uvs = new Float32Array( geometry.uvs.length * 2 );
|
|
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
|
|
|
|
}
|
|
|
|
if ( geometry.uvs2.length > 0 ) {
|
|
|
|
var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
|
|
this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
|
|
|
|
}
|
|
|
|
if ( geometry.indices.length > 0 ) {
|
|
|
|
var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;
|
|
var indices = new TypeArray( geometry.indices.length * 3 );
|
|
this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
|
|
|
|
}
|
|
|
|
// groups
|
|
|
|
this.groups = geometry.groups;
|
|
|
|
// morphs
|
|
|
|
for ( var name in geometry.morphTargets ) {
|
|
|
|
var array = [];
|
|
var morphTargets = geometry.morphTargets[ name ];
|
|
|
|
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
|
|
|
|
var morphTarget = morphTargets[ i ];
|
|
|
|
var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
|
|
|
|
array.push( attribute.copyVector3sArray( morphTarget ) );
|
|
|
|
}
|
|
|
|
this.morphAttributes[ name ] = array;
|
|
|
|
}
|
|
|
|
// skinning
|
|
|
|
if ( geometry.skinIndices.length > 0 ) {
|
|
|
|
var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
|
|
this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
|
|
|
|
}
|
|
|
|
if ( geometry.skinWeights.length > 0 ) {
|
|
|
|
var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
|
|
this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
computeBoundingBox: function () {
|
|
|
|
if ( this.boundingBox === null ) {
|
|
|
|
this.boundingBox = new Box3();
|
|
|
|
}
|
|
|
|
var position = this.attributes.position;
|
|
|
|
if ( position !== undefined ) {
|
|
|
|
this.boundingBox.setFromBufferAttribute( position );
|
|
|
|
} else {
|
|
|
|
this.boundingBox.makeEmpty();
|
|
|
|
}
|
|
|
|
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeBoundingSphere: function () {
|
|
|
|
var box = new Box3();
|
|
var vector = new Vector3();
|
|
|
|
return function computeBoundingSphere() {
|
|
|
|
if ( this.boundingSphere === null ) {
|
|
|
|
this.boundingSphere = new Sphere();
|
|
|
|
}
|
|
|
|
var position = this.attributes.position;
|
|
|
|
if ( position ) {
|
|
|
|
var center = this.boundingSphere.center;
|
|
|
|
box.setFromBufferAttribute( position );
|
|
box.getCenter( center );
|
|
|
|
// hoping to find a boundingSphere with a radius smaller than the
|
|
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
|
|
|
|
var maxRadiusSq = 0;
|
|
|
|
for ( var i = 0, il = position.count; i < il; i ++ ) {
|
|
|
|
vector.x = position.getX( i );
|
|
vector.y = position.getY( i );
|
|
vector.z = position.getZ( i );
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
|
|
|
|
}
|
|
|
|
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
|
|
|
if ( isNaN( this.boundingSphere.radius ) ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
computeFaceNormals: function () {
|
|
|
|
// backwards compatibility
|
|
|
|
},
|
|
|
|
computeVertexNormals: function () {
|
|
|
|
var index = this.index;
|
|
var attributes = this.attributes;
|
|
var groups = this.groups;
|
|
|
|
if ( attributes.position ) {
|
|
|
|
var positions = attributes.position.array;
|
|
|
|
if ( attributes.normal === undefined ) {
|
|
|
|
this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
|
|
|
|
} else {
|
|
|
|
// reset existing normals to zero
|
|
|
|
var array = attributes.normal.array;
|
|
|
|
for ( var i = 0, il = array.length; i < il; i ++ ) {
|
|
|
|
array[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var normals = attributes.normal.array;
|
|
|
|
var vA, vB, vC;
|
|
var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
// indexed elements
|
|
|
|
if ( index ) {
|
|
|
|
var indices = index.array;
|
|
|
|
if ( groups.length === 0 ) {
|
|
|
|
this.addGroup( 0, indices.length );
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
|
|
|
|
var group = groups[ j ];
|
|
|
|
var start = group.start;
|
|
var count = group.count;
|
|
|
|
for ( var i = start, il = start + count; i < il; i += 3 ) {
|
|
|
|
vA = indices[ i + 0 ] * 3;
|
|
vB = indices[ i + 1 ] * 3;
|
|
vC = indices[ i + 2 ] * 3;
|
|
|
|
pA.fromArray( positions, vA );
|
|
pB.fromArray( positions, vB );
|
|
pC.fromArray( positions, vC );
|
|
|
|
cb.subVectors( pC, pB );
|
|
ab.subVectors( pA, pB );
|
|
cb.cross( ab );
|
|
|
|
normals[ vA ] += cb.x;
|
|
normals[ vA + 1 ] += cb.y;
|
|
normals[ vA + 2 ] += cb.z;
|
|
|
|
normals[ vB ] += cb.x;
|
|
normals[ vB + 1 ] += cb.y;
|
|
normals[ vB + 2 ] += cb.z;
|
|
|
|
normals[ vC ] += cb.x;
|
|
normals[ vC + 1 ] += cb.y;
|
|
normals[ vC + 2 ] += cb.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed elements (unconnected triangle soup)
|
|
|
|
for ( var i = 0, il = positions.length; i < il; i += 9 ) {
|
|
|
|
pA.fromArray( positions, i );
|
|
pB.fromArray( positions, i + 3 );
|
|
pC.fromArray( positions, i + 6 );
|
|
|
|
cb.subVectors( pC, pB );
|
|
ab.subVectors( pA, pB );
|
|
cb.cross( ab );
|
|
|
|
normals[ i ] = cb.x;
|
|
normals[ i + 1 ] = cb.y;
|
|
normals[ i + 2 ] = cb.z;
|
|
|
|
normals[ i + 3 ] = cb.x;
|
|
normals[ i + 4 ] = cb.y;
|
|
normals[ i + 5 ] = cb.z;
|
|
|
|
normals[ i + 6 ] = cb.x;
|
|
normals[ i + 7 ] = cb.y;
|
|
normals[ i + 8 ] = cb.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.normalizeNormals();
|
|
|
|
attributes.normal.needsUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
merge: function ( geometry, offset ) {
|
|
|
|
if ( ( geometry && geometry.isBufferGeometry ) === false ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
var attributes = this.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
if ( geometry.attributes[ key ] === undefined ) continue;
|
|
|
|
var attribute1 = attributes[ key ];
|
|
var attributeArray1 = attribute1.array;
|
|
|
|
var attribute2 = geometry.attributes[ key ];
|
|
var attributeArray2 = attribute2.array;
|
|
|
|
var attributeSize = attribute2.itemSize;
|
|
|
|
for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
|
|
|
|
attributeArray1[ j ] = attributeArray2[ i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
normalizeNormals: function () {
|
|
|
|
var normals = this.attributes.normal.array;
|
|
|
|
var x, y, z, n;
|
|
|
|
for ( var i = 0, il = normals.length; i < il; i += 3 ) {
|
|
|
|
x = normals[ i ];
|
|
y = normals[ i + 1 ];
|
|
z = normals[ i + 2 ];
|
|
|
|
n = 1.0 / Math.sqrt( x * x + y * y + z * z );
|
|
|
|
normals[ i ] *= n;
|
|
normals[ i + 1 ] *= n;
|
|
normals[ i + 2 ] *= n;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toNonIndexed: function () {
|
|
|
|
if ( this.index === null ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
|
|
return this;
|
|
|
|
}
|
|
|
|
var geometry2 = new BufferGeometry();
|
|
|
|
var indices = this.index.array;
|
|
var attributes = this.attributes;
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
var attribute = attributes[ name ];
|
|
|
|
var array = attribute.array;
|
|
var itemSize = attribute.itemSize;
|
|
|
|
var array2 = new array.constructor( indices.length * itemSize );
|
|
|
|
var index = 0, index2 = 0;
|
|
|
|
for ( var i = 0, l = indices.length; i < l; i ++ ) {
|
|
|
|
index = indices[ i ] * itemSize;
|
|
|
|
for ( var j = 0; j < itemSize; j ++ ) {
|
|
|
|
array2[ index2 ++ ] = array[ index ++ ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
|
|
|
|
}
|
|
|
|
return geometry2;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.4,
|
|
type: 'BufferGeometry',
|
|
generator: 'BufferGeometry.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard BufferGeometry serialization
|
|
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
if ( this.name !== '' ) data.name = this.name;
|
|
|
|
if ( this.parameters !== undefined ) {
|
|
|
|
var parameters = this.parameters;
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
data.data = { attributes: {} };
|
|
|
|
var index = this.index;
|
|
|
|
if ( index !== null ) {
|
|
|
|
var array = Array.prototype.slice.call( index.array );
|
|
|
|
data.data.index = {
|
|
type: index.array.constructor.name,
|
|
array: array
|
|
};
|
|
|
|
}
|
|
|
|
var attributes = this.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
var attribute = attributes[ key ];
|
|
|
|
var array = Array.prototype.slice.call( attribute.array );
|
|
|
|
data.data.attributes[ key ] = {
|
|
itemSize: attribute.itemSize,
|
|
type: attribute.array.constructor.name,
|
|
array: array,
|
|
normalized: attribute.normalized
|
|
};
|
|
|
|
}
|
|
|
|
var groups = this.groups;
|
|
|
|
if ( groups.length > 0 ) {
|
|
|
|
data.data.groups = JSON.parse( JSON.stringify( groups ) );
|
|
|
|
}
|
|
|
|
var boundingSphere = this.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
data.data.boundingSphere = {
|
|
center: boundingSphere.center.toArray(),
|
|
radius: boundingSphere.radius
|
|
};
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
/*
|
|
// Handle primitives
|
|
|
|
var parameters = this.parameters;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
var values = [];
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
values.push( parameters[ key ] );
|
|
|
|
}
|
|
|
|
var geometry = Object.create( this.constructor.prototype );
|
|
this.constructor.apply( geometry, values );
|
|
return geometry;
|
|
|
|
}
|
|
|
|
return new this.constructor().copy( this );
|
|
*/
|
|
|
|
return new BufferGeometry().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
var name, i, l;
|
|
|
|
// reset
|
|
|
|
this.index = null;
|
|
this.attributes = {};
|
|
this.morphAttributes = {};
|
|
this.groups = [];
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// name
|
|
|
|
this.name = source.name;
|
|
|
|
// index
|
|
|
|
var index = source.index;
|
|
|
|
if ( index !== null ) {
|
|
|
|
this.setIndex( index.clone() );
|
|
|
|
}
|
|
|
|
// attributes
|
|
|
|
var attributes = source.attributes;
|
|
|
|
for ( name in attributes ) {
|
|
|
|
var attribute = attributes[ name ];
|
|
this.addAttribute( name, attribute.clone() );
|
|
|
|
}
|
|
|
|
// morph attributes
|
|
|
|
var morphAttributes = source.morphAttributes;
|
|
|
|
for ( name in morphAttributes ) {
|
|
|
|
var array = [];
|
|
var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
|
|
|
|
for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
|
|
|
|
array.push( morphAttribute[ i ].clone() );
|
|
|
|
}
|
|
|
|
this.morphAttributes[ name ] = array;
|
|
|
|
}
|
|
|
|
// groups
|
|
|
|
var groups = source.groups;
|
|
|
|
for ( i = 0, l = groups.length; i < l; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
this.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
// bounding box
|
|
|
|
var boundingBox = source.boundingBox;
|
|
|
|
if ( boundingBox !== null ) {
|
|
|
|
this.boundingBox = boundingBox.clone();
|
|
|
|
}
|
|
|
|
// bounding sphere
|
|
|
|
var boundingSphere = source.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = boundingSphere.clone();
|
|
|
|
}
|
|
|
|
// draw range
|
|
|
|
this.drawRange.start = source.drawRange.start;
|
|
this.drawRange.count = source.drawRange.count;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
BufferGeometry.MaxIndex = 65535;
|
|
|
|
Object.assign( BufferGeometry.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author jonobr1 / http://jonobr1.com/
|
|
*/
|
|
|
|
function Mesh( geometry, material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Mesh';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
|
|
|
|
this.drawMode = TrianglesDrawMode;
|
|
|
|
this.updateMorphTargets();
|
|
|
|
}
|
|
|
|
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Mesh,
|
|
|
|
isMesh: true,
|
|
|
|
setDrawMode: function ( value ) {
|
|
|
|
this.drawMode = value;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.drawMode = source.drawMode;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
updateMorphTargets: function () {
|
|
|
|
var morphTargets = this.geometry.morphTargets;
|
|
|
|
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
|
|
|
|
this.morphTargetInfluences = [];
|
|
this.morphTargetDictionary = {};
|
|
|
|
for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {
|
|
|
|
this.morphTargetInfluences.push( 0 );
|
|
this.morphTargetDictionary[ morphTargets[ m ].name ] = m;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
raycast: ( function () {
|
|
|
|
var inverseMatrix = new Matrix4();
|
|
var ray = new Ray();
|
|
var sphere = new Sphere();
|
|
|
|
var vA = new Vector3();
|
|
var vB = new Vector3();
|
|
var vC = new Vector3();
|
|
|
|
var tempA = new Vector3();
|
|
var tempB = new Vector3();
|
|
var tempC = new Vector3();
|
|
|
|
var uvA = new Vector2();
|
|
var uvB = new Vector2();
|
|
var uvC = new Vector2();
|
|
|
|
var barycoord = new Vector3();
|
|
|
|
var intersectionPoint = new Vector3();
|
|
var intersectionPointWorld = new Vector3();
|
|
|
|
function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
|
|
|
|
Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
|
|
|
|
uv1.multiplyScalar( barycoord.x );
|
|
uv2.multiplyScalar( barycoord.y );
|
|
uv3.multiplyScalar( barycoord.z );
|
|
|
|
uv1.add( uv2 ).add( uv3 );
|
|
|
|
return uv1.clone();
|
|
|
|
}
|
|
|
|
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
|
|
|
|
var intersect;
|
|
var material = object.material;
|
|
|
|
if ( material.side === BackSide ) {
|
|
|
|
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
|
|
|
|
} else {
|
|
|
|
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
|
|
|
|
}
|
|
|
|
if ( intersect === null ) return null;
|
|
|
|
intersectionPointWorld.copy( point );
|
|
intersectionPointWorld.applyMatrix4( object.matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) return null;
|
|
|
|
return {
|
|
distance: distance,
|
|
point: intersectionPointWorld.clone(),
|
|
object: object
|
|
};
|
|
|
|
}
|
|
|
|
function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
|
|
|
|
vA.fromBufferAttribute( position, a );
|
|
vB.fromBufferAttribute( position, b );
|
|
vC.fromBufferAttribute( position, c );
|
|
|
|
var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
|
|
|
|
if ( intersection ) {
|
|
|
|
if ( uv ) {
|
|
|
|
uvA.fromBufferAttribute( uv, a );
|
|
uvB.fromBufferAttribute( uv, b );
|
|
uvC.fromBufferAttribute( uv, c );
|
|
|
|
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
|
|
|
|
}
|
|
|
|
intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
|
|
intersection.faceIndex = a;
|
|
|
|
}
|
|
|
|
return intersection;
|
|
|
|
}
|
|
|
|
return function raycast( raycaster, intersects ) {
|
|
|
|
var geometry = this.geometry;
|
|
var material = this.material;
|
|
var matrixWorld = this.matrixWorld;
|
|
|
|
if ( material === undefined ) return;
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
|
|
|
sphere.copy( geometry.boundingSphere );
|
|
sphere.applyMatrix4( matrixWorld );
|
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
|
|
|
//
|
|
|
|
inverseMatrix.getInverse( matrixWorld );
|
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
|
|
|
// Check boundingBox before continuing
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
|
|
|
|
}
|
|
|
|
var intersection;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var a, b, c;
|
|
var index = geometry.index;
|
|
var position = geometry.attributes.position;
|
|
var uv = geometry.attributes.uv;
|
|
var i, l;
|
|
|
|
if ( index !== null ) {
|
|
|
|
// indexed buffer geometry
|
|
|
|
for ( i = 0, l = index.count; i < l; i += 3 ) {
|
|
|
|
a = index.getX( i );
|
|
b = index.getX( i + 1 );
|
|
c = index.getX( i + 2 );
|
|
|
|
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed buffer geometry
|
|
|
|
for ( i = 0, l = position.count; i < l; i += 3 ) {
|
|
|
|
a = i;
|
|
b = i + 1;
|
|
c = i + 2;
|
|
|
|
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.index = a; // triangle number in positions buffer semantics
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var fvA, fvB, fvC;
|
|
var isFaceMaterial = ( material && material.isMultiMaterial );
|
|
var materials = isFaceMaterial === true ? material.materials : null;
|
|
|
|
var vertices = geometry.vertices;
|
|
var faces = geometry.faces;
|
|
var uvs;
|
|
|
|
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
|
|
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
|
|
|
|
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
|
|
|
var face = faces[ f ];
|
|
var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
|
|
|
|
if ( faceMaterial === undefined ) continue;
|
|
|
|
fvA = vertices[ face.a ];
|
|
fvB = vertices[ face.b ];
|
|
fvC = vertices[ face.c ];
|
|
|
|
if ( faceMaterial.morphTargets === true ) {
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
var morphInfluences = this.morphTargetInfluences;
|
|
|
|
vA.set( 0, 0, 0 );
|
|
vB.set( 0, 0, 0 );
|
|
vC.set( 0, 0, 0 );
|
|
|
|
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
|
|
|
var influence = morphInfluences[ t ];
|
|
|
|
if ( influence === 0 ) continue;
|
|
|
|
var targets = morphTargets[ t ].vertices;
|
|
|
|
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
|
|
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
|
|
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
|
|
|
|
}
|
|
|
|
vA.add( fvA );
|
|
vB.add( fvB );
|
|
vC.add( fvC );
|
|
|
|
fvA = vA;
|
|
fvB = vB;
|
|
fvC = vC;
|
|
|
|
}
|
|
|
|
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
|
|
|
|
if ( intersection ) {
|
|
|
|
if ( uvs ) {
|
|
|
|
var uvs_f = uvs[ f ];
|
|
uvA.copy( uvs_f[ 0 ] );
|
|
uvB.copy( uvs_f[ 1 ] );
|
|
uvC.copy( uvs_f[ 2 ] );
|
|
|
|
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
|
|
|
|
}
|
|
|
|
intersection.face = face;
|
|
intersection.faceIndex = f;
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}() ),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
|
|
*/
|
|
|
|
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'BoxGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
depth: depth,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
depthSegments: depthSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
BoxGeometry.prototype = Object.create( Geometry.prototype );
|
|
BoxGeometry.prototype.constructor = BoxGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'BoxBufferGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
depth: depth,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
depthSegments: depthSegments
|
|
};
|
|
|
|
var scope = this;
|
|
|
|
// segments
|
|
|
|
widthSegments = Math.floor( widthSegments ) || 1;
|
|
heightSegments = Math.floor( heightSegments ) || 1;
|
|
depthSegments = Math.floor( depthSegments ) || 1;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var numberOfVertices = 0;
|
|
var groupStart = 0;
|
|
|
|
// build each side of the box geometry
|
|
|
|
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
|
|
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
|
|
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
|
|
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
|
|
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
|
|
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
|
|
|
|
var segmentWidth = width / gridX;
|
|
var segmentHeight = height / gridY;
|
|
|
|
var widthHalf = width / 2;
|
|
var heightHalf = height / 2;
|
|
var depthHalf = depth / 2;
|
|
|
|
var gridX1 = gridX + 1;
|
|
var gridY1 = gridY + 1;
|
|
|
|
var vertexCounter = 0;
|
|
var groupCount = 0;
|
|
|
|
var ix, iy;
|
|
|
|
var vector = new Vector3();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( iy = 0; iy < gridY1; iy ++ ) {
|
|
|
|
var y = iy * segmentHeight - heightHalf;
|
|
|
|
for ( ix = 0; ix < gridX1; ix ++ ) {
|
|
|
|
var x = ix * segmentWidth - widthHalf;
|
|
|
|
// set values to correct vector component
|
|
|
|
vector[ u ] = x * udir;
|
|
vector[ v ] = y * vdir;
|
|
vector[ w ] = depthHalf;
|
|
|
|
// now apply vector to vertex buffer
|
|
|
|
vertices.push( vector.x, vector.y, vector.z );
|
|
|
|
// set values to correct vector component
|
|
|
|
vector[ u ] = 0;
|
|
vector[ v ] = 0;
|
|
vector[ w ] = depth > 0 ? 1 : - 1;
|
|
|
|
// now apply vector to normal buffer
|
|
|
|
normals.push( vector.x, vector.y, vector.z );
|
|
|
|
// uvs
|
|
|
|
uvs.push( ix / gridX );
|
|
uvs.push( 1 - ( iy / gridY ) );
|
|
|
|
// counters
|
|
|
|
vertexCounter += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
// 1. you need three indices to draw a single face
|
|
// 2. a single segment consists of two faces
|
|
// 3. so we need to generate six (2*3) indices per segment
|
|
|
|
for ( iy = 0; iy < gridY; iy ++ ) {
|
|
|
|
for ( ix = 0; ix < gridX; ix ++ ) {
|
|
|
|
var a = numberOfVertices + ix + gridX1 * iy;
|
|
var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
|
|
var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
|
|
var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
// increase counter
|
|
|
|
groupCount += 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, materialIndex );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
// update total number of vertices
|
|
|
|
numberOfVertices += vertexCounter;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
|
|
*/
|
|
|
|
function PlaneGeometry( width, height, widthSegments, heightSegments ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'PlaneGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
|
|
|
|
}
|
|
|
|
PlaneGeometry.prototype = Object.create( Geometry.prototype );
|
|
PlaneGeometry.prototype.constructor = PlaneGeometry;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*
|
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
|
|
*/
|
|
|
|
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'PlaneBufferGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments
|
|
};
|
|
|
|
var width_half = width / 2;
|
|
var height_half = height / 2;
|
|
|
|
var gridX = Math.floor( widthSegments ) || 1;
|
|
var gridY = Math.floor( heightSegments ) || 1;
|
|
|
|
var gridX1 = gridX + 1;
|
|
var gridY1 = gridY + 1;
|
|
|
|
var segment_width = width / gridX;
|
|
var segment_height = height / gridY;
|
|
|
|
var ix, iy;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( iy = 0; iy < gridY1; iy ++ ) {
|
|
|
|
var y = iy * segment_height - height_half;
|
|
|
|
for ( ix = 0; ix < gridX1; ix ++ ) {
|
|
|
|
var x = ix * segment_width - width_half;
|
|
|
|
vertices.push( x, - y, 0 );
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
uvs.push( ix / gridX );
|
|
uvs.push( 1 - ( iy / gridY ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( iy = 0; iy < gridY; iy ++ ) {
|
|
|
|
for ( ix = 0; ix < gridX; ix ++ ) {
|
|
|
|
var a = ix + gridX1 * iy;
|
|
var b = ix + gridX1 * ( iy + 1 );
|
|
var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
|
|
var d = ( ix + 1 ) + gridX1 * iy;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function Camera() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Camera';
|
|
|
|
this.matrixWorldInverse = new Matrix4();
|
|
this.projectionMatrix = new Matrix4();
|
|
|
|
}
|
|
|
|
Camera.prototype = Object.create( Object3D.prototype );
|
|
Camera.prototype.constructor = Camera;
|
|
|
|
Camera.prototype.isCamera = true;
|
|
|
|
Camera.prototype.getWorldDirection = function () {
|
|
|
|
var quaternion = new Quaternion();
|
|
|
|
return function getWorldDirection( optionalTarget ) {
|
|
|
|
var result = optionalTarget || new Vector3();
|
|
|
|
this.getWorldQuaternion( quaternion );
|
|
|
|
return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
Camera.prototype.lookAt = function () {
|
|
|
|
// This routine does not support cameras with rotated and/or translated parent(s)
|
|
|
|
var m1 = new Matrix4();
|
|
|
|
return function lookAt( vector ) {
|
|
|
|
m1.lookAt( this.position, vector, this.up );
|
|
|
|
this.quaternion.setFromRotationMatrix( m1 );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
Camera.prototype.clone = function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Camera.prototype.copy = function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.matrixWorldInverse.copy( source.matrixWorldInverse );
|
|
this.projectionMatrix.copy( source.projectionMatrix );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author greggman / http://games.greggman.com/
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* @author tschw
|
|
*/
|
|
|
|
function PerspectiveCamera( fov, aspect, near, far ) {
|
|
|
|
Camera.call( this );
|
|
|
|
this.type = 'PerspectiveCamera';
|
|
|
|
this.fov = fov !== undefined ? fov : 50;
|
|
this.zoom = 1;
|
|
|
|
this.near = near !== undefined ? near : 0.1;
|
|
this.far = far !== undefined ? far : 2000;
|
|
this.focus = 10;
|
|
|
|
this.aspect = aspect !== undefined ? aspect : 1;
|
|
this.view = null;
|
|
|
|
this.filmGauge = 35; // width of the film (default in millimeters)
|
|
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
|
|
|
constructor: PerspectiveCamera,
|
|
|
|
isPerspectiveCamera: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Camera.prototype.copy.call( this, source );
|
|
|
|
this.fov = source.fov;
|
|
this.zoom = source.zoom;
|
|
|
|
this.near = source.near;
|
|
this.far = source.far;
|
|
this.focus = source.focus;
|
|
|
|
this.aspect = source.aspect;
|
|
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
|
|
|
this.filmGauge = source.filmGauge;
|
|
this.filmOffset = source.filmOffset;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the FOV by focal length in respect to the current .filmGauge.
|
|
*
|
|
* The default film gauge is 35, so that the focal length can be specified for
|
|
* a 35mm (full frame) camera.
|
|
*
|
|
* Values for focal length and film gauge must have the same unit.
|
|
*/
|
|
setFocalLength: function ( focalLength ) {
|
|
|
|
// see http://www.bobatkins.com/photography/technical/field_of_view.html
|
|
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
|
|
|
|
this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the focal length from the current .fov and .filmGauge.
|
|
*/
|
|
getFocalLength: function () {
|
|
|
|
var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
|
|
|
|
return 0.5 * this.getFilmHeight() / vExtentSlope;
|
|
|
|
},
|
|
|
|
getEffectiveFOV: function () {
|
|
|
|
return _Math.RAD2DEG * 2 * Math.atan(
|
|
Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
|
|
|
|
},
|
|
|
|
getFilmWidth: function () {
|
|
|
|
// film not completely covered in portrait format (aspect < 1)
|
|
return this.filmGauge * Math.min( this.aspect, 1 );
|
|
|
|
},
|
|
|
|
getFilmHeight: function () {
|
|
|
|
// film not completely covered in landscape format (aspect > 1)
|
|
return this.filmGauge / Math.max( this.aspect, 1 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets an offset in a larger frustum. This is useful for multi-window or
|
|
* multi-monitor/multi-machine setups.
|
|
*
|
|
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
|
|
* the monitors are in grid like this
|
|
*
|
|
* +---+---+---+
|
|
* | A | B | C |
|
|
* +---+---+---+
|
|
* | D | E | F |
|
|
* +---+---+---+
|
|
*
|
|
* then for each monitor you would call it like this
|
|
*
|
|
* var w = 1920;
|
|
* var h = 1080;
|
|
* var fullWidth = w * 3;
|
|
* var fullHeight = h * 2;
|
|
*
|
|
* --A--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
|
|
* --B--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
|
|
* --C--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
|
|
* --D--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
|
|
* --E--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
|
|
* --F--
|
|
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
|
|
*
|
|
* Note there is no reason monitors have to be the same size or in a grid.
|
|
*/
|
|
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
|
|
|
|
this.aspect = fullWidth / fullHeight;
|
|
|
|
this.view = {
|
|
fullWidth: fullWidth,
|
|
fullHeight: fullHeight,
|
|
offsetX: x,
|
|
offsetY: y,
|
|
width: width,
|
|
height: height
|
|
};
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
clearViewOffset: function() {
|
|
|
|
this.view = null;
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
updateProjectionMatrix: function () {
|
|
|
|
var near = this.near,
|
|
top = near * Math.tan(
|
|
_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
|
|
height = 2 * top,
|
|
width = this.aspect * height,
|
|
left = - 0.5 * width,
|
|
view = this.view;
|
|
|
|
if ( view !== null ) {
|
|
|
|
var fullWidth = view.fullWidth,
|
|
fullHeight = view.fullHeight;
|
|
|
|
left += view.offsetX * width / fullWidth;
|
|
top -= view.offsetY * height / fullHeight;
|
|
width *= view.width / fullWidth;
|
|
height *= view.height / fullHeight;
|
|
|
|
}
|
|
|
|
var skew = this.filmOffset;
|
|
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
|
|
|
|
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.fov = this.fov;
|
|
data.object.zoom = this.zoom;
|
|
|
|
data.object.near = this.near;
|
|
data.object.far = this.far;
|
|
data.object.focus = this.focus;
|
|
|
|
data.object.aspect = this.aspect;
|
|
|
|
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
|
|
|
|
data.object.filmGauge = this.filmGauge;
|
|
data.object.filmOffset = this.filmOffset;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author arose / http://github.com/arose
|
|
*/
|
|
|
|
function OrthographicCamera( left, right, top, bottom, near, far ) {
|
|
|
|
Camera.call( this );
|
|
|
|
this.type = 'OrthographicCamera';
|
|
|
|
this.zoom = 1;
|
|
this.view = null;
|
|
|
|
this.left = left;
|
|
this.right = right;
|
|
this.top = top;
|
|
this.bottom = bottom;
|
|
|
|
this.near = ( near !== undefined ) ? near : 0.1;
|
|
this.far = ( far !== undefined ) ? far : 2000;
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
|
|
|
constructor: OrthographicCamera,
|
|
|
|
isOrthographicCamera: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Camera.prototype.copy.call( this, source );
|
|
|
|
this.left = source.left;
|
|
this.right = source.right;
|
|
this.top = source.top;
|
|
this.bottom = source.bottom;
|
|
this.near = source.near;
|
|
this.far = source.far;
|
|
|
|
this.zoom = source.zoom;
|
|
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {
|
|
|
|
this.view = {
|
|
fullWidth: fullWidth,
|
|
fullHeight: fullHeight,
|
|
offsetX: x,
|
|
offsetY: y,
|
|
width: width,
|
|
height: height
|
|
};
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
clearViewOffset: function() {
|
|
|
|
this.view = null;
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
updateProjectionMatrix: function () {
|
|
|
|
var dx = ( this.right - this.left ) / ( 2 * this.zoom );
|
|
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
|
|
var cx = ( this.right + this.left ) / 2;
|
|
var cy = ( this.top + this.bottom ) / 2;
|
|
|
|
var left = cx - dx;
|
|
var right = cx + dx;
|
|
var top = cy + dy;
|
|
var bottom = cy - dy;
|
|
|
|
if ( this.view !== null ) {
|
|
|
|
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
|
|
var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
|
|
var scaleW = ( this.right - this.left ) / this.view.width;
|
|
var scaleH = ( this.top - this.bottom ) / this.view.height;
|
|
|
|
left += scaleW * ( this.view.offsetX / zoomW );
|
|
right = left + scaleW * ( this.view.width / zoomW );
|
|
top -= scaleH * ( this.view.offsetY / zoomH );
|
|
bottom = top - scaleH * ( this.view.height / zoomH );
|
|
|
|
}
|
|
|
|
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.zoom = this.zoom;
|
|
data.object.left = this.left;
|
|
data.object.right = this.right;
|
|
data.object.top = this.top;
|
|
data.object.bottom = this.bottom;
|
|
data.object.near = this.near;
|
|
data.object.far = this.far;
|
|
|
|
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
|
|
|
|
var mode;
|
|
|
|
function setMode( value ) {
|
|
|
|
mode = value;
|
|
|
|
}
|
|
|
|
var type, size;
|
|
|
|
function setIndex( index ) {
|
|
|
|
if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
|
|
|
|
type = gl.UNSIGNED_INT;
|
|
size = 4;
|
|
|
|
} else if ( index.array instanceof Uint16Array ) {
|
|
|
|
type = gl.UNSIGNED_SHORT;
|
|
size = 2;
|
|
|
|
} else {
|
|
|
|
type = gl.UNSIGNED_BYTE;
|
|
size = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function render( start, count ) {
|
|
|
|
gl.drawElements( mode, count, type, start * size );
|
|
|
|
infoRender.calls ++;
|
|
infoRender.vertices += count;
|
|
|
|
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
|
|
|
|
}
|
|
|
|
function renderInstances( geometry, start, count ) {
|
|
|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
|
return;
|
|
|
|
}
|
|
|
|
extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
|
|
|
|
infoRender.calls ++;
|
|
infoRender.vertices += count * geometry.maxInstancedCount;
|
|
|
|
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
setMode: setMode,
|
|
setIndex: setIndex,
|
|
render: render,
|
|
renderInstances: renderInstances
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLBufferRenderer( gl, extensions, infoRender ) {
|
|
|
|
var mode;
|
|
|
|
function setMode( value ) {
|
|
|
|
mode = value;
|
|
|
|
}
|
|
|
|
function render( start, count ) {
|
|
|
|
gl.drawArrays( mode, start, count );
|
|
|
|
infoRender.calls ++;
|
|
infoRender.vertices += count;
|
|
|
|
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
|
|
|
|
}
|
|
|
|
function renderInstances( geometry ) {
|
|
|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
|
return;
|
|
|
|
}
|
|
|
|
var position = geometry.attributes.position;
|
|
|
|
var count = 0;
|
|
|
|
if ( position.isInterleavedBufferAttribute ) {
|
|
|
|
count = position.data.count;
|
|
|
|
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
|
|
|
|
} else {
|
|
|
|
count = position.count;
|
|
|
|
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
|
|
|
|
}
|
|
|
|
infoRender.calls ++;
|
|
infoRender.vertices += count * geometry.maxInstancedCount;
|
|
|
|
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
|
|
|
|
}
|
|
|
|
return {
|
|
setMode: setMode,
|
|
render: render,
|
|
renderInstances: renderInstances
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLLights() {
|
|
|
|
var lights = {};
|
|
|
|
return {
|
|
|
|
get: function ( light ) {
|
|
|
|
if ( lights[ light.id ] !== undefined ) {
|
|
|
|
return lights[ light.id ];
|
|
|
|
}
|
|
|
|
var uniforms;
|
|
|
|
switch ( light.type ) {
|
|
|
|
case 'DirectionalLight':
|
|
uniforms = {
|
|
direction: new Vector3(),
|
|
color: new Color(),
|
|
|
|
shadow: false,
|
|
shadowBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2()
|
|
};
|
|
break;
|
|
|
|
case 'SpotLight':
|
|
uniforms = {
|
|
position: new Vector3(),
|
|
direction: new Vector3(),
|
|
color: new Color(),
|
|
distance: 0,
|
|
coneCos: 0,
|
|
penumbraCos: 0,
|
|
decay: 0,
|
|
|
|
shadow: false,
|
|
shadowBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2()
|
|
};
|
|
break;
|
|
|
|
case 'PointLight':
|
|
uniforms = {
|
|
position: new Vector3(),
|
|
color: new Color(),
|
|
distance: 0,
|
|
decay: 0,
|
|
|
|
shadow: false,
|
|
shadowBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2()
|
|
};
|
|
break;
|
|
|
|
case 'HemisphereLight':
|
|
uniforms = {
|
|
direction: new Vector3(),
|
|
skyColor: new Color(),
|
|
groundColor: new Color()
|
|
};
|
|
break;
|
|
|
|
case 'RectAreaLight':
|
|
uniforms = {
|
|
color: new Color(),
|
|
position: new Vector3(),
|
|
halfWidth: new Vector3(),
|
|
halfHeight: new Vector3()
|
|
// TODO (abelnation): set RectAreaLight shadow uniforms
|
|
};
|
|
break;
|
|
|
|
}
|
|
|
|
lights[ light.id ] = uniforms;
|
|
|
|
return uniforms;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function addLineNumbers( string ) {
|
|
|
|
var lines = string.split( '\n' );
|
|
|
|
for ( var i = 0; i < lines.length; i ++ ) {
|
|
|
|
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
|
|
|
|
}
|
|
|
|
return lines.join( '\n' );
|
|
|
|
}
|
|
|
|
function WebGLShader( gl, type, string ) {
|
|
|
|
var shader = gl.createShader( type );
|
|
|
|
gl.shaderSource( shader, string );
|
|
gl.compileShader( shader );
|
|
|
|
if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
|
|
|
|
console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
|
|
|
|
}
|
|
|
|
if ( gl.getShaderInfoLog( shader ) !== '' ) {
|
|
|
|
console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
|
|
|
|
}
|
|
|
|
// --enable-privileged-webgl-extension
|
|
// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
|
|
|
|
return shader;
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
var programIdCount = 0;
|
|
|
|
function getEncodingComponents( encoding ) {
|
|
|
|
switch ( encoding ) {
|
|
|
|
case LinearEncoding:
|
|
return [ 'Linear','( value )' ];
|
|
case sRGBEncoding:
|
|
return [ 'sRGB','( value )' ];
|
|
case RGBEEncoding:
|
|
return [ 'RGBE','( value )' ];
|
|
case RGBM7Encoding:
|
|
return [ 'RGBM','( value, 7.0 )' ];
|
|
case RGBM16Encoding:
|
|
return [ 'RGBM','( value, 16.0 )' ];
|
|
case RGBDEncoding:
|
|
return [ 'RGBD','( value, 256.0 )' ];
|
|
case GammaEncoding:
|
|
return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
|
|
default:
|
|
throw new Error( 'unsupported encoding: ' + encoding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getTexelDecodingFunction( functionName, encoding ) {
|
|
|
|
var components = getEncodingComponents( encoding );
|
|
return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
|
|
|
|
}
|
|
|
|
function getTexelEncodingFunction( functionName, encoding ) {
|
|
|
|
var components = getEncodingComponents( encoding );
|
|
return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
|
|
|
|
}
|
|
|
|
function getToneMappingFunction( functionName, toneMapping ) {
|
|
|
|
var toneMappingName;
|
|
|
|
switch ( toneMapping ) {
|
|
|
|
case LinearToneMapping:
|
|
toneMappingName = "Linear";
|
|
break;
|
|
|
|
case ReinhardToneMapping:
|
|
toneMappingName = "Reinhard";
|
|
break;
|
|
|
|
case Uncharted2ToneMapping:
|
|
toneMappingName = "Uncharted2";
|
|
break;
|
|
|
|
case CineonToneMapping:
|
|
toneMappingName = "OptimizedCineon";
|
|
break;
|
|
|
|
default:
|
|
throw new Error( 'unsupported toneMapping: ' + toneMapping );
|
|
|
|
}
|
|
|
|
return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
|
|
|
|
}
|
|
|
|
function generateExtensions( extensions, parameters, rendererExtensions ) {
|
|
|
|
extensions = extensions || {};
|
|
|
|
var chunks = [
|
|
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
|
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
|
|
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
|
|
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
|
|
];
|
|
|
|
return chunks.filter( filterEmptyLine ).join( '\n' );
|
|
|
|
}
|
|
|
|
function generateDefines( defines ) {
|
|
|
|
var chunks = [];
|
|
|
|
for ( var name in defines ) {
|
|
|
|
var value = defines[ name ];
|
|
|
|
if ( value === false ) continue;
|
|
|
|
chunks.push( '#define ' + name + ' ' + value );
|
|
|
|
}
|
|
|
|
return chunks.join( '\n' );
|
|
|
|
}
|
|
|
|
function fetchAttributeLocations( gl, program, identifiers ) {
|
|
|
|
var attributes = {};
|
|
|
|
var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
|
|
|
|
for ( var i = 0; i < n; i ++ ) {
|
|
|
|
var info = gl.getActiveAttrib( program, i );
|
|
var name = info.name;
|
|
|
|
// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
|
|
|
|
attributes[ name ] = gl.getAttribLocation( program, name );
|
|
|
|
}
|
|
|
|
return attributes;
|
|
|
|
}
|
|
|
|
function filterEmptyLine( string ) {
|
|
|
|
return string !== '';
|
|
|
|
}
|
|
|
|
function replaceLightNums( string, parameters ) {
|
|
|
|
return string
|
|
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
|
|
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
|
|
.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
|
|
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
|
|
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
|
|
|
|
}
|
|
|
|
function parseIncludes( string ) {
|
|
|
|
var pattern = /#include +<([\w\d.]+)>/g;
|
|
|
|
function replace( match, include ) {
|
|
|
|
var replace = ShaderChunk[ include ];
|
|
|
|
if ( replace === undefined ) {
|
|
|
|
throw new Error( 'Can not resolve #include <' + include + '>' );
|
|
|
|
}
|
|
|
|
return parseIncludes( replace );
|
|
|
|
}
|
|
|
|
return string.replace( pattern, replace );
|
|
|
|
}
|
|
|
|
function unrollLoops( string ) {
|
|
|
|
var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
|
|
|
|
function replace( match, start, end, snippet ) {
|
|
|
|
var unroll = '';
|
|
|
|
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
|
|
|
|
unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
|
|
|
|
}
|
|
|
|
return unroll;
|
|
|
|
}
|
|
|
|
return string.replace( pattern, replace );
|
|
|
|
}
|
|
|
|
function WebGLProgram( renderer, code, material, parameters ) {
|
|
|
|
var gl = renderer.context;
|
|
|
|
var extensions = material.extensions;
|
|
var defines = material.defines;
|
|
|
|
var vertexShader = material.__webglShader.vertexShader;
|
|
var fragmentShader = material.__webglShader.fragmentShader;
|
|
|
|
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
|
|
|
|
if ( parameters.shadowMapType === PCFShadowMap ) {
|
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
|
|
|
|
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
|
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
|
|
|
|
}
|
|
|
|
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
|
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
|
|
var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
|
|
|
if ( parameters.envMap ) {
|
|
|
|
switch ( material.envMap.mapping ) {
|
|
|
|
case CubeReflectionMapping:
|
|
case CubeRefractionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
|
break;
|
|
|
|
case CubeUVReflectionMapping:
|
|
case CubeUVRefractionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
|
|
break;
|
|
|
|
case EquirectangularReflectionMapping:
|
|
case EquirectangularRefractionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
|
|
break;
|
|
|
|
case SphericalReflectionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
|
|
break;
|
|
|
|
}
|
|
|
|
switch ( material.envMap.mapping ) {
|
|
|
|
case CubeRefractionMapping:
|
|
case EquirectangularRefractionMapping:
|
|
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
|
|
break;
|
|
|
|
}
|
|
|
|
switch ( material.combine ) {
|
|
|
|
case MultiplyOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
|
break;
|
|
|
|
case MixOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
|
|
break;
|
|
|
|
case AddOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
|
|
|
|
// console.log( 'building new program ' );
|
|
|
|
//
|
|
|
|
var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
|
|
|
|
var customDefines = generateDefines( defines );
|
|
|
|
//
|
|
|
|
var program = gl.createProgram();
|
|
|
|
var prefixVertex, prefixFragment;
|
|
|
|
if ( material.isRawShaderMaterial ) {
|
|
|
|
prefixVertex = [
|
|
|
|
customDefines,
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
prefixFragment = [
|
|
|
|
customExtensions,
|
|
customDefines,
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
} else {
|
|
|
|
prefixVertex = [
|
|
|
|
|
|
'precision ' + parameters.precision + ' float;',
|
|
'precision ' + parameters.precision + ' int;',
|
|
|
|
'#define SHADER_NAME ' + material.__webglShader.name,
|
|
|
|
customDefines,
|
|
|
|
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
|
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
|
|
|
'#define MAX_BONES ' + parameters.maxBones,
|
|
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
|
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
|
|
|
|
|
|
parameters.map ? '#define USE_MAP' : '',
|
|
parameters.envMap ? '#define USE_ENVMAP' : '',
|
|
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
|
parameters.aoMap ? '#define USE_AOMAP' : '',
|
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
|
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
|
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
|
parameters.vertexColors ? '#define USE_COLOR' : '',
|
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
|
|
|
parameters.skinning ? '#define USE_SKINNING' : '',
|
|
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
|
|
|
|
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
|
|
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
|
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
|
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
|
|
|
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
|
|
|
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
|
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
|
|
|
'uniform mat4 modelMatrix;',
|
|
'uniform mat4 modelViewMatrix;',
|
|
'uniform mat4 projectionMatrix;',
|
|
'uniform mat4 viewMatrix;',
|
|
'uniform mat3 normalMatrix;',
|
|
'uniform vec3 cameraPosition;',
|
|
|
|
'attribute vec3 position;',
|
|
'attribute vec3 normal;',
|
|
'attribute vec2 uv;',
|
|
|
|
'#ifdef USE_COLOR',
|
|
|
|
' attribute vec3 color;',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_MORPHTARGETS',
|
|
|
|
' attribute vec3 morphTarget0;',
|
|
' attribute vec3 morphTarget1;',
|
|
' attribute vec3 morphTarget2;',
|
|
' attribute vec3 morphTarget3;',
|
|
|
|
' #ifdef USE_MORPHNORMALS',
|
|
|
|
' attribute vec3 morphNormal0;',
|
|
' attribute vec3 morphNormal1;',
|
|
' attribute vec3 morphNormal2;',
|
|
' attribute vec3 morphNormal3;',
|
|
|
|
' #else',
|
|
|
|
' attribute vec3 morphTarget4;',
|
|
' attribute vec3 morphTarget5;',
|
|
' attribute vec3 morphTarget6;',
|
|
' attribute vec3 morphTarget7;',
|
|
|
|
' #endif',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_SKINNING',
|
|
|
|
' attribute vec4 skinIndex;',
|
|
' attribute vec4 skinWeight;',
|
|
|
|
'#endif',
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
prefixFragment = [
|
|
|
|
customExtensions,
|
|
|
|
'precision ' + parameters.precision + ' float;',
|
|
'precision ' + parameters.precision + ' int;',
|
|
|
|
'#define SHADER_NAME ' + material.__webglShader.name,
|
|
|
|
customDefines,
|
|
|
|
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
|
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
|
|
|
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
|
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
|
|
|
|
parameters.map ? '#define USE_MAP' : '',
|
|
parameters.envMap ? '#define USE_ENVMAP' : '',
|
|
parameters.envMap ? '#define ' + envMapTypeDefine : '',
|
|
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
|
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
|
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
|
parameters.aoMap ? '#define USE_AOMAP' : '',
|
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
|
parameters.vertexColors ? '#define USE_COLOR' : '',
|
|
|
|
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
|
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
|
|
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
|
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
|
|
|
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
|
'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
|
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
|
|
|
parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
|
|
|
|
parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
|
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
|
|
|
parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
|
|
|
|
'uniform mat4 viewMatrix;',
|
|
'uniform vec3 cameraPosition;',
|
|
|
|
( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
|
|
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
|
|
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
|
|
|
|
( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
|
|
parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
|
|
parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
|
|
parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
|
|
parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
|
|
|
|
parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
}
|
|
|
|
vertexShader = parseIncludes( vertexShader, parameters );
|
|
vertexShader = replaceLightNums( vertexShader, parameters );
|
|
|
|
fragmentShader = parseIncludes( fragmentShader, parameters );
|
|
fragmentShader = replaceLightNums( fragmentShader, parameters );
|
|
|
|
if ( ! material.isShaderMaterial ) {
|
|
|
|
vertexShader = unrollLoops( vertexShader );
|
|
fragmentShader = unrollLoops( fragmentShader );
|
|
|
|
}
|
|
|
|
var vertexGlsl = prefixVertex + vertexShader;
|
|
var fragmentGlsl = prefixFragment + fragmentShader;
|
|
|
|
// console.log( '*VERTEX*', vertexGlsl );
|
|
// console.log( '*FRAGMENT*', fragmentGlsl );
|
|
|
|
var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
|
|
var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
|
|
|
|
gl.attachShader( program, glVertexShader );
|
|
gl.attachShader( program, glFragmentShader );
|
|
|
|
// Force a particular attribute to index 0.
|
|
|
|
if ( material.index0AttributeName !== undefined ) {
|
|
|
|
gl.bindAttribLocation( program, 0, material.index0AttributeName );
|
|
|
|
} else if ( parameters.morphTargets === true ) {
|
|
|
|
// programs with morphTargets displace position out of attribute 0
|
|
gl.bindAttribLocation( program, 0, 'position' );
|
|
|
|
}
|
|
|
|
gl.linkProgram( program );
|
|
|
|
var programLog = gl.getProgramInfoLog( program );
|
|
var vertexLog = gl.getShaderInfoLog( glVertexShader );
|
|
var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
|
|
|
|
var runnable = true;
|
|
var haveDiagnostics = true;
|
|
|
|
// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
|
|
// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
|
|
|
|
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
|
|
|
|
runnable = false;
|
|
|
|
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
|
|
|
|
} else if ( programLog !== '' ) {
|
|
|
|
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
|
|
|
|
} else if ( vertexLog === '' || fragmentLog === '' ) {
|
|
|
|
haveDiagnostics = false;
|
|
|
|
}
|
|
|
|
if ( haveDiagnostics ) {
|
|
|
|
this.diagnostics = {
|
|
|
|
runnable: runnable,
|
|
material: material,
|
|
|
|
programLog: programLog,
|
|
|
|
vertexShader: {
|
|
|
|
log: vertexLog,
|
|
prefix: prefixVertex
|
|
|
|
},
|
|
|
|
fragmentShader: {
|
|
|
|
log: fragmentLog,
|
|
prefix: prefixFragment
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
// clean up
|
|
|
|
gl.deleteShader( glVertexShader );
|
|
gl.deleteShader( glFragmentShader );
|
|
|
|
// set up caching for uniform locations
|
|
|
|
var cachedUniforms;
|
|
|
|
this.getUniforms = function() {
|
|
|
|
if ( cachedUniforms === undefined ) {
|
|
|
|
cachedUniforms =
|
|
new WebGLUniforms( gl, program, renderer );
|
|
|
|
}
|
|
|
|
return cachedUniforms;
|
|
|
|
};
|
|
|
|
// set up caching for attribute locations
|
|
|
|
var cachedAttributes;
|
|
|
|
this.getAttributes = function() {
|
|
|
|
if ( cachedAttributes === undefined ) {
|
|
|
|
cachedAttributes = fetchAttributeLocations( gl, program );
|
|
|
|
}
|
|
|
|
return cachedAttributes;
|
|
|
|
};
|
|
|
|
// free resource
|
|
|
|
this.destroy = function() {
|
|
|
|
gl.deleteProgram( program );
|
|
this.program = undefined;
|
|
|
|
};
|
|
|
|
// DEPRECATED
|
|
|
|
Object.defineProperties( this, {
|
|
|
|
uniforms: {
|
|
get: function() {
|
|
|
|
console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
|
|
return this.getUniforms();
|
|
|
|
}
|
|
},
|
|
|
|
attributes: {
|
|
get: function() {
|
|
|
|
console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
|
|
return this.getAttributes();
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
|
|
//
|
|
|
|
this.id = programIdCount ++;
|
|
this.code = code;
|
|
this.usedTimes = 1;
|
|
this.program = program;
|
|
this.vertexShader = glVertexShader;
|
|
this.fragmentShader = glFragmentShader;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLPrograms( renderer, capabilities ) {
|
|
|
|
var programs = [];
|
|
|
|
var shaderIDs = {
|
|
MeshDepthMaterial: 'depth',
|
|
MeshNormalMaterial: 'normal',
|
|
MeshBasicMaterial: 'basic',
|
|
MeshLambertMaterial: 'lambert',
|
|
MeshPhongMaterial: 'phong',
|
|
MeshToonMaterial: 'phong',
|
|
MeshStandardMaterial: 'physical',
|
|
MeshPhysicalMaterial: 'physical',
|
|
LineBasicMaterial: 'basic',
|
|
LineDashedMaterial: 'dashed',
|
|
PointsMaterial: 'points'
|
|
};
|
|
|
|
var parameterNames = [
|
|
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
|
|
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
|
|
"roughnessMap", "metalnessMap", "gradientMap",
|
|
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
|
|
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
|
|
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
|
|
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
|
|
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
|
|
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
|
|
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
|
|
];
|
|
|
|
|
|
function allocateBones( object ) {
|
|
|
|
if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
|
|
|
|
return 1024;
|
|
|
|
} else {
|
|
|
|
// default for when object is not specified
|
|
// ( for example when prebuilding shader to be used with multiple objects )
|
|
//
|
|
// - leave some extra space for other uniforms
|
|
// - limit here is ANGLE's 254 max uniform vectors
|
|
// (up to 54 should be safe)
|
|
|
|
var nVertexUniforms = capabilities.maxVertexUniforms;
|
|
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
|
|
|
var maxBones = nVertexMatrices;
|
|
|
|
if ( object !== undefined && (object && object.isSkinnedMesh) ) {
|
|
|
|
maxBones = Math.min( object.skeleton.bones.length, maxBones );
|
|
|
|
if ( maxBones < object.skeleton.bones.length ) {
|
|
|
|
console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return maxBones;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
|
|
|
|
var encoding;
|
|
|
|
if ( ! map ) {
|
|
|
|
encoding = LinearEncoding;
|
|
|
|
} else if ( map.isTexture ) {
|
|
|
|
encoding = map.encoding;
|
|
|
|
} else if ( map.isWebGLRenderTarget ) {
|
|
|
|
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
|
|
encoding = map.texture.encoding;
|
|
|
|
}
|
|
|
|
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
|
|
if ( encoding === LinearEncoding && gammaOverrideLinear ) {
|
|
|
|
encoding = GammaEncoding;
|
|
|
|
}
|
|
|
|
return encoding;
|
|
|
|
}
|
|
|
|
this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {
|
|
|
|
var shaderID = shaderIDs[ material.type ];
|
|
|
|
// heuristics to create shader parameters according to lights in the scene
|
|
// (not to blow over maxLights budget)
|
|
|
|
var maxBones = allocateBones( object );
|
|
var precision = renderer.getPrecision();
|
|
|
|
if ( material.precision !== null ) {
|
|
|
|
precision = capabilities.getMaxPrecision( material.precision );
|
|
|
|
if ( precision !== material.precision ) {
|
|
|
|
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var currentRenderTarget = renderer.getCurrentRenderTarget();
|
|
|
|
var parameters = {
|
|
|
|
shaderID: shaderID,
|
|
|
|
precision: precision,
|
|
supportsVertexTextures: capabilities.vertexTextures,
|
|
outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
|
|
map: !! material.map,
|
|
mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
|
|
envMap: !! material.envMap,
|
|
envMapMode: material.envMap && material.envMap.mapping,
|
|
envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
|
|
envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
|
|
lightMap: !! material.lightMap,
|
|
aoMap: !! material.aoMap,
|
|
emissiveMap: !! material.emissiveMap,
|
|
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
|
|
bumpMap: !! material.bumpMap,
|
|
normalMap: !! material.normalMap,
|
|
displacementMap: !! material.displacementMap,
|
|
roughnessMap: !! material.roughnessMap,
|
|
metalnessMap: !! material.metalnessMap,
|
|
specularMap: !! material.specularMap,
|
|
alphaMap: !! material.alphaMap,
|
|
|
|
gradientMap: !! material.gradientMap,
|
|
|
|
combine: material.combine,
|
|
|
|
vertexColors: material.vertexColors,
|
|
|
|
fog: !! fog,
|
|
useFog: material.fog,
|
|
fogExp: (fog && fog.isFogExp2),
|
|
|
|
flatShading: material.shading === FlatShading,
|
|
|
|
sizeAttenuation: material.sizeAttenuation,
|
|
logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
|
|
|
|
skinning: material.skinning,
|
|
maxBones: maxBones,
|
|
useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
|
|
|
|
morphTargets: material.morphTargets,
|
|
morphNormals: material.morphNormals,
|
|
maxMorphTargets: renderer.maxMorphTargets,
|
|
maxMorphNormals: renderer.maxMorphNormals,
|
|
|
|
numDirLights: lights.directional.length,
|
|
numPointLights: lights.point.length,
|
|
numSpotLights: lights.spot.length,
|
|
numRectAreaLights: lights.rectArea.length,
|
|
numHemiLights: lights.hemi.length,
|
|
|
|
numClippingPlanes: nClipPlanes,
|
|
numClipIntersection: nClipIntersection,
|
|
|
|
shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
|
|
shadowMapType: renderer.shadowMap.type,
|
|
|
|
toneMapping: renderer.toneMapping,
|
|
physicallyCorrectLights: renderer.physicallyCorrectLights,
|
|
|
|
premultipliedAlpha: material.premultipliedAlpha,
|
|
|
|
alphaTest: material.alphaTest,
|
|
doubleSided: material.side === DoubleSide,
|
|
flipSided: material.side === BackSide,
|
|
|
|
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
|
|
|
|
};
|
|
|
|
return parameters;
|
|
|
|
};
|
|
|
|
this.getProgramCode = function ( material, parameters ) {
|
|
|
|
var array = [];
|
|
|
|
if ( parameters.shaderID ) {
|
|
|
|
array.push( parameters.shaderID );
|
|
|
|
} else {
|
|
|
|
array.push( material.fragmentShader );
|
|
array.push( material.vertexShader );
|
|
|
|
}
|
|
|
|
if ( material.defines !== undefined ) {
|
|
|
|
for ( var name in material.defines ) {
|
|
|
|
array.push( name );
|
|
array.push( material.defines[ name ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < parameterNames.length; i ++ ) {
|
|
|
|
array.push( parameters[ parameterNames[ i ] ] );
|
|
|
|
}
|
|
|
|
return array.join();
|
|
|
|
};
|
|
|
|
this.acquireProgram = function ( material, parameters, code ) {
|
|
|
|
var program;
|
|
|
|
// Check if code has been already compiled
|
|
for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
|
|
|
|
var programInfo = programs[ p ];
|
|
|
|
if ( programInfo.code === code ) {
|
|
|
|
program = programInfo;
|
|
++ program.usedTimes;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( program === undefined ) {
|
|
|
|
program = new WebGLProgram( renderer, code, material, parameters );
|
|
programs.push( program );
|
|
|
|
}
|
|
|
|
return program;
|
|
|
|
};
|
|
|
|
this.releaseProgram = function( program ) {
|
|
|
|
if ( -- program.usedTimes === 0 ) {
|
|
|
|
// Remove from unordered set
|
|
var i = programs.indexOf( program );
|
|
programs[ i ] = programs[ programs.length - 1 ];
|
|
programs.pop();
|
|
|
|
// Free WebGL resources
|
|
program.destroy();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Exposed for resource monitoring & error feedback via renderer.info:
|
|
this.programs = programs;
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLGeometries( gl, properties, info ) {
|
|
|
|
var geometries = {};
|
|
|
|
function onGeometryDispose( event ) {
|
|
|
|
var geometry = event.target;
|
|
var buffergeometry = geometries[ geometry.id ];
|
|
|
|
if ( buffergeometry.index !== null ) {
|
|
|
|
deleteAttribute( buffergeometry.index );
|
|
|
|
}
|
|
|
|
deleteAttributes( buffergeometry.attributes );
|
|
|
|
geometry.removeEventListener( 'dispose', onGeometryDispose );
|
|
|
|
delete geometries[ geometry.id ];
|
|
|
|
// TODO
|
|
|
|
var property = properties.get( geometry );
|
|
|
|
if ( property.wireframe ) {
|
|
|
|
deleteAttribute( property.wireframe );
|
|
|
|
}
|
|
|
|
properties.delete( geometry );
|
|
|
|
var bufferproperty = properties.get( buffergeometry );
|
|
|
|
if ( bufferproperty.wireframe ) {
|
|
|
|
deleteAttribute( bufferproperty.wireframe );
|
|
|
|
}
|
|
|
|
properties.delete( buffergeometry );
|
|
|
|
//
|
|
|
|
info.memory.geometries --;
|
|
|
|
}
|
|
|
|
function getAttributeBuffer( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) {
|
|
|
|
return properties.get( attribute.data ).__webglBuffer;
|
|
|
|
}
|
|
|
|
return properties.get( attribute ).__webglBuffer;
|
|
|
|
}
|
|
|
|
function deleteAttribute( attribute ) {
|
|
|
|
var buffer = getAttributeBuffer( attribute );
|
|
|
|
if ( buffer !== undefined ) {
|
|
|
|
gl.deleteBuffer( buffer );
|
|
removeAttributeBuffer( attribute );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function deleteAttributes( attributes ) {
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
deleteAttribute( attributes[ name ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function removeAttributeBuffer( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) {
|
|
|
|
properties.delete( attribute.data );
|
|
|
|
} else {
|
|
|
|
properties.delete( attribute );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
get: function ( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( geometries[ geometry.id ] !== undefined ) {
|
|
|
|
return geometries[ geometry.id ];
|
|
|
|
}
|
|
|
|
geometry.addEventListener( 'dispose', onGeometryDispose );
|
|
|
|
var buffergeometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
buffergeometry = geometry;
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
if ( geometry._bufferGeometry === undefined ) {
|
|
|
|
geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
|
|
|
|
}
|
|
|
|
buffergeometry = geometry._bufferGeometry;
|
|
|
|
}
|
|
|
|
geometries[ geometry.id ] = buffergeometry;
|
|
|
|
info.memory.geometries ++;
|
|
|
|
return buffergeometry;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLObjects( gl, properties, info ) {
|
|
|
|
var geometries = new WebGLGeometries( gl, properties, info );
|
|
|
|
//
|
|
|
|
function update( object ) {
|
|
|
|
// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
|
|
|
|
var geometry = geometries.get( object );
|
|
|
|
if ( object.geometry.isGeometry ) {
|
|
|
|
geometry.updateFromObject( object );
|
|
|
|
}
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
|
|
if ( index !== null ) {
|
|
|
|
updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
|
|
|
|
}
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
|
|
|
|
}
|
|
|
|
// morph targets
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
|
|
for ( var name in morphAttributes ) {
|
|
|
|
var array = morphAttributes[ name ];
|
|
|
|
for ( var i = 0, l = array.length; i < l; i ++ ) {
|
|
|
|
updateAttribute( array[ i ], gl.ARRAY_BUFFER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
function updateAttribute( attribute, bufferType ) {
|
|
|
|
var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;
|
|
|
|
var attributeProperties = properties.get( data );
|
|
|
|
if ( attributeProperties.__webglBuffer === undefined ) {
|
|
|
|
createBuffer( attributeProperties, data, bufferType );
|
|
|
|
} else if ( attributeProperties.version !== data.version ) {
|
|
|
|
updateBuffer( attributeProperties, data, bufferType );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function createBuffer( attributeProperties, data, bufferType ) {
|
|
|
|
attributeProperties.__webglBuffer = gl.createBuffer();
|
|
gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
|
|
|
|
var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
|
|
|
|
gl.bufferData( bufferType, data.array, usage );
|
|
|
|
var type = gl.FLOAT;
|
|
var array = data.array;
|
|
|
|
if ( array instanceof Float32Array ) {
|
|
|
|
type = gl.FLOAT;
|
|
|
|
} else if ( array instanceof Float64Array ) {
|
|
|
|
console.warn( "Unsupported data buffer format: Float64Array" );
|
|
|
|
} else if ( array instanceof Uint16Array ) {
|
|
|
|
type = gl.UNSIGNED_SHORT;
|
|
|
|
} else if ( array instanceof Int16Array ) {
|
|
|
|
type = gl.SHORT;
|
|
|
|
} else if ( array instanceof Uint32Array ) {
|
|
|
|
type = gl.UNSIGNED_INT;
|
|
|
|
} else if ( array instanceof Int32Array ) {
|
|
|
|
type = gl.INT;
|
|
|
|
} else if ( array instanceof Int8Array ) {
|
|
|
|
type = gl.BYTE;
|
|
|
|
} else if ( array instanceof Uint8Array ) {
|
|
|
|
type = gl.UNSIGNED_BYTE;
|
|
|
|
}
|
|
|
|
attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
|
|
attributeProperties.type = type;
|
|
attributeProperties.version = data.version;
|
|
|
|
data.onUploadCallback();
|
|
|
|
}
|
|
|
|
function updateBuffer( attributeProperties, data, bufferType ) {
|
|
|
|
gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
|
|
|
|
if ( data.dynamic === false ) {
|
|
|
|
gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );
|
|
|
|
} else if ( data.updateRange.count === - 1 ) {
|
|
|
|
// Not using update ranges
|
|
|
|
gl.bufferSubData( bufferType, 0, data.array );
|
|
|
|
} else if ( data.updateRange.count === 0 ) {
|
|
|
|
console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
|
|
|
|
} else {
|
|
|
|
gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
|
|
data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );
|
|
|
|
data.updateRange.count = 0; // reset range
|
|
|
|
}
|
|
|
|
attributeProperties.version = data.version;
|
|
|
|
}
|
|
|
|
function getAttributeBuffer( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) {
|
|
|
|
return properties.get( attribute.data ).__webglBuffer;
|
|
|
|
}
|
|
|
|
return properties.get( attribute ).__webglBuffer;
|
|
|
|
}
|
|
|
|
function getAttributeProperties( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) {
|
|
|
|
return properties.get( attribute.data );
|
|
|
|
}
|
|
|
|
return properties.get( attribute );
|
|
|
|
}
|
|
|
|
function getWireframeAttribute( geometry ) {
|
|
|
|
var property = properties.get( geometry );
|
|
|
|
if ( property.wireframe !== undefined ) {
|
|
|
|
return property.wireframe;
|
|
|
|
}
|
|
|
|
var indices = [];
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
|
|
// console.time( 'wireframe' );
|
|
|
|
if ( index !== null ) {
|
|
|
|
var array = index.array;
|
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) {
|
|
|
|
var a = array[ i + 0 ];
|
|
var b = array[ i + 1 ];
|
|
var c = array[ i + 2 ];
|
|
|
|
indices.push( a, b, b, c, c, a );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var array = attributes.position.array;
|
|
|
|
for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
|
|
|
|
var a = i + 0;
|
|
var b = i + 1;
|
|
var c = i + 2;
|
|
|
|
indices.push( a, b, b, c, c, a );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// console.timeEnd( 'wireframe' );
|
|
|
|
var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
|
|
|
|
updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
|
|
|
|
property.wireframe = attribute;
|
|
|
|
return attribute;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
getAttributeBuffer: getAttributeBuffer,
|
|
getAttributeProperties: getAttributeProperties,
|
|
getWireframeAttribute: getWireframeAttribute,
|
|
|
|
update: update
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {
|
|
|
|
var _infoMemory = info.memory;
|
|
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
|
|
|
|
//
|
|
|
|
function clampToMaxSize( image, maxSize ) {
|
|
|
|
if ( image.width > maxSize || image.height > maxSize ) {
|
|
|
|
// Warning: Scaling through the canvas will only work with images that use
|
|
// premultiplied alpha.
|
|
|
|
var scale = maxSize / Math.max( image.width, image.height );
|
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
canvas.width = Math.floor( image.width * scale );
|
|
canvas.height = Math.floor( image.height * scale );
|
|
|
|
var context = canvas.getContext( '2d' );
|
|
context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
|
|
|
|
console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
|
|
|
|
return canvas;
|
|
|
|
}
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
function isPowerOfTwo( image ) {
|
|
|
|
return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
|
|
|
|
}
|
|
|
|
function makePowerOfTwo( image ) {
|
|
|
|
if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
|
|
|
|
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
canvas.width = _Math.nearestPowerOfTwo( image.width );
|
|
canvas.height = _Math.nearestPowerOfTwo( image.height );
|
|
|
|
var context = canvas.getContext( '2d' );
|
|
context.drawImage( image, 0, 0, canvas.width, canvas.height );
|
|
|
|
console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
|
|
|
|
return canvas;
|
|
|
|
}
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
function textureNeedsPowerOfTwo( texture ) {
|
|
|
|
return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
|
|
( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
|
|
|
|
}
|
|
|
|
// Fallback filters for non-power-of-2 textures
|
|
|
|
function filterFallback( f ) {
|
|
|
|
if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
|
|
|
|
return _gl.NEAREST;
|
|
|
|
}
|
|
|
|
return _gl.LINEAR;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function onTextureDispose( event ) {
|
|
|
|
var texture = event.target;
|
|
|
|
texture.removeEventListener( 'dispose', onTextureDispose );
|
|
|
|
deallocateTexture( texture );
|
|
|
|
_infoMemory.textures --;
|
|
|
|
|
|
}
|
|
|
|
function onRenderTargetDispose( event ) {
|
|
|
|
var renderTarget = event.target;
|
|
|
|
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
|
|
|
|
deallocateRenderTarget( renderTarget );
|
|
|
|
_infoMemory.textures --;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function deallocateTexture( texture ) {
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( texture.image && textureProperties.__image__webglTextureCube ) {
|
|
|
|
// cube texture
|
|
|
|
_gl.deleteTexture( textureProperties.__image__webglTextureCube );
|
|
|
|
} else {
|
|
|
|
// 2D texture
|
|
|
|
if ( textureProperties.__webglInit === undefined ) return;
|
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
// remove all webgl properties
|
|
properties.delete( texture );
|
|
|
|
}
|
|
|
|
function deallocateRenderTarget( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
|
|
if ( ! renderTarget ) return;
|
|
|
|
if ( textureProperties.__webglTexture !== undefined ) {
|
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
if ( renderTarget.depthTexture ) {
|
|
|
|
renderTarget.depthTexture.dispose();
|
|
|
|
}
|
|
|
|
if ( renderTarget.isWebGLRenderTargetCube ) {
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
|
|
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
|
|
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
|
|
|
|
}
|
|
|
|
properties.delete( renderTarget.texture );
|
|
properties.delete( renderTarget );
|
|
|
|
}
|
|
|
|
//
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function setTexture2D( texture, slot ) {
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var textureProperties = properties.get( texture );
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if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
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var image = texture.image;
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if ( image === undefined ) {
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console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
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} else if ( image.complete === false ) {
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console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
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} else {
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uploadTexture( textureProperties, texture, slot );
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return;
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}
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}
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state.activeTexture( _gl.TEXTURE0 + slot );
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state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
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}
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function setTextureCube( texture, slot ) {
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var textureProperties = properties.get( texture );
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if ( texture.image.length === 6 ) {
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if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
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if ( ! textureProperties.__image__webglTextureCube ) {
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texture.addEventListener( 'dispose', onTextureDispose );
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textureProperties.__image__webglTextureCube = _gl.createTexture();
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_infoMemory.textures ++;
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}
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state.activeTexture( _gl.TEXTURE0 + slot );
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state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
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_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
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var isCompressed = ( texture && texture.isCompressedTexture );
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var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
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var cubeImage = [];
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for ( var i = 0; i < 6; i ++ ) {
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if ( ! isCompressed && ! isDataTexture ) {
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cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
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} else {
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cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
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}
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}
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var image = cubeImage[ 0 ],
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isPowerOfTwoImage = isPowerOfTwo( image ),
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glFormat = paramThreeToGL( texture.format ),
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glType = paramThreeToGL( texture.type );
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setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
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for ( var i = 0; i < 6; i ++ ) {
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if ( ! isCompressed ) {
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if ( isDataTexture ) {
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state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
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} else {
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state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
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}
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} else {
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var mipmap, mipmaps = cubeImage[ i ].mipmaps;
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for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
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mipmap = mipmaps[ j ];
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if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
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if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
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state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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} else {
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console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
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}
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} else {
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state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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}
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}
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}
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}
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if ( texture.generateMipmaps && isPowerOfTwoImage ) {
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_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
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}
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textureProperties.__version = texture.version;
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if ( texture.onUpdate ) texture.onUpdate( texture );
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} else {
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state.activeTexture( _gl.TEXTURE0 + slot );
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state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
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}
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}
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}
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function setTextureCubeDynamic( texture, slot ) {
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state.activeTexture( _gl.TEXTURE0 + slot );
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state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
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}
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function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
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var extension;
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if ( isPowerOfTwoImage ) {
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_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
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_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
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_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
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_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
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} else {
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_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
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_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
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if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
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console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
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}
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_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
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_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
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if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
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console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
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}
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}
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extension = extensions.get( 'EXT_texture_filter_anisotropic' );
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if ( extension ) {
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if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
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if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
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if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
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_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
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properties.get( texture ).__currentAnisotropy = texture.anisotropy;
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}
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}
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}
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function uploadTexture( textureProperties, texture, slot ) {
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if ( textureProperties.__webglInit === undefined ) {
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textureProperties.__webglInit = true;
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texture.addEventListener( 'dispose', onTextureDispose );
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textureProperties.__webglTexture = _gl.createTexture();
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_infoMemory.textures ++;
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}
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state.activeTexture( _gl.TEXTURE0 + slot );
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state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
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_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
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_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
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_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
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var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
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if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
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image = makePowerOfTwo( image );
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}
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var isPowerOfTwoImage = isPowerOfTwo( image ),
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glFormat = paramThreeToGL( texture.format ),
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glType = paramThreeToGL( texture.type );
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setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
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var mipmap, mipmaps = texture.mipmaps;
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if ( texture.isDepthTexture ) {
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// populate depth texture with dummy data
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var internalFormat = _gl.DEPTH_COMPONENT;
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if ( texture.type === FloatType ) {
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if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
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internalFormat = _gl.DEPTH_COMPONENT32F;
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} else if ( _isWebGL2 ) {
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// WebGL 2.0 requires signed internalformat for glTexImage2D
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internalFormat = _gl.DEPTH_COMPONENT16;
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}
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if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
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// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
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// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
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// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
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if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
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console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
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texture.type = UnsignedShortType;
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glType = paramThreeToGL( texture.type );
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}
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}
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// Depth stencil textures need the DEPTH_STENCIL internal format
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// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
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if ( texture.format === DepthStencilFormat ) {
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internalFormat = _gl.DEPTH_STENCIL;
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// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
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// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
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// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
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if ( texture.type !== UnsignedInt248Type ) {
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console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
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texture.type = UnsignedInt248Type;
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glType = paramThreeToGL( texture.type );
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}
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}
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state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
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} else if ( texture.isDataTexture ) {
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// use manually created mipmaps if available
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// if there are no manual mipmaps
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// set 0 level mipmap and then use GL to generate other mipmap levels
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if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
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for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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mipmap = mipmaps[ i ];
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state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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}
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texture.generateMipmaps = false;
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} else {
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state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
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}
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} else if ( texture.isCompressedTexture ) {
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for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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mipmap = mipmaps[ i ];
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if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
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if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
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state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
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} else {
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console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
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}
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} else {
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state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
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}
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}
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} else {
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// regular Texture (image, video, canvas)
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// use manually created mipmaps if available
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// if there are no manual mipmaps
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// set 0 level mipmap and then use GL to generate other mipmap levels
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if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
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for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
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mipmap = mipmaps[ i ];
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state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
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}
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texture.generateMipmaps = false;
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} else {
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state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
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}
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}
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if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );
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textureProperties.__version = texture.version;
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if ( texture.onUpdate ) texture.onUpdate( texture );
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}
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// Render targets
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// Setup storage for target texture and bind it to correct framebuffer
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function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
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var glFormat = paramThreeToGL( renderTarget.texture.format );
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var glType = paramThreeToGL( renderTarget.texture.type );
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state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
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_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
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_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
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_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
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}
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// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
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function setupRenderBufferStorage( renderbuffer, renderTarget ) {
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_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
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if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
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_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
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_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
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} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
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_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
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_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
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} else {
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// FIXME: We don't support !depth !stencil
|
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_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
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}
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_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
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}
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// Setup resources for a Depth Texture for a FBO (needs an extension)
|
|
function setupDepthTexture( framebuffer, renderTarget ) {
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|
|
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
|
|
if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
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|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
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if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
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throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
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}
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|
|
// upload an empty depth texture with framebuffer size
|
|
if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
|
|
renderTarget.depthTexture.image.width !== renderTarget.width ||
|
|
renderTarget.depthTexture.image.height !== renderTarget.height ) {
|
|
renderTarget.depthTexture.image.width = renderTarget.width;
|
|
renderTarget.depthTexture.image.height = renderTarget.height;
|
|
renderTarget.depthTexture.needsUpdate = true;
|
|
}
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|
|
setTexture2D( renderTarget.depthTexture, 0 );
|
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|
|
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
|
|
|
|
if ( renderTarget.depthTexture.format === DepthFormat ) {
|
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|
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
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|
|
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
|
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|
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
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|
|
} else {
|
|
|
|
throw new Error('Unknown depthTexture format')
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|
|
}
|
|
|
|
}
|
|
|
|
// Setup GL resources for a non-texture depth buffer
|
|
function setupDepthRenderbuffer( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
|
|
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
|
|
|
|
if ( renderTarget.depthTexture ) {
|
|
|
|
if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
|
|
|
|
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
|
|
|
|
} else {
|
|
|
|
if ( isCube ) {
|
|
|
|
renderTargetProperties.__webglDepthbuffer = [];
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
|
|
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
|
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
|
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|
|
}
|
|
|
|
} else {
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
|
|
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
|
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
|
|
|
|
}
|
|
|
|
// Set up GL resources for the render target
|
|
function setupRenderTarget( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
|
|
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
|
|
|
|
textureProperties.__webglTexture = _gl.createTexture();
|
|
|
|
_infoMemory.textures ++;
|
|
|
|
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
|
|
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
|
|
|
|
// Setup framebuffer
|
|
|
|
if ( isCube ) {
|
|
|
|
renderTargetProperties.__webglFramebuffer = [];
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
|
|
|
|
}
|
|
|
|
// Setup color buffer
|
|
|
|
if ( isCube ) {
|
|
|
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
|
|
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
|
|
|
|
}
|
|
|
|
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
|
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
|
|
|
} else {
|
|
|
|
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
|
|
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
|
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
|
|
|
|
if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
state.bindTexture( _gl.TEXTURE_2D, null );
|
|
|
|
}
|
|
|
|
// Setup depth and stencil buffers
|
|
|
|
if ( renderTarget.depthBuffer ) {
|
|
|
|
setupDepthRenderbuffer( renderTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function updateRenderTargetMipmap( renderTarget ) {
|
|
|
|
var texture = renderTarget.texture;
|
|
|
|
if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
|
|
texture.minFilter !== NearestFilter &&
|
|
texture.minFilter !== LinearFilter ) {
|
|
|
|
var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
|
|
var webglTexture = properties.get( texture ).__webglTexture;
|
|
|
|
state.bindTexture( target, webglTexture );
|
|
_gl.generateMipmap( target );
|
|
state.bindTexture( target, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.setTexture2D = setTexture2D;
|
|
this.setTextureCube = setTextureCube;
|
|
this.setTextureCubeDynamic = setTextureCubeDynamic;
|
|
this.setupRenderTarget = setupRenderTarget;
|
|
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
|
|
|
|
}
|
|
|
|
/**
|
|
* @author fordacious / fordacious.github.io
|
|
*/
|
|
|
|
function WebGLProperties() {
|
|
|
|
var properties = {};
|
|
|
|
return {
|
|
|
|
get: function ( object ) {
|
|
|
|
var uuid = object.uuid;
|
|
var map = properties[ uuid ];
|
|
|
|
if ( map === undefined ) {
|
|
|
|
map = {};
|
|
properties[ uuid ] = map;
|
|
|
|
}
|
|
|
|
return map;
|
|
|
|
},
|
|
|
|
delete: function ( object ) {
|
|
|
|
delete properties[ object.uuid ];
|
|
|
|
},
|
|
|
|
clear: function () {
|
|
|
|
properties = {};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLState( gl, extensions, paramThreeToGL ) {
|
|
|
|
function ColorBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var color = new Vector4();
|
|
var currentColorMask = null;
|
|
var currentColorClear = new Vector4();
|
|
|
|
return {
|
|
|
|
setMask: function ( colorMask ) {
|
|
|
|
if ( currentColorMask !== colorMask && ! locked ) {
|
|
|
|
gl.colorMask( colorMask, colorMask, colorMask, colorMask );
|
|
currentColorMask = colorMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( r, g, b, a, premultipliedAlpha ) {
|
|
|
|
if ( premultipliedAlpha === true ) {
|
|
|
|
r *= a; g *= a; b *= a;
|
|
|
|
}
|
|
|
|
color.set( r, g, b, a );
|
|
|
|
if ( currentColorClear.equals( color ) === false ) {
|
|
|
|
gl.clearColor( r, g, b, a );
|
|
currentColorClear.copy( color );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentColorMask = null;
|
|
currentColorClear.set( 0, 0, 0, 1 );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function DepthBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var currentDepthMask = null;
|
|
var currentDepthFunc = null;
|
|
var currentDepthClear = null;
|
|
|
|
return {
|
|
|
|
setTest: function ( depthTest ) {
|
|
|
|
if ( depthTest ) {
|
|
|
|
enable( gl.DEPTH_TEST );
|
|
|
|
} else {
|
|
|
|
disable( gl.DEPTH_TEST );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setMask: function ( depthMask ) {
|
|
|
|
if ( currentDepthMask !== depthMask && ! locked ) {
|
|
|
|
gl.depthMask( depthMask );
|
|
currentDepthMask = depthMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setFunc: function ( depthFunc ) {
|
|
|
|
if ( currentDepthFunc !== depthFunc ) {
|
|
|
|
if ( depthFunc ) {
|
|
|
|
switch ( depthFunc ) {
|
|
|
|
case NeverDepth:
|
|
|
|
gl.depthFunc( gl.NEVER );
|
|
break;
|
|
|
|
case AlwaysDepth:
|
|
|
|
gl.depthFunc( gl.ALWAYS );
|
|
break;
|
|
|
|
case LessDepth:
|
|
|
|
gl.depthFunc( gl.LESS );
|
|
break;
|
|
|
|
case LessEqualDepth:
|
|
|
|
gl.depthFunc( gl.LEQUAL );
|
|
break;
|
|
|
|
case EqualDepth:
|
|
|
|
gl.depthFunc( gl.EQUAL );
|
|
break;
|
|
|
|
case GreaterEqualDepth:
|
|
|
|
gl.depthFunc( gl.GEQUAL );
|
|
break;
|
|
|
|
case GreaterDepth:
|
|
|
|
gl.depthFunc( gl.GREATER );
|
|
break;
|
|
|
|
case NotEqualDepth:
|
|
|
|
gl.depthFunc( gl.NOTEQUAL );
|
|
break;
|
|
|
|
default:
|
|
|
|
gl.depthFunc( gl.LEQUAL );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
gl.depthFunc( gl.LEQUAL );
|
|
|
|
}
|
|
|
|
currentDepthFunc = depthFunc;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( depth ) {
|
|
|
|
if ( currentDepthClear !== depth ) {
|
|
|
|
gl.clearDepth( depth );
|
|
currentDepthClear = depth;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentDepthMask = null;
|
|
currentDepthFunc = null;
|
|
currentDepthClear = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function StencilBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var currentStencilMask = null;
|
|
var currentStencilFunc = null;
|
|
var currentStencilRef = null;
|
|
var currentStencilFuncMask = null;
|
|
var currentStencilFail = null;
|
|
var currentStencilZFail = null;
|
|
var currentStencilZPass = null;
|
|
var currentStencilClear = null;
|
|
|
|
return {
|
|
|
|
setTest: function ( stencilTest ) {
|
|
|
|
if ( stencilTest ) {
|
|
|
|
enable( gl.STENCIL_TEST );
|
|
|
|
} else {
|
|
|
|
disable( gl.STENCIL_TEST );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setMask: function ( stencilMask ) {
|
|
|
|
if ( currentStencilMask !== stencilMask && ! locked ) {
|
|
|
|
gl.stencilMask( stencilMask );
|
|
currentStencilMask = stencilMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
|
|
|
|
if ( currentStencilFunc !== stencilFunc ||
|
|
currentStencilRef !== stencilRef ||
|
|
currentStencilFuncMask !== stencilMask ) {
|
|
|
|
gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
|
|
|
|
currentStencilFunc = stencilFunc;
|
|
currentStencilRef = stencilRef;
|
|
currentStencilFuncMask = stencilMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
|
|
|
|
if ( currentStencilFail !== stencilFail ||
|
|
currentStencilZFail !== stencilZFail ||
|
|
currentStencilZPass !== stencilZPass ) {
|
|
|
|
gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
|
|
|
|
currentStencilFail = stencilFail;
|
|
currentStencilZFail = stencilZFail;
|
|
currentStencilZPass = stencilZPass;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( stencil ) {
|
|
|
|
if ( currentStencilClear !== stencil ) {
|
|
|
|
gl.clearStencil( stencil );
|
|
currentStencilClear = stencil;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentStencilMask = null;
|
|
currentStencilFunc = null;
|
|
currentStencilRef = null;
|
|
currentStencilFuncMask = null;
|
|
currentStencilFail = null;
|
|
currentStencilZFail = null;
|
|
currentStencilZPass = null;
|
|
currentStencilClear = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var colorBuffer = new ColorBuffer();
|
|
var depthBuffer = new DepthBuffer();
|
|
var stencilBuffer = new StencilBuffer();
|
|
|
|
var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
|
|
var newAttributes = new Uint8Array( maxVertexAttributes );
|
|
var enabledAttributes = new Uint8Array( maxVertexAttributes );
|
|
var attributeDivisors = new Uint8Array( maxVertexAttributes );
|
|
|
|
var capabilities = {};
|
|
|
|
var compressedTextureFormats = null;
|
|
|
|
var currentBlending = null;
|
|
var currentBlendEquation = null;
|
|
var currentBlendSrc = null;
|
|
var currentBlendDst = null;
|
|
var currentBlendEquationAlpha = null;
|
|
var currentBlendSrcAlpha = null;
|
|
var currentBlendDstAlpha = null;
|
|
var currentPremultipledAlpha = false;
|
|
|
|
var currentFlipSided = null;
|
|
var currentCullFace = null;
|
|
|
|
var currentLineWidth = null;
|
|
|
|
var currentPolygonOffsetFactor = null;
|
|
var currentPolygonOffsetUnits = null;
|
|
|
|
var currentScissorTest = null;
|
|
|
|
var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
|
|
|
|
var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
|
|
var lineWidthAvailable = parseFloat( version ) >= 1.0;
|
|
|
|
var currentTextureSlot = null;
|
|
var currentBoundTextures = {};
|
|
|
|
var currentScissor = new Vector4();
|
|
var currentViewport = new Vector4();
|
|
|
|
function createTexture( type, target, count ) {
|
|
|
|
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
|
|
var texture = gl.createTexture();
|
|
|
|
gl.bindTexture( type, texture );
|
|
gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
|
gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
|
|
|
for ( var i = 0; i < count; i ++ ) {
|
|
|
|
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
var emptyTextures = {};
|
|
emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
|
|
emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
|
|
|
|
//
|
|
|
|
function init() {
|
|
|
|
colorBuffer.setClear( 0, 0, 0, 1 );
|
|
depthBuffer.setClear( 1 );
|
|
stencilBuffer.setClear( 0 );
|
|
|
|
enable( gl.DEPTH_TEST );
|
|
setDepthFunc( LessEqualDepth );
|
|
|
|
setFlipSided( false );
|
|
setCullFace( CullFaceBack );
|
|
enable( gl.CULL_FACE );
|
|
|
|
enable( gl.BLEND );
|
|
setBlending( NormalBlending );
|
|
|
|
}
|
|
|
|
function initAttributes() {
|
|
|
|
for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
|
|
|
|
newAttributes[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function enableAttribute( attribute ) {
|
|
|
|
newAttributes[ attribute ] = 1;
|
|
|
|
if ( enabledAttributes[ attribute ] === 0 ) {
|
|
|
|
gl.enableVertexAttribArray( attribute );
|
|
enabledAttributes[ attribute ] = 1;
|
|
|
|
}
|
|
|
|
if ( attributeDivisors[ attribute ] !== 0 ) {
|
|
|
|
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
extension.vertexAttribDivisorANGLE( attribute, 0 );
|
|
attributeDivisors[ attribute ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {
|
|
|
|
newAttributes[ attribute ] = 1;
|
|
|
|
if ( enabledAttributes[ attribute ] === 0 ) {
|
|
|
|
gl.enableVertexAttribArray( attribute );
|
|
enabledAttributes[ attribute ] = 1;
|
|
|
|
}
|
|
|
|
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
|
|
|
|
extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
|
|
attributeDivisors[ attribute ] = meshPerAttribute;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function disableUnusedAttributes() {
|
|
|
|
for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
|
|
|
|
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
|
|
|
|
gl.disableVertexAttribArray( i );
|
|
enabledAttributes[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function enable( id ) {
|
|
|
|
if ( capabilities[ id ] !== true ) {
|
|
|
|
gl.enable( id );
|
|
capabilities[ id ] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function disable( id ) {
|
|
|
|
if ( capabilities[ id ] !== false ) {
|
|
|
|
gl.disable( id );
|
|
capabilities[ id ] = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getCompressedTextureFormats() {
|
|
|
|
if ( compressedTextureFormats === null ) {
|
|
|
|
compressedTextureFormats = [];
|
|
|
|
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
|
|
extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
|
|
extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
|
|
|
|
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
|
|
|
|
for ( var i = 0; i < formats.length; i ++ ) {
|
|
|
|
compressedTextureFormats.push( formats[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return compressedTextureFormats;
|
|
|
|
}
|
|
|
|
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
|
|
|
|
if ( blending !== NoBlending ) {
|
|
|
|
enable( gl.BLEND );
|
|
|
|
} else {
|
|
|
|
disable( gl.BLEND );
|
|
|
|
}
|
|
|
|
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
|
|
|
|
if ( blending === AdditiveBlending ) {
|
|
|
|
if ( premultipliedAlpha ) {
|
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
|
gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
|
|
|
|
} else {
|
|
|
|
gl.blendEquation( gl.FUNC_ADD );
|
|
gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
|
|
|
|
}
|
|
|
|
} else if ( blending === SubtractiveBlending ) {
|
|
|
|
if ( premultipliedAlpha ) {
|
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
|
gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
|
|
|
|
} else {
|
|
|
|
gl.blendEquation( gl.FUNC_ADD );
|
|
gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
|
|
|
|
}
|
|
|
|
} else if ( blending === MultiplyBlending ) {
|
|
|
|
if ( premultipliedAlpha ) {
|
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
|
gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
|
|
|
|
} else {
|
|
|
|
gl.blendEquation( gl.FUNC_ADD );
|
|
gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( premultipliedAlpha ) {
|
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
|
gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
|
|
|
|
} else {
|
|
|
|
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
|
gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
currentBlending = blending;
|
|
currentPremultipledAlpha = premultipliedAlpha;
|
|
|
|
}
|
|
|
|
if ( blending === CustomBlending ) {
|
|
|
|
blendEquationAlpha = blendEquationAlpha || blendEquation;
|
|
blendSrcAlpha = blendSrcAlpha || blendSrc;
|
|
blendDstAlpha = blendDstAlpha || blendDst;
|
|
|
|
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
|
|
|
|
gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
|
|
|
|
currentBlendEquation = blendEquation;
|
|
currentBlendEquationAlpha = blendEquationAlpha;
|
|
|
|
}
|
|
|
|
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
|
|
|
|
gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
|
|
|
|
currentBlendSrc = blendSrc;
|
|
currentBlendDst = blendDst;
|
|
currentBlendSrcAlpha = blendSrcAlpha;
|
|
currentBlendDstAlpha = blendDstAlpha;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
currentBlendEquation = null;
|
|
currentBlendSrc = null;
|
|
currentBlendDst = null;
|
|
currentBlendEquationAlpha = null;
|
|
currentBlendSrcAlpha = null;
|
|
currentBlendDstAlpha = null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// TODO Deprecate
|
|
|
|
function setColorWrite( colorWrite ) {
|
|
|
|
colorBuffer.setMask( colorWrite );
|
|
|
|
}
|
|
|
|
function setDepthTest( depthTest ) {
|
|
|
|
depthBuffer.setTest( depthTest );
|
|
|
|
}
|
|
|
|
function setDepthWrite( depthWrite ) {
|
|
|
|
depthBuffer.setMask( depthWrite );
|
|
|
|
}
|
|
|
|
function setDepthFunc( depthFunc ) {
|
|
|
|
depthBuffer.setFunc( depthFunc );
|
|
|
|
}
|
|
|
|
function setStencilTest( stencilTest ) {
|
|
|
|
stencilBuffer.setTest( stencilTest );
|
|
|
|
}
|
|
|
|
function setStencilWrite( stencilWrite ) {
|
|
|
|
stencilBuffer.setMask( stencilWrite );
|
|
|
|
}
|
|
|
|
function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
|
|
|
|
stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
|
|
|
|
}
|
|
|
|
function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
|
|
|
|
stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function setFlipSided( flipSided ) {
|
|
|
|
if ( currentFlipSided !== flipSided ) {
|
|
|
|
if ( flipSided ) {
|
|
|
|
gl.frontFace( gl.CW );
|
|
|
|
} else {
|
|
|
|
gl.frontFace( gl.CCW );
|
|
|
|
}
|
|
|
|
currentFlipSided = flipSided;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setCullFace( cullFace ) {
|
|
|
|
if ( cullFace !== CullFaceNone ) {
|
|
|
|
enable( gl.CULL_FACE );
|
|
|
|
if ( cullFace !== currentCullFace ) {
|
|
|
|
if ( cullFace === CullFaceBack ) {
|
|
|
|
gl.cullFace( gl.BACK );
|
|
|
|
} else if ( cullFace === CullFaceFront ) {
|
|
|
|
gl.cullFace( gl.FRONT );
|
|
|
|
} else {
|
|
|
|
gl.cullFace( gl.FRONT_AND_BACK );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
disable( gl.CULL_FACE );
|
|
|
|
}
|
|
|
|
currentCullFace = cullFace;
|
|
|
|
}
|
|
|
|
function setLineWidth( width ) {
|
|
|
|
if ( width !== currentLineWidth ) {
|
|
|
|
if ( lineWidthAvailable ) gl.lineWidth( width );
|
|
|
|
currentLineWidth = width;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setPolygonOffset( polygonOffset, factor, units ) {
|
|
|
|
if ( polygonOffset ) {
|
|
|
|
enable( gl.POLYGON_OFFSET_FILL );
|
|
|
|
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
|
|
|
|
gl.polygonOffset( factor, units );
|
|
|
|
currentPolygonOffsetFactor = factor;
|
|
currentPolygonOffsetUnits = units;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
disable( gl.POLYGON_OFFSET_FILL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getScissorTest() {
|
|
|
|
return currentScissorTest;
|
|
|
|
}
|
|
|
|
function setScissorTest( scissorTest ) {
|
|
|
|
currentScissorTest = scissorTest;
|
|
|
|
if ( scissorTest ) {
|
|
|
|
enable( gl.SCISSOR_TEST );
|
|
|
|
} else {
|
|
|
|
disable( gl.SCISSOR_TEST );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// texture
|
|
|
|
function activeTexture( webglSlot ) {
|
|
|
|
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
|
|
|
|
if ( currentTextureSlot !== webglSlot ) {
|
|
|
|
gl.activeTexture( webglSlot );
|
|
currentTextureSlot = webglSlot;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function bindTexture( webglType, webglTexture ) {
|
|
|
|
if ( currentTextureSlot === null ) {
|
|
|
|
activeTexture();
|
|
|
|
}
|
|
|
|
var boundTexture = currentBoundTextures[ currentTextureSlot ];
|
|
|
|
if ( boundTexture === undefined ) {
|
|
|
|
boundTexture = { type: undefined, texture: undefined };
|
|
currentBoundTextures[ currentTextureSlot ] = boundTexture;
|
|
|
|
}
|
|
|
|
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
|
|
|
|
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
|
|
|
|
boundTexture.type = webglType;
|
|
boundTexture.texture = webglTexture;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function compressedTexImage2D() {
|
|
|
|
try {
|
|
|
|
gl.compressedTexImage2D.apply( gl, arguments );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( error );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function texImage2D() {
|
|
|
|
try {
|
|
|
|
gl.texImage2D.apply( gl, arguments );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( error );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function scissor( scissor ) {
|
|
|
|
if ( currentScissor.equals( scissor ) === false ) {
|
|
|
|
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
|
|
currentScissor.copy( scissor );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function viewport( viewport ) {
|
|
|
|
if ( currentViewport.equals( viewport ) === false ) {
|
|
|
|
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
|
|
currentViewport.copy( viewport );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function reset() {
|
|
|
|
for ( var i = 0; i < enabledAttributes.length; i ++ ) {
|
|
|
|
if ( enabledAttributes[ i ] === 1 ) {
|
|
|
|
gl.disableVertexAttribArray( i );
|
|
enabledAttributes[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
capabilities = {};
|
|
|
|
compressedTextureFormats = null;
|
|
|
|
currentTextureSlot = null;
|
|
currentBoundTextures = {};
|
|
|
|
currentBlending = null;
|
|
|
|
currentFlipSided = null;
|
|
currentCullFace = null;
|
|
|
|
colorBuffer.reset();
|
|
depthBuffer.reset();
|
|
stencilBuffer.reset();
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
buffers: {
|
|
color: colorBuffer,
|
|
depth: depthBuffer,
|
|
stencil: stencilBuffer
|
|
},
|
|
|
|
init: init,
|
|
initAttributes: initAttributes,
|
|
enableAttribute: enableAttribute,
|
|
enableAttributeAndDivisor: enableAttributeAndDivisor,
|
|
disableUnusedAttributes: disableUnusedAttributes,
|
|
enable: enable,
|
|
disable: disable,
|
|
getCompressedTextureFormats: getCompressedTextureFormats,
|
|
|
|
setBlending: setBlending,
|
|
|
|
setColorWrite: setColorWrite,
|
|
setDepthTest: setDepthTest,
|
|
setDepthWrite: setDepthWrite,
|
|
setDepthFunc: setDepthFunc,
|
|
setStencilTest: setStencilTest,
|
|
setStencilWrite: setStencilWrite,
|
|
setStencilFunc: setStencilFunc,
|
|
setStencilOp: setStencilOp,
|
|
|
|
setFlipSided: setFlipSided,
|
|
setCullFace: setCullFace,
|
|
|
|
setLineWidth: setLineWidth,
|
|
setPolygonOffset: setPolygonOffset,
|
|
|
|
getScissorTest: getScissorTest,
|
|
setScissorTest: setScissorTest,
|
|
|
|
activeTexture: activeTexture,
|
|
bindTexture: bindTexture,
|
|
compressedTexImage2D: compressedTexImage2D,
|
|
texImage2D: texImage2D,
|
|
|
|
scissor: scissor,
|
|
viewport: viewport,
|
|
|
|
reset: reset
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLCapabilities( gl, extensions, parameters ) {
|
|
|
|
var maxAnisotropy;
|
|
|
|
function getMaxAnisotropy() {
|
|
|
|
if ( maxAnisotropy !== undefined ) return maxAnisotropy;
|
|
|
|
var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
|
|
|
|
} else {
|
|
|
|
maxAnisotropy = 0;
|
|
|
|
}
|
|
|
|
return maxAnisotropy;
|
|
|
|
}
|
|
|
|
function getMaxPrecision( precision ) {
|
|
|
|
if ( precision === 'highp' ) {
|
|
|
|
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
|
|
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
|
|
|
|
return 'highp';
|
|
|
|
}
|
|
|
|
precision = 'mediump';
|
|
|
|
}
|
|
|
|
if ( precision === 'mediump' ) {
|
|
|
|
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
|
|
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
|
|
|
|
return 'mediump';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 'lowp';
|
|
|
|
}
|
|
|
|
var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
|
|
var maxPrecision = getMaxPrecision( precision );
|
|
|
|
if ( maxPrecision !== precision ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
|
|
precision = maxPrecision;
|
|
|
|
}
|
|
|
|
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
|
|
|
|
var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
|
|
var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
|
|
var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
|
|
var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
|
|
|
|
var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
|
|
var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
|
|
var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
|
|
var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
|
|
|
|
var vertexTextures = maxVertexTextures > 0;
|
|
var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
|
|
var floatVertexTextures = vertexTextures && floatFragmentTextures;
|
|
|
|
return {
|
|
|
|
getMaxAnisotropy: getMaxAnisotropy,
|
|
getMaxPrecision: getMaxPrecision,
|
|
|
|
precision: precision,
|
|
logarithmicDepthBuffer: logarithmicDepthBuffer,
|
|
|
|
maxTextures: maxTextures,
|
|
maxVertexTextures: maxVertexTextures,
|
|
maxTextureSize: maxTextureSize,
|
|
maxCubemapSize: maxCubemapSize,
|
|
|
|
maxAttributes: maxAttributes,
|
|
maxVertexUniforms: maxVertexUniforms,
|
|
maxVaryings: maxVaryings,
|
|
maxFragmentUniforms: maxFragmentUniforms,
|
|
|
|
vertexTextures: vertexTextures,
|
|
floatFragmentTextures: floatFragmentTextures,
|
|
floatVertexTextures: floatVertexTextures
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function WebGLExtensions( gl ) {
|
|
|
|
var extensions = {};
|
|
|
|
return {
|
|
|
|
get: function ( name ) {
|
|
|
|
if ( extensions[ name ] !== undefined ) {
|
|
|
|
return extensions[ name ];
|
|
|
|
}
|
|
|
|
var extension;
|
|
|
|
switch ( name ) {
|
|
|
|
case 'WEBGL_depth_texture':
|
|
extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
|
|
break;
|
|
|
|
case 'EXT_texture_filter_anisotropic':
|
|
extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
|
|
break;
|
|
|
|
case 'WEBGL_compressed_texture_s3tc':
|
|
extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
|
|
break;
|
|
|
|
case 'WEBGL_compressed_texture_pvrtc':
|
|
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
|
|
break;
|
|
|
|
case 'WEBGL_compressed_texture_etc1':
|
|
extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
|
|
break;
|
|
|
|
default:
|
|
extension = gl.getExtension( name );
|
|
|
|
}
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
|
|
|
|
}
|
|
|
|
extensions[ name ] = extension;
|
|
|
|
return extension;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author tschw
|
|
*/
|
|
|
|
function WebGLClipping() {
|
|
|
|
var scope = this,
|
|
|
|
globalState = null,
|
|
numGlobalPlanes = 0,
|
|
localClippingEnabled = false,
|
|
renderingShadows = false,
|
|
|
|
plane = new Plane(),
|
|
viewNormalMatrix = new Matrix3(),
|
|
|
|
uniform = { value: null, needsUpdate: false };
|
|
|
|
this.uniform = uniform;
|
|
this.numPlanes = 0;
|
|
this.numIntersection = 0;
|
|
|
|
this.init = function( planes, enableLocalClipping, camera ) {
|
|
|
|
var enabled =
|
|
planes.length !== 0 ||
|
|
enableLocalClipping ||
|
|
// enable state of previous frame - the clipping code has to
|
|
// run another frame in order to reset the state:
|
|
numGlobalPlanes !== 0 ||
|
|
localClippingEnabled;
|
|
|
|
localClippingEnabled = enableLocalClipping;
|
|
|
|
globalState = projectPlanes( planes, camera, 0 );
|
|
numGlobalPlanes = planes.length;
|
|
|
|
return enabled;
|
|
|
|
};
|
|
|
|
this.beginShadows = function() {
|
|
|
|
renderingShadows = true;
|
|
projectPlanes( null );
|
|
|
|
};
|
|
|
|
this.endShadows = function() {
|
|
|
|
renderingShadows = false;
|
|
resetGlobalState();
|
|
|
|
};
|
|
|
|
this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
|
|
|
|
if ( ! localClippingEnabled ||
|
|
planes === null || planes.length === 0 ||
|
|
renderingShadows && ! clipShadows ) {
|
|
// there's no local clipping
|
|
|
|
if ( renderingShadows ) {
|
|
// there's no global clipping
|
|
|
|
projectPlanes( null );
|
|
|
|
} else {
|
|
|
|
resetGlobalState();
|
|
}
|
|
|
|
} else {
|
|
|
|
var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
|
|
lGlobal = nGlobal * 4,
|
|
|
|
dstArray = cache.clippingState || null;
|
|
|
|
uniform.value = dstArray; // ensure unique state
|
|
|
|
dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
|
|
|
|
for ( var i = 0; i !== lGlobal; ++ i ) {
|
|
|
|
dstArray[ i ] = globalState[ i ];
|
|
|
|
}
|
|
|
|
cache.clippingState = dstArray;
|
|
this.numIntersection = clipIntersection ? this.numPlanes : 0;
|
|
this.numPlanes += nGlobal;
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
function resetGlobalState() {
|
|
|
|
if ( uniform.value !== globalState ) {
|
|
|
|
uniform.value = globalState;
|
|
uniform.needsUpdate = numGlobalPlanes > 0;
|
|
|
|
}
|
|
|
|
scope.numPlanes = numGlobalPlanes;
|
|
scope.numIntersection = 0;
|
|
|
|
}
|
|
|
|
function projectPlanes( planes, camera, dstOffset, skipTransform ) {
|
|
|
|
var nPlanes = planes !== null ? planes.length : 0,
|
|
dstArray = null;
|
|
|
|
if ( nPlanes !== 0 ) {
|
|
|
|
dstArray = uniform.value;
|
|
|
|
if ( skipTransform !== true || dstArray === null ) {
|
|
|
|
var flatSize = dstOffset + nPlanes * 4,
|
|
viewMatrix = camera.matrixWorldInverse;
|
|
|
|
viewNormalMatrix.getNormalMatrix( viewMatrix );
|
|
|
|
if ( dstArray === null || dstArray.length < flatSize ) {
|
|
|
|
dstArray = new Float32Array( flatSize );
|
|
|
|
}
|
|
|
|
for ( var i = 0, i4 = dstOffset;
|
|
i !== nPlanes; ++ i, i4 += 4 ) {
|
|
|
|
plane.copy( planes[ i ] ).
|
|
applyMatrix4( viewMatrix, viewNormalMatrix );
|
|
|
|
plane.normal.toArray( dstArray, i4 );
|
|
dstArray[ i4 + 3 ] = plane.constant;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
uniform.value = dstArray;
|
|
uniform.needsUpdate = true;
|
|
|
|
}
|
|
|
|
scope.numPlanes = nPlanes;
|
|
|
|
return dstArray;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @author supereggbert / http://www.paulbrunt.co.uk/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author szimek / https://github.com/szimek/
|
|
* @author tschw
|
|
*/
|
|
|
|
function WebGLRenderer( parameters ) {
|
|
|
|
console.log( 'THREE.WebGLRenderer', REVISION );
|
|
|
|
parameters = parameters || {};
|
|
|
|
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
|
|
_context = parameters.context !== undefined ? parameters.context : null,
|
|
|
|
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
|
|
_depth = parameters.depth !== undefined ? parameters.depth : true,
|
|
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
|
|
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
|
|
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
|
|
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
|
|
|
|
var lights = [];
|
|
|
|
var opaqueObjects = [];
|
|
var opaqueObjectsLastIndex = - 1;
|
|
var transparentObjects = [];
|
|
var transparentObjectsLastIndex = - 1;
|
|
|
|
var morphInfluences = new Float32Array( 8 );
|
|
|
|
var sprites = [];
|
|
var lensFlares = [];
|
|
|
|
// public properties
|
|
|
|
this.domElement = _canvas;
|
|
this.context = null;
|
|
|
|
// clearing
|
|
|
|
this.autoClear = true;
|
|
this.autoClearColor = true;
|
|
this.autoClearDepth = true;
|
|
this.autoClearStencil = true;
|
|
|
|
// scene graph
|
|
|
|
this.sortObjects = true;
|
|
|
|
// user-defined clipping
|
|
|
|
this.clippingPlanes = [];
|
|
this.localClippingEnabled = false;
|
|
|
|
// physically based shading
|
|
|
|
this.gammaFactor = 2.0; // for backwards compatibility
|
|
this.gammaInput = false;
|
|
this.gammaOutput = false;
|
|
|
|
// physical lights
|
|
|
|
this.physicallyCorrectLights = false;
|
|
|
|
// tone mapping
|
|
|
|
this.toneMapping = LinearToneMapping;
|
|
this.toneMappingExposure = 1.0;
|
|
this.toneMappingWhitePoint = 1.0;
|
|
|
|
// morphs
|
|
|
|
this.maxMorphTargets = 8;
|
|
this.maxMorphNormals = 4;
|
|
|
|
// internal properties
|
|
|
|
var _this = this,
|
|
|
|
// internal state cache
|
|
|
|
_currentProgram = null,
|
|
_currentRenderTarget = null,
|
|
_currentFramebuffer = null,
|
|
_currentMaterialId = - 1,
|
|
_currentGeometryProgram = '',
|
|
_currentCamera = null,
|
|
|
|
_currentScissor = new Vector4(),
|
|
_currentScissorTest = null,
|
|
|
|
_currentViewport = new Vector4(),
|
|
|
|
//
|
|
|
|
_usedTextureUnits = 0,
|
|
|
|
//
|
|
|
|
_clearColor = new Color( 0x000000 ),
|
|
_clearAlpha = 0,
|
|
|
|
_width = _canvas.width,
|
|
_height = _canvas.height,
|
|
|
|
_pixelRatio = 1,
|
|
|
|
_scissor = new Vector4( 0, 0, _width, _height ),
|
|
_scissorTest = false,
|
|
|
|
_viewport = new Vector4( 0, 0, _width, _height ),
|
|
|
|
// frustum
|
|
|
|
_frustum = new Frustum(),
|
|
|
|
// clipping
|
|
|
|
_clipping = new WebGLClipping(),
|
|
_clippingEnabled = false,
|
|
_localClippingEnabled = false,
|
|
|
|
_sphere = new Sphere(),
|
|
|
|
// camera matrices cache
|
|
|
|
_projScreenMatrix = new Matrix4(),
|
|
|
|
_vector3 = new Vector3(),
|
|
_matrix4 = new Matrix4(),
|
|
_matrix42 = new Matrix4(),
|
|
|
|
// light arrays cache
|
|
|
|
_lights = {
|
|
|
|
hash: '',
|
|
|
|
ambient: [ 0, 0, 0 ],
|
|
directional: [],
|
|
directionalShadowMap: [],
|
|
directionalShadowMatrix: [],
|
|
spot: [],
|
|
spotShadowMap: [],
|
|
spotShadowMatrix: [],
|
|
rectArea: [],
|
|
point: [],
|
|
pointShadowMap: [],
|
|
pointShadowMatrix: [],
|
|
hemi: [],
|
|
|
|
shadows: []
|
|
|
|
},
|
|
|
|
// info
|
|
|
|
_infoRender = {
|
|
|
|
calls: 0,
|
|
vertices: 0,
|
|
faces: 0,
|
|
points: 0
|
|
|
|
};
|
|
|
|
this.info = {
|
|
|
|
render: _infoRender,
|
|
memory: {
|
|
|
|
geometries: 0,
|
|
textures: 0
|
|
|
|
},
|
|
programs: null
|
|
|
|
};
|
|
|
|
|
|
// initialize
|
|
|
|
var _gl;
|
|
|
|
try {
|
|
|
|
var attributes = {
|
|
alpha: _alpha,
|
|
depth: _depth,
|
|
stencil: _stencil,
|
|
antialias: _antialias,
|
|
premultipliedAlpha: _premultipliedAlpha,
|
|
preserveDrawingBuffer: _preserveDrawingBuffer
|
|
};
|
|
|
|
_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
|
|
|
|
if ( _gl === null ) {
|
|
|
|
if ( _canvas.getContext( 'webgl' ) !== null ) {
|
|
|
|
throw 'Error creating WebGL context with your selected attributes.';
|
|
|
|
} else {
|
|
|
|
throw 'Error creating WebGL context.';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Some experimental-webgl implementations do not have getShaderPrecisionFormat
|
|
|
|
if ( _gl.getShaderPrecisionFormat === undefined ) {
|
|
|
|
_gl.getShaderPrecisionFormat = function () {
|
|
|
|
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
|
|
|
|
};
|
|
|
|
}
|
|
|
|
_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer: ' + error );
|
|
|
|
}
|
|
|
|
var extensions = new WebGLExtensions( _gl );
|
|
|
|
extensions.get( 'WEBGL_depth_texture' );
|
|
extensions.get( 'OES_texture_float' );
|
|
extensions.get( 'OES_texture_float_linear' );
|
|
extensions.get( 'OES_texture_half_float' );
|
|
extensions.get( 'OES_texture_half_float_linear' );
|
|
extensions.get( 'OES_standard_derivatives' );
|
|
extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
if ( extensions.get( 'OES_element_index_uint' ) ) {
|
|
|
|
BufferGeometry.MaxIndex = 4294967296;
|
|
|
|
}
|
|
|
|
var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
|
|
|
|
var state = new WebGLState( _gl, extensions, paramThreeToGL );
|
|
var properties = new WebGLProperties();
|
|
var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
|
|
var objects = new WebGLObjects( _gl, properties, this.info );
|
|
var programCache = new WebGLPrograms( this, capabilities );
|
|
var lightCache = new WebGLLights();
|
|
|
|
this.info.programs = programCache.programs;
|
|
|
|
var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
|
|
var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
|
|
|
|
//
|
|
|
|
var backgroundPlaneCamera, backgroundPlaneMesh;
|
|
var backgroundBoxCamera, backgroundBoxMesh;
|
|
|
|
//
|
|
|
|
function getTargetPixelRatio() {
|
|
|
|
return _currentRenderTarget === null ? _pixelRatio : 1;
|
|
|
|
}
|
|
|
|
function setDefaultGLState() {
|
|
|
|
state.init();
|
|
|
|
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
|
|
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
|
|
|
|
state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
|
|
|
|
}
|
|
|
|
function resetGLState() {
|
|
|
|
_currentProgram = null;
|
|
_currentCamera = null;
|
|
|
|
_currentGeometryProgram = '';
|
|
_currentMaterialId = - 1;
|
|
|
|
state.reset();
|
|
|
|
}
|
|
|
|
setDefaultGLState();
|
|
|
|
this.context = _gl;
|
|
this.capabilities = capabilities;
|
|
this.extensions = extensions;
|
|
this.properties = properties;
|
|
this.state = state;
|
|
|
|
// shadow map
|
|
|
|
var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
|
|
|
|
this.shadowMap = shadowMap;
|
|
|
|
|
|
// Plugins
|
|
|
|
var spritePlugin = new SpritePlugin( this, sprites );
|
|
var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
|
|
|
|
// API
|
|
|
|
this.getContext = function () {
|
|
|
|
return _gl;
|
|
|
|
};
|
|
|
|
this.getContextAttributes = function () {
|
|
|
|
return _gl.getContextAttributes();
|
|
|
|
};
|
|
|
|
this.forceContextLoss = function () {
|
|
|
|
extensions.get( 'WEBGL_lose_context' ).loseContext();
|
|
|
|
};
|
|
|
|
this.getMaxAnisotropy = function () {
|
|
|
|
return capabilities.getMaxAnisotropy();
|
|
|
|
};
|
|
|
|
this.getPrecision = function () {
|
|
|
|
return capabilities.precision;
|
|
|
|
};
|
|
|
|
this.getPixelRatio = function () {
|
|
|
|
return _pixelRatio;
|
|
|
|
};
|
|
|
|
this.setPixelRatio = function ( value ) {
|
|
|
|
if ( value === undefined ) return;
|
|
|
|
_pixelRatio = value;
|
|
|
|
this.setSize( _viewport.z, _viewport.w, false );
|
|
|
|
};
|
|
|
|
this.getSize = function () {
|
|
|
|
return {
|
|
width: _width,
|
|
height: _height
|
|
};
|
|
|
|
};
|
|
|
|
this.setSize = function ( width, height, updateStyle ) {
|
|
|
|
_width = width;
|
|
_height = height;
|
|
|
|
_canvas.width = width * _pixelRatio;
|
|
_canvas.height = height * _pixelRatio;
|
|
|
|
if ( updateStyle !== false ) {
|
|
|
|
_canvas.style.width = width + 'px';
|
|
_canvas.style.height = height + 'px';
|
|
|
|
}
|
|
|
|
this.setViewport( 0, 0, width, height );
|
|
|
|
};
|
|
|
|
this.setViewport = function ( x, y, width, height ) {
|
|
|
|
state.viewport( _viewport.set( x, y, width, height ) );
|
|
|
|
};
|
|
|
|
this.setScissor = function ( x, y, width, height ) {
|
|
|
|
state.scissor( _scissor.set( x, y, width, height ) );
|
|
|
|
};
|
|
|
|
this.setScissorTest = function ( boolean ) {
|
|
|
|
state.setScissorTest( _scissorTest = boolean );
|
|
|
|
};
|
|
|
|
// Clearing
|
|
|
|
this.getClearColor = function () {
|
|
|
|
return _clearColor;
|
|
|
|
};
|
|
|
|
this.setClearColor = function ( color, alpha ) {
|
|
|
|
_clearColor.set( color );
|
|
|
|
_clearAlpha = alpha !== undefined ? alpha : 1;
|
|
|
|
state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
|
|
|
|
};
|
|
|
|
this.getClearAlpha = function () {
|
|
|
|
return _clearAlpha;
|
|
|
|
};
|
|
|
|
this.setClearAlpha = function ( alpha ) {
|
|
|
|
_clearAlpha = alpha;
|
|
|
|
state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
|
|
|
|
};
|
|
|
|
this.clear = function ( color, depth, stencil ) {
|
|
|
|
var bits = 0;
|
|
|
|
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
|
|
if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
|
|
if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
|
|
|
|
_gl.clear( bits );
|
|
|
|
};
|
|
|
|
this.clearColor = function () {
|
|
|
|
this.clear( true, false, false );
|
|
|
|
};
|
|
|
|
this.clearDepth = function () {
|
|
|
|
this.clear( false, true, false );
|
|
|
|
};
|
|
|
|
this.clearStencil = function () {
|
|
|
|
this.clear( false, false, true );
|
|
|
|
};
|
|
|
|
this.clearTarget = function ( renderTarget, color, depth, stencil ) {
|
|
|
|
this.setRenderTarget( renderTarget );
|
|
this.clear( color, depth, stencil );
|
|
|
|
};
|
|
|
|
// Reset
|
|
|
|
this.resetGLState = resetGLState;
|
|
|
|
this.dispose = function() {
|
|
|
|
transparentObjects = [];
|
|
transparentObjectsLastIndex = -1;
|
|
opaqueObjects = [];
|
|
opaqueObjectsLastIndex = -1;
|
|
|
|
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
|
|
|
|
};
|
|
|
|
// Events
|
|
|
|
function onContextLost( event ) {
|
|
|
|
event.preventDefault();
|
|
|
|
resetGLState();
|
|
setDefaultGLState();
|
|
|
|
properties.clear();
|
|
|
|
}
|
|
|
|
function onMaterialDispose( event ) {
|
|
|
|
var material = event.target;
|
|
|
|
material.removeEventListener( 'dispose', onMaterialDispose );
|
|
|
|
deallocateMaterial( material );
|
|
|
|
}
|
|
|
|
// Buffer deallocation
|
|
|
|
function deallocateMaterial( material ) {
|
|
|
|
releaseMaterialProgramReference( material );
|
|
|
|
properties.delete( material );
|
|
|
|
}
|
|
|
|
|
|
function releaseMaterialProgramReference( material ) {
|
|
|
|
var programInfo = properties.get( material ).program;
|
|
|
|
material.program = undefined;
|
|
|
|
if ( programInfo !== undefined ) {
|
|
|
|
programCache.releaseProgram( programInfo );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Buffer rendering
|
|
|
|
this.renderBufferImmediate = function ( object, program, material ) {
|
|
|
|
state.initAttributes();
|
|
|
|
var buffers = properties.get( object );
|
|
|
|
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
|
|
if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
|
|
if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
|
|
if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
|
|
|
|
var attributes = program.getAttributes();
|
|
|
|
if ( object.hasPositions ) {
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
|
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
|
|
|
|
state.enableAttribute( attributes.position );
|
|
_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasNormals ) {
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
|
|
|
|
if ( ! material.isMeshPhongMaterial &&
|
|
! material.isMeshStandardMaterial &&
|
|
! material.isMeshNormalMaterial &&
|
|
material.shading === FlatShading ) {
|
|
|
|
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
|
|
|
|
var array = object.normalArray;
|
|
|
|
var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
|
|
var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
|
|
var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
|
|
|
|
array[ i + 0 ] = nx;
|
|
array[ i + 1 ] = ny;
|
|
array[ i + 2 ] = nz;
|
|
|
|
array[ i + 3 ] = nx;
|
|
array[ i + 4 ] = ny;
|
|
array[ i + 5 ] = nz;
|
|
|
|
array[ i + 6 ] = nx;
|
|
array[ i + 7 ] = ny;
|
|
array[ i + 8 ] = nz;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
|
|
|
|
state.enableAttribute( attributes.normal );
|
|
|
|
_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasUvs && material.map ) {
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
|
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
|
|
|
|
state.enableAttribute( attributes.uv );
|
|
|
|
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasColors && material.vertexColors !== NoColors ) {
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
|
|
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
|
|
|
|
state.enableAttribute( attributes.color );
|
|
|
|
_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
|
}
|
|
|
|
state.disableUnusedAttributes();
|
|
|
|
_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
|
|
|
|
object.count = 0;
|
|
|
|
};
|
|
|
|
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
|
|
|
|
setMaterial( material );
|
|
|
|
var program = setProgram( camera, fog, material, object );
|
|
|
|
var updateBuffers = false;
|
|
var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
|
|
|
|
if ( geometryProgram !== _currentGeometryProgram ) {
|
|
|
|
_currentGeometryProgram = geometryProgram;
|
|
updateBuffers = true;
|
|
|
|
}
|
|
|
|
// morph targets
|
|
|
|
var morphTargetInfluences = object.morphTargetInfluences;
|
|
|
|
if ( morphTargetInfluences !== undefined ) {
|
|
|
|
var activeInfluences = [];
|
|
|
|
for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
|
|
|
|
var influence = morphTargetInfluences[ i ];
|
|
activeInfluences.push( [ influence, i ] );
|
|
|
|
}
|
|
|
|
activeInfluences.sort( absNumericalSort );
|
|
|
|
if ( activeInfluences.length > 8 ) {
|
|
|
|
activeInfluences.length = 8;
|
|
|
|
}
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
|
|
for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
|
|
|
|
var influence = activeInfluences[ i ];
|
|
morphInfluences[ i ] = influence[ 0 ];
|
|
|
|
if ( influence[ 0 ] !== 0 ) {
|
|
|
|
var index = influence[ 1 ];
|
|
|
|
if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
|
|
if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
|
|
|
|
} else {
|
|
|
|
if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
|
|
if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {
|
|
|
|
morphInfluences[ i ] = 0.0;
|
|
|
|
}
|
|
|
|
program.getUniforms().setValue(
|
|
_gl, 'morphTargetInfluences', morphInfluences );
|
|
|
|
updateBuffers = true;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var index = geometry.index;
|
|
var position = geometry.attributes.position;
|
|
var rangeFactor = 1;
|
|
|
|
if ( material.wireframe === true ) {
|
|
|
|
index = objects.getWireframeAttribute( geometry );
|
|
rangeFactor = 2;
|
|
|
|
}
|
|
|
|
var renderer;
|
|
|
|
if ( index !== null ) {
|
|
|
|
renderer = indexedBufferRenderer;
|
|
renderer.setIndex( index );
|
|
|
|
} else {
|
|
|
|
renderer = bufferRenderer;
|
|
|
|
}
|
|
|
|
if ( updateBuffers ) {
|
|
|
|
setupVertexAttributes( material, program, geometry );
|
|
|
|
if ( index !== null ) {
|
|
|
|
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var dataCount = 0;
|
|
|
|
if ( index !== null ) {
|
|
|
|
dataCount = index.count;
|
|
|
|
} else if ( position !== undefined ) {
|
|
|
|
dataCount = position.count;
|
|
|
|
}
|
|
|
|
var rangeStart = geometry.drawRange.start * rangeFactor;
|
|
var rangeCount = geometry.drawRange.count * rangeFactor;
|
|
|
|
var groupStart = group !== null ? group.start * rangeFactor : 0;
|
|
var groupCount = group !== null ? group.count * rangeFactor : Infinity;
|
|
|
|
var drawStart = Math.max( rangeStart, groupStart );
|
|
var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
|
|
|
|
var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
|
|
|
|
if ( drawCount === 0 ) return;
|
|
|
|
//
|
|
|
|
if ( object.isMesh ) {
|
|
|
|
if ( material.wireframe === true ) {
|
|
|
|
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
|
|
renderer.setMode( _gl.LINES );
|
|
|
|
} else {
|
|
|
|
switch ( object.drawMode ) {
|
|
|
|
case TrianglesDrawMode:
|
|
renderer.setMode( _gl.TRIANGLES );
|
|
break;
|
|
|
|
case TriangleStripDrawMode:
|
|
renderer.setMode( _gl.TRIANGLE_STRIP );
|
|
break;
|
|
|
|
case TriangleFanDrawMode:
|
|
renderer.setMode( _gl.TRIANGLE_FAN );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
} else if ( object.isLine ) {
|
|
|
|
var lineWidth = material.linewidth;
|
|
|
|
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
|
|
|
|
state.setLineWidth( lineWidth * getTargetPixelRatio() );
|
|
|
|
if ( object.isLineSegments ) {
|
|
|
|
renderer.setMode( _gl.LINES );
|
|
|
|
} else {
|
|
|
|
renderer.setMode( _gl.LINE_STRIP );
|
|
|
|
}
|
|
|
|
} else if ( object.isPoints ) {
|
|
|
|
renderer.setMode( _gl.POINTS );
|
|
|
|
}
|
|
|
|
if ( geometry && geometry.isInstancedBufferGeometry ) {
|
|
|
|
if ( geometry.maxInstancedCount > 0 ) {
|
|
|
|
renderer.renderInstances( geometry, drawStart, drawCount );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
renderer.render( drawStart, drawCount );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function setupVertexAttributes( material, program, geometry, startIndex ) {
|
|
|
|
var extension;
|
|
|
|
if ( geometry && geometry.isInstancedBufferGeometry ) {
|
|
|
|
extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( startIndex === undefined ) startIndex = 0;
|
|
|
|
state.initAttributes();
|
|
|
|
var geometryAttributes = geometry.attributes;
|
|
|
|
var programAttributes = program.getAttributes();
|
|
|
|
var materialDefaultAttributeValues = material.defaultAttributeValues;
|
|
|
|
for ( var name in programAttributes ) {
|
|
|
|
var programAttribute = programAttributes[ name ];
|
|
|
|
if ( programAttribute >= 0 ) {
|
|
|
|
var geometryAttribute = geometryAttributes[ name ];
|
|
|
|
if ( geometryAttribute !== undefined ) {
|
|
|
|
var normalized = geometryAttribute.normalized;
|
|
var size = geometryAttribute.itemSize;
|
|
|
|
var attributeProperties = objects.getAttributeProperties( geometryAttribute );
|
|
|
|
var buffer = attributeProperties.__webglBuffer;
|
|
var type = attributeProperties.type;
|
|
var bytesPerElement = attributeProperties.bytesPerElement;
|
|
|
|
if ( geometryAttribute.isInterleavedBufferAttribute ) {
|
|
|
|
var data = geometryAttribute.data;
|
|
var stride = data.stride;
|
|
var offset = geometryAttribute.offset;
|
|
|
|
if ( data && data.isInstancedInterleavedBuffer ) {
|
|
|
|
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
|
|
|
|
if ( geometry.maxInstancedCount === undefined ) {
|
|
|
|
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
state.enableAttribute( programAttribute );
|
|
|
|
}
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
|
|
|
|
} else {
|
|
|
|
if ( geometryAttribute.isInstancedBufferAttribute ) {
|
|
|
|
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
|
|
|
|
if ( geometry.maxInstancedCount === undefined ) {
|
|
|
|
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
state.enableAttribute( programAttribute );
|
|
|
|
}
|
|
|
|
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
|
_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
|
|
|
|
}
|
|
|
|
} else if ( materialDefaultAttributeValues !== undefined ) {
|
|
|
|
var value = materialDefaultAttributeValues[ name ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
switch ( value.length ) {
|
|
|
|
case 2:
|
|
_gl.vertexAttrib2fv( programAttribute, value );
|
|
break;
|
|
|
|
case 3:
|
|
_gl.vertexAttrib3fv( programAttribute, value );
|
|
break;
|
|
|
|
case 4:
|
|
_gl.vertexAttrib4fv( programAttribute, value );
|
|
break;
|
|
|
|
default:
|
|
_gl.vertexAttrib1fv( programAttribute, value );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
state.disableUnusedAttributes();
|
|
|
|
}
|
|
|
|
// Sorting
|
|
|
|
function absNumericalSort( a, b ) {
|
|
|
|
return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
|
|
|
|
}
|
|
|
|
function painterSortStable( a, b ) {
|
|
|
|
if ( a.object.renderOrder !== b.object.renderOrder ) {
|
|
|
|
return a.object.renderOrder - b.object.renderOrder;
|
|
|
|
} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {
|
|
|
|
return a.material.program.id - b.material.program.id;
|
|
|
|
} else if ( a.material.id !== b.material.id ) {
|
|
|
|
return a.material.id - b.material.id;
|
|
|
|
} else if ( a.z !== b.z ) {
|
|
|
|
return a.z - b.z;
|
|
|
|
} else {
|
|
|
|
return a.id - b.id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function reversePainterSortStable( a, b ) {
|
|
|
|
if ( a.object.renderOrder !== b.object.renderOrder ) {
|
|
|
|
return a.object.renderOrder - b.object.renderOrder;
|
|
|
|
} if ( a.z !== b.z ) {
|
|
|
|
return b.z - a.z;
|
|
|
|
} else {
|
|
|
|
return a.id - b.id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Rendering
|
|
|
|
this.render = function ( scene, camera, renderTarget, forceClear ) {
|
|
|
|
if ( camera !== undefined && camera.isCamera !== true ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
|
return;
|
|
|
|
}
|
|
|
|
// reset caching for this frame
|
|
|
|
_currentGeometryProgram = '';
|
|
_currentMaterialId = - 1;
|
|
_currentCamera = null;
|
|
|
|
// update scene graph
|
|
|
|
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
|
|
|
// update camera matrices and frustum
|
|
|
|
if ( camera.parent === null ) camera.updateMatrixWorld();
|
|
|
|
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
_frustum.setFromMatrix( _projScreenMatrix );
|
|
|
|
lights.length = 0;
|
|
|
|
opaqueObjectsLastIndex = - 1;
|
|
transparentObjectsLastIndex = - 1;
|
|
|
|
sprites.length = 0;
|
|
lensFlares.length = 0;
|
|
|
|
_localClippingEnabled = this.localClippingEnabled;
|
|
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
|
|
|
|
projectObject( scene, camera );
|
|
|
|
opaqueObjects.length = opaqueObjectsLastIndex + 1;
|
|
transparentObjects.length = transparentObjectsLastIndex + 1;
|
|
|
|
if ( _this.sortObjects === true ) {
|
|
|
|
opaqueObjects.sort( painterSortStable );
|
|
transparentObjects.sort( reversePainterSortStable );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( _clippingEnabled ) _clipping.beginShadows();
|
|
|
|
setupShadows( lights );
|
|
|
|
shadowMap.render( scene, camera );
|
|
|
|
setupLights( lights, camera );
|
|
|
|
if ( _clippingEnabled ) _clipping.endShadows();
|
|
|
|
//
|
|
|
|
_infoRender.calls = 0;
|
|
_infoRender.vertices = 0;
|
|
_infoRender.faces = 0;
|
|
_infoRender.points = 0;
|
|
|
|
if ( renderTarget === undefined ) {
|
|
|
|
renderTarget = null;
|
|
|
|
}
|
|
|
|
this.setRenderTarget( renderTarget );
|
|
|
|
//
|
|
|
|
var background = scene.background;
|
|
|
|
if ( background === null ) {
|
|
|
|
state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );
|
|
|
|
} else if ( background && background.isColor ) {
|
|
|
|
state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
|
|
forceClear = true;
|
|
|
|
}
|
|
|
|
if ( this.autoClear || forceClear ) {
|
|
|
|
this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
|
|
|
|
}
|
|
|
|
if ( background && background.isCubeTexture ) {
|
|
|
|
if ( backgroundBoxCamera === undefined ) {
|
|
|
|
backgroundBoxCamera = new PerspectiveCamera();
|
|
|
|
backgroundBoxMesh = new Mesh(
|
|
new BoxBufferGeometry( 5, 5, 5 ),
|
|
new ShaderMaterial( {
|
|
uniforms: ShaderLib.cube.uniforms,
|
|
vertexShader: ShaderLib.cube.vertexShader,
|
|
fragmentShader: ShaderLib.cube.fragmentShader,
|
|
side: BackSide,
|
|
depthTest: false,
|
|
depthWrite: false,
|
|
fog: false
|
|
} )
|
|
);
|
|
|
|
}
|
|
|
|
backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );
|
|
|
|
backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
|
|
backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
|
|
|
|
|
|
backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
|
|
backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
|
|
|
|
objects.update( backgroundBoxMesh );
|
|
|
|
_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
|
|
|
|
} else if ( background && background.isTexture ) {
|
|
|
|
if ( backgroundPlaneCamera === undefined ) {
|
|
|
|
backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
|
|
|
backgroundPlaneMesh = new Mesh(
|
|
new PlaneBufferGeometry( 2, 2 ),
|
|
new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
|
|
);
|
|
|
|
}
|
|
|
|
backgroundPlaneMesh.material.map = background;
|
|
|
|
objects.update( backgroundPlaneMesh );
|
|
|
|
_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( scene.overrideMaterial ) {
|
|
|
|
var overrideMaterial = scene.overrideMaterial;
|
|
|
|
renderObjects( opaqueObjects, scene, camera, overrideMaterial );
|
|
renderObjects( transparentObjects, scene, camera, overrideMaterial );
|
|
|
|
} else {
|
|
|
|
// opaque pass (front-to-back order)
|
|
|
|
state.setBlending( NoBlending );
|
|
renderObjects( opaqueObjects, scene, camera );
|
|
|
|
// transparent pass (back-to-front order)
|
|
|
|
renderObjects( transparentObjects, scene, camera );
|
|
|
|
}
|
|
|
|
// custom render plugins (post pass)
|
|
|
|
spritePlugin.render( scene, camera );
|
|
lensFlarePlugin.render( scene, camera, _currentViewport );
|
|
|
|
// Generate mipmap if we're using any kind of mipmap filtering
|
|
|
|
if ( renderTarget ) {
|
|
|
|
textures.updateRenderTargetMipmap( renderTarget );
|
|
|
|
}
|
|
|
|
// Ensure depth buffer writing is enabled so it can be cleared on next render
|
|
|
|
state.setDepthTest( true );
|
|
state.setDepthWrite( true );
|
|
state.setColorWrite( true );
|
|
|
|
// _gl.finish();
|
|
|
|
};
|
|
|
|
function pushRenderItem( object, geometry, material, z, group ) {
|
|
|
|
var array, index;
|
|
|
|
// allocate the next position in the appropriate array
|
|
|
|
if ( material.transparent ) {
|
|
|
|
array = transparentObjects;
|
|
index = ++ transparentObjectsLastIndex;
|
|
|
|
} else {
|
|
|
|
array = opaqueObjects;
|
|
index = ++ opaqueObjectsLastIndex;
|
|
|
|
}
|
|
|
|
// recycle existing render item or grow the array
|
|
|
|
var renderItem = array[ index ];
|
|
|
|
if ( renderItem !== undefined ) {
|
|
|
|
renderItem.id = object.id;
|
|
renderItem.object = object;
|
|
renderItem.geometry = geometry;
|
|
renderItem.material = material;
|
|
renderItem.z = _vector3.z;
|
|
renderItem.group = group;
|
|
|
|
} else {
|
|
|
|
renderItem = {
|
|
id: object.id,
|
|
object: object,
|
|
geometry: geometry,
|
|
material: material,
|
|
z: _vector3.z,
|
|
group: group
|
|
};
|
|
|
|
// assert( index === array.length );
|
|
array.push( renderItem );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// TODO Duplicated code (Frustum)
|
|
|
|
function isObjectViewable( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( geometry.boundingSphere === null )
|
|
geometry.computeBoundingSphere();
|
|
|
|
_sphere.copy( geometry.boundingSphere ).
|
|
applyMatrix4( object.matrixWorld );
|
|
|
|
return isSphereViewable( _sphere );
|
|
|
|
}
|
|
|
|
function isSpriteViewable( sprite ) {
|
|
|
|
_sphere.center.set( 0, 0, 0 );
|
|
_sphere.radius = 0.7071067811865476;
|
|
_sphere.applyMatrix4( sprite.matrixWorld );
|
|
|
|
return isSphereViewable( _sphere );
|
|
|
|
}
|
|
|
|
function isSphereViewable( sphere ) {
|
|
|
|
if ( ! _frustum.intersectsSphere( sphere ) ) return false;
|
|
|
|
var numPlanes = _clipping.numPlanes;
|
|
|
|
if ( numPlanes === 0 ) return true;
|
|
|
|
var planes = _this.clippingPlanes,
|
|
|
|
center = sphere.center,
|
|
negRad = - sphere.radius,
|
|
i = 0;
|
|
|
|
do {
|
|
|
|
// out when deeper than radius in the negative halfspace
|
|
if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
|
|
|
|
} while ( ++ i !== numPlanes );
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
function projectObject( object, camera ) {
|
|
|
|
if ( object.visible === false ) return;
|
|
|
|
var visible = ( object.layers.mask & camera.layers.mask ) !== 0;
|
|
|
|
if ( visible ) {
|
|
|
|
if ( object.isLight ) {
|
|
|
|
lights.push( object );
|
|
|
|
} else if ( object.isSprite ) {
|
|
|
|
if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
|
|
|
|
sprites.push( object );
|
|
|
|
}
|
|
|
|
} else if ( object.isLensFlare ) {
|
|
|
|
lensFlares.push( object );
|
|
|
|
} else if ( object.isImmediateRenderObject ) {
|
|
|
|
if ( _this.sortObjects === true ) {
|
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld );
|
|
_vector3.applyMatrix4( _projScreenMatrix );
|
|
|
|
}
|
|
|
|
pushRenderItem( object, null, object.material, _vector3.z, null );
|
|
|
|
} else if ( object.isMesh || object.isLine || object.isPoints ) {
|
|
|
|
if ( object.isSkinnedMesh ) {
|
|
|
|
object.skeleton.update();
|
|
|
|
}
|
|
|
|
if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
|
|
|
|
var material = object.material;
|
|
|
|
if ( material.visible === true ) {
|
|
|
|
if ( _this.sortObjects === true ) {
|
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld );
|
|
_vector3.applyMatrix4( _projScreenMatrix );
|
|
|
|
}
|
|
|
|
var geometry = objects.update( object );
|
|
|
|
if ( material.isMultiMaterial ) {
|
|
|
|
var groups = geometry.groups;
|
|
var materials = material.materials;
|
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
var groupMaterial = materials[ group.materialIndex ];
|
|
|
|
if ( groupMaterial.visible === true ) {
|
|
|
|
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
pushRenderItem( object, geometry, material, _vector3.z, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
projectObject( children[ i ], camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function renderObjects( renderList, scene, camera, overrideMaterial ) {
|
|
|
|
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
|
|
|
|
var renderItem = renderList[ i ];
|
|
|
|
var object = renderItem.object;
|
|
var geometry = renderItem.geometry;
|
|
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
|
|
var group = renderItem.group;
|
|
|
|
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
|
|
|
|
object.onBeforeRender( _this, scene, camera, geometry, material, group );
|
|
|
|
if ( object.isImmediateRenderObject ) {
|
|
|
|
setMaterial( material );
|
|
|
|
var program = setProgram( camera, scene.fog, material, object );
|
|
|
|
_currentGeometryProgram = '';
|
|
|
|
object.render( function ( object ) {
|
|
|
|
_this.renderBufferImmediate( object, program, material );
|
|
|
|
} );
|
|
|
|
} else {
|
|
|
|
_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
|
|
|
|
}
|
|
|
|
object.onAfterRender( _this, scene, camera, geometry, material, group );
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function initMaterial( material, fog, object ) {
|
|
|
|
var materialProperties = properties.get( material );
|
|
|
|
var parameters = programCache.getParameters(
|
|
material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
|
|
|
|
var code = programCache.getProgramCode( material, parameters );
|
|
|
|
var program = materialProperties.program;
|
|
var programChange = true;
|
|
|
|
if ( program === undefined ) {
|
|
|
|
// new material
|
|
material.addEventListener( 'dispose', onMaterialDispose );
|
|
|
|
} else if ( program.code !== code ) {
|
|
|
|
// changed glsl or parameters
|
|
releaseMaterialProgramReference( material );
|
|
|
|
} else if ( parameters.shaderID !== undefined ) {
|
|
|
|
// same glsl and uniform list
|
|
return;
|
|
|
|
} else {
|
|
|
|
// only rebuild uniform list
|
|
programChange = false;
|
|
|
|
}
|
|
|
|
if ( programChange ) {
|
|
|
|
if ( parameters.shaderID ) {
|
|
|
|
var shader = ShaderLib[ parameters.shaderID ];
|
|
|
|
materialProperties.__webglShader = {
|
|
name: material.type,
|
|
uniforms: UniformsUtils.clone( shader.uniforms ),
|
|
vertexShader: shader.vertexShader,
|
|
fragmentShader: shader.fragmentShader
|
|
};
|
|
|
|
} else {
|
|
|
|
materialProperties.__webglShader = {
|
|
name: material.type,
|
|
uniforms: material.uniforms,
|
|
vertexShader: material.vertexShader,
|
|
fragmentShader: material.fragmentShader
|
|
};
|
|
|
|
}
|
|
|
|
material.__webglShader = materialProperties.__webglShader;
|
|
|
|
program = programCache.acquireProgram( material, parameters, code );
|
|
|
|
materialProperties.program = program;
|
|
material.program = program;
|
|
|
|
}
|
|
|
|
var attributes = program.getAttributes();
|
|
|
|
if ( material.morphTargets ) {
|
|
|
|
material.numSupportedMorphTargets = 0;
|
|
|
|
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
|
|
|
|
if ( attributes[ 'morphTarget' + i ] >= 0 ) {
|
|
|
|
material.numSupportedMorphTargets ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.morphNormals ) {
|
|
|
|
material.numSupportedMorphNormals = 0;
|
|
|
|
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
|
|
|
|
if ( attributes[ 'morphNormal' + i ] >= 0 ) {
|
|
|
|
material.numSupportedMorphNormals ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var uniforms = materialProperties.__webglShader.uniforms;
|
|
|
|
if ( ! material.isShaderMaterial &&
|
|
! material.isRawShaderMaterial ||
|
|
material.clipping === true ) {
|
|
|
|
materialProperties.numClippingPlanes = _clipping.numPlanes;
|
|
materialProperties.numIntersection = _clipping.numIntersection;
|
|
uniforms.clippingPlanes = _clipping.uniform;
|
|
|
|
}
|
|
|
|
materialProperties.fog = fog;
|
|
|
|
// store the light setup it was created for
|
|
|
|
materialProperties.lightsHash = _lights.hash;
|
|
|
|
if ( material.lights ) {
|
|
|
|
// wire up the material to this renderer's lighting state
|
|
|
|
uniforms.ambientLightColor.value = _lights.ambient;
|
|
uniforms.directionalLights.value = _lights.directional;
|
|
uniforms.spotLights.value = _lights.spot;
|
|
uniforms.rectAreaLights.value = _lights.rectArea;
|
|
uniforms.pointLights.value = _lights.point;
|
|
uniforms.hemisphereLights.value = _lights.hemi;
|
|
|
|
uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
|
|
uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
|
|
uniforms.spotShadowMap.value = _lights.spotShadowMap;
|
|
uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
|
|
uniforms.pointShadowMap.value = _lights.pointShadowMap;
|
|
uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
|
|
// TODO (abelnation): add area lights shadow info to uniforms
|
|
|
|
}
|
|
|
|
var progUniforms = materialProperties.program.getUniforms(),
|
|
uniformsList =
|
|
WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
|
|
|
|
materialProperties.uniformsList = uniformsList;
|
|
|
|
}
|
|
|
|
function setMaterial( material ) {
|
|
|
|
material.side === DoubleSide
|
|
? state.disable( _gl.CULL_FACE )
|
|
: state.enable( _gl.CULL_FACE );
|
|
|
|
state.setFlipSided( material.side === BackSide );
|
|
|
|
material.transparent === true
|
|
? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
|
|
: state.setBlending( NoBlending );
|
|
|
|
state.setDepthFunc( material.depthFunc );
|
|
state.setDepthTest( material.depthTest );
|
|
state.setDepthWrite( material.depthWrite );
|
|
state.setColorWrite( material.colorWrite );
|
|
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
|
}
|
|
|
|
function setProgram( camera, fog, material, object ) {
|
|
|
|
_usedTextureUnits = 0;
|
|
|
|
var materialProperties = properties.get( material );
|
|
|
|
if ( _clippingEnabled ) {
|
|
|
|
if ( _localClippingEnabled || camera !== _currentCamera ) {
|
|
|
|
var useCache =
|
|
camera === _currentCamera &&
|
|
material.id === _currentMaterialId;
|
|
|
|
// we might want to call this function with some ClippingGroup
|
|
// object instead of the material, once it becomes feasible
|
|
// (#8465, #8379)
|
|
_clipping.setState(
|
|
material.clippingPlanes, material.clipIntersection, material.clipShadows,
|
|
camera, materialProperties, useCache );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.needsUpdate === false ) {
|
|
|
|
if ( materialProperties.program === undefined ) {
|
|
|
|
material.needsUpdate = true;
|
|
|
|
} else if ( material.fog && materialProperties.fog !== fog ) {
|
|
|
|
material.needsUpdate = true;
|
|
|
|
} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
|
|
|
|
material.needsUpdate = true;
|
|
|
|
} else if ( materialProperties.numClippingPlanes !== undefined &&
|
|
( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
|
|
materialProperties.numIntersection !== _clipping.numIntersection ) ) {
|
|
|
|
material.needsUpdate = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.needsUpdate ) {
|
|
|
|
initMaterial( material, fog, object );
|
|
material.needsUpdate = false;
|
|
|
|
}
|
|
|
|
var refreshProgram = false;
|
|
var refreshMaterial = false;
|
|
var refreshLights = false;
|
|
|
|
var program = materialProperties.program,
|
|
p_uniforms = program.getUniforms(),
|
|
m_uniforms = materialProperties.__webglShader.uniforms;
|
|
|
|
if ( program.id !== _currentProgram ) {
|
|
|
|
_gl.useProgram( program.program );
|
|
_currentProgram = program.id;
|
|
|
|
refreshProgram = true;
|
|
refreshMaterial = true;
|
|
refreshLights = true;
|
|
|
|
}
|
|
|
|
if ( material.id !== _currentMaterialId ) {
|
|
|
|
_currentMaterialId = material.id;
|
|
|
|
refreshMaterial = true;
|
|
|
|
}
|
|
|
|
if ( refreshProgram || camera !== _currentCamera ) {
|
|
|
|
p_uniforms.set( _gl, camera, 'projectionMatrix' );
|
|
|
|
if ( capabilities.logarithmicDepthBuffer ) {
|
|
|
|
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
|
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
|
|
|
}
|
|
|
|
|
|
if ( camera !== _currentCamera ) {
|
|
|
|
_currentCamera = camera;
|
|
|
|
// lighting uniforms depend on the camera so enforce an update
|
|
// now, in case this material supports lights - or later, when
|
|
// the next material that does gets activated:
|
|
|
|
refreshMaterial = true; // set to true on material change
|
|
refreshLights = true; // remains set until update done
|
|
|
|
}
|
|
|
|
// load material specific uniforms
|
|
// (shader material also gets them for the sake of genericity)
|
|
|
|
if ( material.isShaderMaterial ||
|
|
material.isMeshPhongMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.envMap ) {
|
|
|
|
var uCamPos = p_uniforms.map.cameraPosition;
|
|
|
|
if ( uCamPos !== undefined ) {
|
|
|
|
uCamPos.setValue( _gl,
|
|
_vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.isMeshPhongMaterial ||
|
|
material.isMeshLambertMaterial ||
|
|
material.isMeshBasicMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.isShaderMaterial ||
|
|
material.skinning ) {
|
|
|
|
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
|
|
|
|
}
|
|
|
|
p_uniforms.set( _gl, _this, 'toneMappingExposure' );
|
|
p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
|
|
|
|
}
|
|
|
|
// skinning uniforms must be set even if material didn't change
|
|
// auto-setting of texture unit for bone texture must go before other textures
|
|
// not sure why, but otherwise weird things happen
|
|
|
|
if ( material.skinning ) {
|
|
|
|
p_uniforms.setOptional( _gl, object, 'bindMatrix' );
|
|
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
|
|
|
|
var skeleton = object.skeleton;
|
|
|
|
if ( skeleton ) {
|
|
|
|
if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {
|
|
|
|
p_uniforms.set( _gl, skeleton, 'boneTexture' );
|
|
p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
|
|
p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );
|
|
|
|
} else {
|
|
|
|
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( refreshMaterial ) {
|
|
|
|
if ( material.lights ) {
|
|
|
|
// the current material requires lighting info
|
|
|
|
// note: all lighting uniforms are always set correctly
|
|
// they simply reference the renderer's state for their
|
|
// values
|
|
//
|
|
// use the current material's .needsUpdate flags to set
|
|
// the GL state when required
|
|
|
|
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
|
|
|
|
}
|
|
|
|
// refresh uniforms common to several materials
|
|
|
|
if ( fog && material.fog ) {
|
|
|
|
refreshUniformsFog( m_uniforms, fog );
|
|
|
|
}
|
|
|
|
if ( material.isMeshBasicMaterial ||
|
|
material.isMeshLambertMaterial ||
|
|
material.isMeshPhongMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.isMeshNormalMaterial ||
|
|
material.isMeshDepthMaterial ) {
|
|
|
|
refreshUniformsCommon( m_uniforms, material );
|
|
|
|
}
|
|
|
|
// refresh single material specific uniforms
|
|
|
|
if ( material.isLineBasicMaterial ) {
|
|
|
|
refreshUniformsLine( m_uniforms, material );
|
|
|
|
} else if ( material.isLineDashedMaterial ) {
|
|
|
|
refreshUniformsLine( m_uniforms, material );
|
|
refreshUniformsDash( m_uniforms, material );
|
|
|
|
} else if ( material.isPointsMaterial ) {
|
|
|
|
refreshUniformsPoints( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshLambertMaterial ) {
|
|
|
|
refreshUniformsLambert( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshToonMaterial ) {
|
|
|
|
refreshUniformsToon( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshPhongMaterial ) {
|
|
|
|
refreshUniformsPhong( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshPhysicalMaterial ) {
|
|
|
|
refreshUniformsPhysical( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshStandardMaterial ) {
|
|
|
|
refreshUniformsStandard( m_uniforms, material );
|
|
|
|
} else if ( material.isMeshDepthMaterial ) {
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
m_uniforms.displacementMap.value = material.displacementMap;
|
|
m_uniforms.displacementScale.value = material.displacementScale;
|
|
m_uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
} else if ( material.isMeshNormalMaterial ) {
|
|
|
|
refreshUniformsNormal( m_uniforms, material );
|
|
|
|
}
|
|
|
|
// RectAreaLight Texture
|
|
// TODO (mrdoob): Find a nicer implementation
|
|
|
|
if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
|
|
if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;
|
|
|
|
WebGLUniforms.upload(
|
|
_gl, materialProperties.uniformsList, m_uniforms, _this );
|
|
|
|
}
|
|
|
|
|
|
// common matrices
|
|
|
|
p_uniforms.set( _gl, object, 'modelViewMatrix' );
|
|
p_uniforms.set( _gl, object, 'normalMatrix' );
|
|
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
// Uniforms (refresh uniforms objects)
|
|
|
|
function refreshUniformsCommon( uniforms, material ) {
|
|
|
|
uniforms.opacity.value = material.opacity;
|
|
|
|
uniforms.diffuse.value = material.color;
|
|
|
|
if ( material.emissive ) {
|
|
|
|
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
|
|
|
|
}
|
|
|
|
uniforms.map.value = material.map;
|
|
uniforms.specularMap.value = material.specularMap;
|
|
uniforms.alphaMap.value = material.alphaMap;
|
|
|
|
if ( material.lightMap ) {
|
|
|
|
uniforms.lightMap.value = material.lightMap;
|
|
uniforms.lightMapIntensity.value = material.lightMapIntensity;
|
|
|
|
}
|
|
|
|
if ( material.aoMap ) {
|
|
|
|
uniforms.aoMap.value = material.aoMap;
|
|
uniforms.aoMapIntensity.value = material.aoMapIntensity;
|
|
|
|
}
|
|
|
|
// uv repeat and offset setting priorities
|
|
// 1. color map
|
|
// 2. specular map
|
|
// 3. normal map
|
|
// 4. bump map
|
|
// 5. alpha map
|
|
// 6. emissive map
|
|
|
|
var uvScaleMap;
|
|
|
|
if ( material.map ) {
|
|
|
|
uvScaleMap = material.map;
|
|
|
|
} else if ( material.specularMap ) {
|
|
|
|
uvScaleMap = material.specularMap;
|
|
|
|
} else if ( material.displacementMap ) {
|
|
|
|
uvScaleMap = material.displacementMap;
|
|
|
|
} else if ( material.normalMap ) {
|
|
|
|
uvScaleMap = material.normalMap;
|
|
|
|
} else if ( material.bumpMap ) {
|
|
|
|
uvScaleMap = material.bumpMap;
|
|
|
|
} else if ( material.roughnessMap ) {
|
|
|
|
uvScaleMap = material.roughnessMap;
|
|
|
|
} else if ( material.metalnessMap ) {
|
|
|
|
uvScaleMap = material.metalnessMap;
|
|
|
|
} else if ( material.alphaMap ) {
|
|
|
|
uvScaleMap = material.alphaMap;
|
|
|
|
} else if ( material.emissiveMap ) {
|
|
|
|
uvScaleMap = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( uvScaleMap !== undefined ) {
|
|
|
|
// backwards compatibility
|
|
if ( uvScaleMap.isWebGLRenderTarget ) {
|
|
|
|
uvScaleMap = uvScaleMap.texture;
|
|
|
|
}
|
|
|
|
var offset = uvScaleMap.offset;
|
|
var repeat = uvScaleMap.repeat;
|
|
|
|
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
|
|
|
}
|
|
|
|
uniforms.envMap.value = material.envMap;
|
|
|
|
// don't flip CubeTexture envMaps, flip everything else:
|
|
// WebGLRenderTargetCube will be flipped for backwards compatibility
|
|
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
|
|
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
|
|
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
|
|
|
|
uniforms.reflectivity.value = material.reflectivity;
|
|
uniforms.refractionRatio.value = material.refractionRatio;
|
|
|
|
}
|
|
|
|
function refreshUniformsLine( uniforms, material ) {
|
|
|
|
uniforms.diffuse.value = material.color;
|
|
uniforms.opacity.value = material.opacity;
|
|
|
|
}
|
|
|
|
function refreshUniformsDash( uniforms, material ) {
|
|
|
|
uniforms.dashSize.value = material.dashSize;
|
|
uniforms.totalSize.value = material.dashSize + material.gapSize;
|
|
uniforms.scale.value = material.scale;
|
|
|
|
}
|
|
|
|
function refreshUniformsPoints( uniforms, material ) {
|
|
|
|
uniforms.diffuse.value = material.color;
|
|
uniforms.opacity.value = material.opacity;
|
|
uniforms.size.value = material.size * _pixelRatio;
|
|
uniforms.scale.value = _height * 0.5;
|
|
|
|
uniforms.map.value = material.map;
|
|
|
|
if ( material.map !== null ) {
|
|
|
|
var offset = material.map.offset;
|
|
var repeat = material.map.repeat;
|
|
|
|
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsFog( uniforms, fog ) {
|
|
|
|
uniforms.fogColor.value = fog.color;
|
|
|
|
if ( fog.isFog ) {
|
|
|
|
uniforms.fogNear.value = fog.near;
|
|
uniforms.fogFar.value = fog.far;
|
|
|
|
} else if ( fog.isFogExp2 ) {
|
|
|
|
uniforms.fogDensity.value = fog.density;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsLambert( uniforms, material ) {
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsPhong( uniforms, material ) {
|
|
|
|
uniforms.specular.value = material.specular;
|
|
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsToon( uniforms, material ) {
|
|
|
|
refreshUniformsPhong( uniforms, material );
|
|
|
|
if ( material.gradientMap ) {
|
|
|
|
uniforms.gradientMap.value = material.gradientMap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsStandard( uniforms, material ) {
|
|
|
|
uniforms.roughness.value = material.roughness;
|
|
uniforms.metalness.value = material.metalness;
|
|
|
|
if ( material.roughnessMap ) {
|
|
|
|
uniforms.roughnessMap.value = material.roughnessMap;
|
|
|
|
}
|
|
|
|
if ( material.metalnessMap ) {
|
|
|
|
uniforms.metalnessMap.value = material.metalnessMap;
|
|
|
|
}
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
if ( material.envMap ) {
|
|
|
|
//uniforms.envMap.value = material.envMap; // part of uniforms common
|
|
uniforms.envMapIntensity.value = material.envMapIntensity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsPhysical( uniforms, material ) {
|
|
|
|
uniforms.clearCoat.value = material.clearCoat;
|
|
uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
|
|
|
|
refreshUniformsStandard( uniforms, material );
|
|
|
|
}
|
|
|
|
function refreshUniformsNormal( uniforms, material ) {
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
|
|
|
|
function markUniformsLightsNeedsUpdate( uniforms, value ) {
|
|
|
|
uniforms.ambientLightColor.needsUpdate = value;
|
|
|
|
uniforms.directionalLights.needsUpdate = value;
|
|
uniforms.pointLights.needsUpdate = value;
|
|
uniforms.spotLights.needsUpdate = value;
|
|
uniforms.rectAreaLights.needsUpdate = value;
|
|
uniforms.hemisphereLights.needsUpdate = value;
|
|
|
|
}
|
|
|
|
// Lighting
|
|
|
|
function setupShadows( lights ) {
|
|
|
|
var lightShadowsLength = 0;
|
|
|
|
for ( var i = 0, l = lights.length; i < l; i ++ ) {
|
|
|
|
var light = lights[ i ];
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
_lights.shadows[ lightShadowsLength ++ ] = light;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_lights.shadows.length = lightShadowsLength;
|
|
|
|
}
|
|
|
|
function setupLights( lights, camera ) {
|
|
|
|
var l, ll, light,
|
|
r = 0, g = 0, b = 0,
|
|
color,
|
|
intensity,
|
|
distance,
|
|
shadowMap,
|
|
|
|
viewMatrix = camera.matrixWorldInverse,
|
|
|
|
directionalLength = 0,
|
|
pointLength = 0,
|
|
spotLength = 0,
|
|
rectAreaLength = 0,
|
|
hemiLength = 0;
|
|
|
|
for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
|
|
|
light = lights[ l ];
|
|
|
|
color = light.color;
|
|
intensity = light.intensity;
|
|
distance = light.distance;
|
|
|
|
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
|
|
|
|
if ( light.isAmbientLight ) {
|
|
|
|
r += color.r * intensity;
|
|
g += color.g * intensity;
|
|
b += color.b * intensity;
|
|
|
|
} else if ( light.isDirectionalLight ) {
|
|
|
|
var uniforms = lightCache.get( light );
|
|
|
|
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
|
uniforms.direction.sub( _vector3 );
|
|
uniforms.direction.transformDirection( viewMatrix );
|
|
|
|
uniforms.shadow = light.castShadow;
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
uniforms.shadowBias = light.shadow.bias;
|
|
uniforms.shadowRadius = light.shadow.radius;
|
|
uniforms.shadowMapSize = light.shadow.mapSize;
|
|
|
|
}
|
|
|
|
_lights.directionalShadowMap[ directionalLength ] = shadowMap;
|
|
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
|
|
_lights.directional[ directionalLength ++ ] = uniforms;
|
|
|
|
} else if ( light.isSpotLight ) {
|
|
|
|
var uniforms = lightCache.get( light );
|
|
|
|
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms.position.applyMatrix4( viewMatrix );
|
|
|
|
uniforms.color.copy( color ).multiplyScalar( intensity );
|
|
uniforms.distance = distance;
|
|
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
|
uniforms.direction.sub( _vector3 );
|
|
uniforms.direction.transformDirection( viewMatrix );
|
|
|
|
uniforms.coneCos = Math.cos( light.angle );
|
|
uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
|
|
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
|
|
|
|
uniforms.shadow = light.castShadow;
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
uniforms.shadowBias = light.shadow.bias;
|
|
uniforms.shadowRadius = light.shadow.radius;
|
|
uniforms.shadowMapSize = light.shadow.mapSize;
|
|
|
|
}
|
|
|
|
_lights.spotShadowMap[ spotLength ] = shadowMap;
|
|
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
|
|
_lights.spot[ spotLength ++ ] = uniforms;
|
|
|
|
} else if ( light.isRectAreaLight ) {
|
|
|
|
var uniforms = lightCache.get( light );
|
|
|
|
// (a) intensity controls irradiance of entire light
|
|
uniforms.color
|
|
.copy( color )
|
|
.multiplyScalar( intensity / ( light.width * light.height ) );
|
|
|
|
// (b) intensity controls the radiance per light area
|
|
// uniforms.color.copy( color ).multiplyScalar( intensity );
|
|
|
|
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms.position.applyMatrix4( viewMatrix );
|
|
|
|
// extract local rotation of light to derive width/height half vectors
|
|
_matrix42.identity();
|
|
_matrix4.copy( light.matrixWorld );
|
|
_matrix4.premultiply( viewMatrix );
|
|
_matrix42.extractRotation( _matrix4 );
|
|
|
|
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
|
|
uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
|
|
|
|
uniforms.halfWidth.applyMatrix4( _matrix42 );
|
|
uniforms.halfHeight.applyMatrix4( _matrix42 );
|
|
|
|
// TODO (abelnation): RectAreaLight distance?
|
|
// uniforms.distance = distance;
|
|
|
|
_lights.rectArea[ rectAreaLength ++ ] = uniforms;
|
|
|
|
} else if ( light.isPointLight ) {
|
|
|
|
var uniforms = lightCache.get( light );
|
|
|
|
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms.position.applyMatrix4( viewMatrix );
|
|
|
|
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
|
|
uniforms.distance = light.distance;
|
|
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
|
|
|
|
uniforms.shadow = light.castShadow;
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
uniforms.shadowBias = light.shadow.bias;
|
|
uniforms.shadowRadius = light.shadow.radius;
|
|
uniforms.shadowMapSize = light.shadow.mapSize;
|
|
|
|
}
|
|
|
|
_lights.pointShadowMap[ pointLength ] = shadowMap;
|
|
|
|
if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {
|
|
|
|
_lights.pointShadowMatrix[ pointLength ] = new Matrix4();
|
|
|
|
}
|
|
|
|
// for point lights we set the shadow matrix to be a translation-only matrix
|
|
// equal to inverse of the light's position
|
|
_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
|
|
_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );
|
|
|
|
_lights.point[ pointLength ++ ] = uniforms;
|
|
|
|
} else if ( light.isHemisphereLight ) {
|
|
|
|
var uniforms = lightCache.get( light );
|
|
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms.direction.transformDirection( viewMatrix );
|
|
uniforms.direction.normalize();
|
|
|
|
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
|
|
uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
|
|
|
|
_lights.hemi[ hemiLength ++ ] = uniforms;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_lights.ambient[ 0 ] = r;
|
|
_lights.ambient[ 1 ] = g;
|
|
_lights.ambient[ 2 ] = b;
|
|
|
|
_lights.directional.length = directionalLength;
|
|
_lights.spot.length = spotLength;
|
|
_lights.rectArea.length = rectAreaLength;
|
|
_lights.point.length = pointLength;
|
|
_lights.hemi.length = hemiLength;
|
|
|
|
// TODO (sam-g-steel) why aren't we using join
|
|
_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
|
|
|
|
}
|
|
|
|
// GL state setting
|
|
|
|
this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
|
|
|
|
state.setCullFace( cullFace );
|
|
state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
|
|
|
|
};
|
|
|
|
// Textures
|
|
|
|
function allocTextureUnit() {
|
|
|
|
var textureUnit = _usedTextureUnits;
|
|
|
|
if ( textureUnit >= capabilities.maxTextures ) {
|
|
|
|
console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
|
|
|
|
}
|
|
|
|
_usedTextureUnits += 1;
|
|
|
|
return textureUnit;
|
|
|
|
}
|
|
|
|
this.allocTextureUnit = allocTextureUnit;
|
|
|
|
// this.setTexture2D = setTexture2D;
|
|
this.setTexture2D = ( function() {
|
|
|
|
var warned = false;
|
|
|
|
// backwards compatibility: peel texture.texture
|
|
return function setTexture2D( texture, slot ) {
|
|
|
|
if ( texture && texture.isWebGLRenderTarget ) {
|
|
|
|
if ( ! warned ) {
|
|
|
|
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
|
|
warned = true;
|
|
|
|
}
|
|
|
|
texture = texture.texture;
|
|
|
|
}
|
|
|
|
textures.setTexture2D( texture, slot );
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
this.setTexture = ( function() {
|
|
|
|
var warned = false;
|
|
|
|
return function setTexture( texture, slot ) {
|
|
|
|
if ( ! warned ) {
|
|
|
|
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
|
|
warned = true;
|
|
|
|
}
|
|
|
|
textures.setTexture2D( texture, slot );
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
this.setTextureCube = ( function() {
|
|
|
|
var warned = false;
|
|
|
|
return function setTextureCube( texture, slot ) {
|
|
|
|
// backwards compatibility: peel texture.texture
|
|
if ( texture && texture.isWebGLRenderTargetCube ) {
|
|
|
|
if ( ! warned ) {
|
|
|
|
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
|
|
warned = true;
|
|
|
|
}
|
|
|
|
texture = texture.texture;
|
|
|
|
}
|
|
|
|
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
|
|
// TODO: unify these code paths
|
|
if ( ( texture && texture.isCubeTexture ) ||
|
|
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
|
|
|
|
// CompressedTexture can have Array in image :/
|
|
|
|
// this function alone should take care of cube textures
|
|
textures.setTextureCube( texture, slot );
|
|
|
|
} else {
|
|
|
|
// assumed: texture property of THREE.WebGLRenderTargetCube
|
|
|
|
textures.setTextureCubeDynamic( texture, slot );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
this.getCurrentRenderTarget = function() {
|
|
|
|
return _currentRenderTarget;
|
|
|
|
};
|
|
|
|
this.setRenderTarget = function ( renderTarget ) {
|
|
|
|
_currentRenderTarget = renderTarget;
|
|
|
|
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
|
|
|
|
textures.setupRenderTarget( renderTarget );
|
|
|
|
}
|
|
|
|
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
|
|
var framebuffer;
|
|
|
|
if ( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
|
|
if ( isCube ) {
|
|
|
|
framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
|
|
|
|
} else {
|
|
|
|
framebuffer = renderTargetProperties.__webglFramebuffer;
|
|
|
|
}
|
|
|
|
_currentScissor.copy( renderTarget.scissor );
|
|
_currentScissorTest = renderTarget.scissorTest;
|
|
|
|
_currentViewport.copy( renderTarget.viewport );
|
|
|
|
} else {
|
|
|
|
framebuffer = null;
|
|
|
|
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
|
|
_currentScissorTest = _scissorTest;
|
|
|
|
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
|
|
|
|
}
|
|
|
|
if ( _currentFramebuffer !== framebuffer ) {
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
|
_currentFramebuffer = framebuffer;
|
|
|
|
}
|
|
|
|
state.scissor( _currentScissor );
|
|
state.setScissorTest( _currentScissorTest );
|
|
|
|
state.viewport( _currentViewport );
|
|
|
|
if ( isCube ) {
|
|
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
|
|
|
|
if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
|
|
return;
|
|
|
|
}
|
|
|
|
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
|
|
|
if ( framebuffer ) {
|
|
|
|
var restore = false;
|
|
|
|
if ( framebuffer !== _currentFramebuffer ) {
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
|
|
|
restore = true;
|
|
|
|
}
|
|
|
|
try {
|
|
|
|
var texture = renderTarget.texture;
|
|
var textureFormat = texture.format;
|
|
var textureType = texture.type;
|
|
|
|
if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
|
|
! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
|
|
! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
|
|
|
|
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
|
|
|
|
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
|
|
|
|
_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
|
|
|
|
}
|
|
|
|
} finally {
|
|
|
|
if ( restore ) {
|
|
|
|
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Map three.js constants to WebGL constants
|
|
|
|
function paramThreeToGL( p ) {
|
|
|
|
var extension;
|
|
|
|
if ( p === RepeatWrapping ) return _gl.REPEAT;
|
|
if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
|
|
if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
|
|
|
|
if ( p === NearestFilter ) return _gl.NEAREST;
|
|
if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
|
|
if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
|
|
|
|
if ( p === LinearFilter ) return _gl.LINEAR;
|
|
if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
|
|
if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
|
|
|
|
if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
|
|
if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
|
|
if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
|
|
if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
|
|
|
|
if ( p === ByteType ) return _gl.BYTE;
|
|
if ( p === ShortType ) return _gl.SHORT;
|
|
if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
|
|
if ( p === IntType ) return _gl.INT;
|
|
if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
|
|
if ( p === FloatType ) return _gl.FLOAT;
|
|
|
|
if ( p === HalfFloatType ) {
|
|
|
|
extension = extensions.get( 'OES_texture_half_float' );
|
|
|
|
if ( extension !== null ) return extension.HALF_FLOAT_OES;
|
|
|
|
}
|
|
|
|
if ( p === AlphaFormat ) return _gl.ALPHA;
|
|
if ( p === RGBFormat ) return _gl.RGB;
|
|
if ( p === RGBAFormat ) return _gl.RGBA;
|
|
if ( p === LuminanceFormat ) return _gl.LUMINANCE;
|
|
if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
|
|
if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
|
|
if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
|
|
|
|
if ( p === AddEquation ) return _gl.FUNC_ADD;
|
|
if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
|
|
if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
|
|
|
|
if ( p === ZeroFactor ) return _gl.ZERO;
|
|
if ( p === OneFactor ) return _gl.ONE;
|
|
if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
|
|
if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
|
|
if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
|
|
if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
|
|
if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
|
|
if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
|
|
|
|
if ( p === DstColorFactor ) return _gl.DST_COLOR;
|
|
if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
|
|
if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
|
|
|
|
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
|
|
p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
|
|
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
|
|
p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
|
if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
|
if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
|
if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGB_ETC1_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
|
|
|
|
if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
|
|
|
|
}
|
|
|
|
if ( p === MinEquation || p === MaxEquation ) {
|
|
|
|
extension = extensions.get( 'EXT_blend_minmax' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === MinEquation ) return extension.MIN_EXT;
|
|
if ( p === MaxEquation ) return extension.MAX_EXT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === UnsignedInt248Type ) {
|
|
|
|
extension = extensions.get( 'WEBGL_depth_texture' );
|
|
|
|
if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function FogExp2 ( color, density ) {
|
|
|
|
this.name = '';
|
|
|
|
this.color = new Color( color );
|
|
this.density = ( density !== undefined ) ? density : 0.00025;
|
|
|
|
}
|
|
|
|
FogExp2.prototype.isFogExp2 = true;
|
|
|
|
FogExp2.prototype.clone = function () {
|
|
|
|
return new FogExp2( this.color.getHex(), this.density );
|
|
|
|
};
|
|
|
|
FogExp2.prototype.toJSON = function ( meta ) {
|
|
|
|
return {
|
|
type: 'FogExp2',
|
|
color: this.color.getHex(),
|
|
density: this.density
|
|
};
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Fog ( color, near, far ) {
|
|
|
|
this.name = '';
|
|
|
|
this.color = new Color( color );
|
|
|
|
this.near = ( near !== undefined ) ? near : 1;
|
|
this.far = ( far !== undefined ) ? far : 1000;
|
|
|
|
}
|
|
|
|
Fog.prototype.isFog = true;
|
|
|
|
Fog.prototype.clone = function () {
|
|
|
|
return new Fog( this.color.getHex(), this.near, this.far );
|
|
|
|
};
|
|
|
|
Fog.prototype.toJSON = function ( meta ) {
|
|
|
|
return {
|
|
type: 'Fog',
|
|
color: this.color.getHex(),
|
|
near: this.near,
|
|
far: this.far
|
|
};
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Scene () {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Scene';
|
|
|
|
this.background = null;
|
|
this.fog = null;
|
|
this.overrideMaterial = null;
|
|
|
|
this.autoUpdate = true; // checked by the renderer
|
|
|
|
}
|
|
|
|
Scene.prototype = Object.create( Object3D.prototype );
|
|
|
|
Scene.prototype.constructor = Scene;
|
|
|
|
Scene.prototype.copy = function ( source, recursive ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, recursive );
|
|
|
|
if ( source.background !== null ) this.background = source.background.clone();
|
|
if ( source.fog !== null ) this.fog = source.fog.clone();
|
|
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
|
|
|
|
this.autoUpdate = source.autoUpdate;
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Scene.prototype.toJSON = function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
|
|
if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function LensFlare( texture, size, distance, blending, color ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.lensFlares = [];
|
|
|
|
this.positionScreen = new Vector3();
|
|
this.customUpdateCallback = undefined;
|
|
|
|
if ( texture !== undefined ) {
|
|
|
|
this.add( texture, size, distance, blending, color );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: LensFlare,
|
|
|
|
isLensFlare: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.positionScreen.copy( source.positionScreen );
|
|
this.customUpdateCallback = source.customUpdateCallback;
|
|
|
|
for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
|
|
|
|
this.lensFlares.push( source.lensFlares[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
add: function ( texture, size, distance, blending, color, opacity ) {
|
|
|
|
if ( size === undefined ) size = - 1;
|
|
if ( distance === undefined ) distance = 0;
|
|
if ( opacity === undefined ) opacity = 1;
|
|
if ( color === undefined ) color = new Color( 0xffffff );
|
|
if ( blending === undefined ) blending = NormalBlending;
|
|
|
|
distance = Math.min( distance, Math.max( 0, distance ) );
|
|
|
|
this.lensFlares.push( {
|
|
texture: texture, // THREE.Texture
|
|
size: size, // size in pixels (-1 = use texture.width)
|
|
distance: distance, // distance (0-1) from light source (0=at light source)
|
|
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
|
|
scale: 1, // scale
|
|
rotation: 0, // rotation
|
|
opacity: opacity, // opacity
|
|
color: color, // color
|
|
blending: blending // blending
|
|
} );
|
|
|
|
},
|
|
|
|
/*
|
|
* Update lens flares update positions on all flares based on the screen position
|
|
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
|
|
*/
|
|
|
|
updateLensFlares: function () {
|
|
|
|
var f, fl = this.lensFlares.length;
|
|
var flare;
|
|
var vecX = - this.positionScreen.x * 2;
|
|
var vecY = - this.positionScreen.y * 2;
|
|
|
|
for ( f = 0; f < fl; f ++ ) {
|
|
|
|
flare = this.lensFlares[ f ];
|
|
|
|
flare.x = this.positionScreen.x + vecX * flare.distance;
|
|
flare.y = this.positionScreen.y + vecY * flare.distance;
|
|
|
|
flare.wantedRotation = flare.x * Math.PI * 0.25;
|
|
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* uvOffset: new THREE.Vector2(),
|
|
* uvScale: new THREE.Vector2()
|
|
* }
|
|
*/
|
|
|
|
function SpriteMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'SpriteMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
this.map = null;
|
|
|
|
this.rotation = 0;
|
|
|
|
this.fog = false;
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
SpriteMaterial.prototype = Object.create( Material.prototype );
|
|
SpriteMaterial.prototype.constructor = SpriteMaterial;
|
|
|
|
SpriteMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
this.map = source.map;
|
|
|
|
this.rotation = source.rotation;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Sprite( material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Sprite';
|
|
|
|
this.material = ( material !== undefined ) ? material : new SpriteMaterial();
|
|
|
|
}
|
|
|
|
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Sprite,
|
|
|
|
isSprite: true,
|
|
|
|
raycast: ( function () {
|
|
|
|
var matrixPosition = new Vector3();
|
|
|
|
return function raycast( raycaster, intersects ) {
|
|
|
|
matrixPosition.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
|
|
var guessSizeSq = this.scale.x * this.scale.y / 4;
|
|
|
|
if ( distanceSq > guessSizeSq ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
intersects.push( {
|
|
|
|
distance: Math.sqrt( distanceSq ),
|
|
point: this.position,
|
|
face: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
};
|
|
|
|
}() ),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.material ).copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function LOD() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'LOD';
|
|
|
|
Object.defineProperties( this, {
|
|
levels: {
|
|
enumerable: true,
|
|
value: []
|
|
}
|
|
} );
|
|
|
|
}
|
|
|
|
|
|
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: LOD,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, false );
|
|
|
|
var levels = source.levels;
|
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
|
|
|
var level = levels[ i ];
|
|
|
|
this.addLevel( level.object.clone(), level.distance );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addLevel: function ( object, distance ) {
|
|
|
|
if ( distance === undefined ) distance = 0;
|
|
|
|
distance = Math.abs( distance );
|
|
|
|
var levels = this.levels;
|
|
|
|
for ( var l = 0; l < levels.length; l ++ ) {
|
|
|
|
if ( distance < levels[ l ].distance ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
levels.splice( l, 0, { distance: distance, object: object } );
|
|
|
|
this.add( object );
|
|
|
|
},
|
|
|
|
getObjectForDistance: function ( distance ) {
|
|
|
|
var levels = this.levels;
|
|
|
|
for ( var i = 1, l = levels.length; i < l; i ++ ) {
|
|
|
|
if ( distance < levels[ i ].distance ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return levels[ i - 1 ].object;
|
|
|
|
},
|
|
|
|
raycast: ( function () {
|
|
|
|
var matrixPosition = new Vector3();
|
|
|
|
return function raycast( raycaster, intersects ) {
|
|
|
|
matrixPosition.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
|
|
|
|
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
|
|
|
|
};
|
|
|
|
}() ),
|
|
|
|
update: function () {
|
|
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
|
|
return function update( camera ) {
|
|
|
|
var levels = this.levels;
|
|
|
|
if ( levels.length > 1 ) {
|
|
|
|
v1.setFromMatrixPosition( camera.matrixWorld );
|
|
v2.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
var distance = v1.distanceTo( v2 );
|
|
|
|
levels[ 0 ].object.visible = true;
|
|
|
|
for ( var i = 1, l = levels.length; i < l; i ++ ) {
|
|
|
|
if ( distance >= levels[ i ].distance ) {
|
|
|
|
levels[ i - 1 ].object.visible = false;
|
|
levels[ i ].object.visible = true;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( ; i < l; i ++ ) {
|
|
|
|
levels[ i ].object.visible = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.levels = [];
|
|
|
|
var levels = this.levels;
|
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
|
|
|
var level = levels[ i ];
|
|
|
|
data.object.levels.push( {
|
|
object: level.object.uuid,
|
|
distance: level.distance
|
|
} );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author michael guerrero / http://realitymeltdown.com
|
|
* @author ikerr / http://verold.com
|
|
*/
|
|
|
|
function Skeleton( bones, boneInverses, useVertexTexture ) {
|
|
|
|
this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
|
|
|
|
this.identityMatrix = new Matrix4();
|
|
|
|
// copy the bone array
|
|
|
|
bones = bones || [];
|
|
|
|
this.bones = bones.slice( 0 );
|
|
|
|
// create a bone texture or an array of floats
|
|
|
|
if ( this.useVertexTexture ) {
|
|
|
|
// layout (1 matrix = 4 pixels)
|
|
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
|
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
|
|
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
|
|
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
|
|
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
|
|
|
|
|
|
var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
|
|
size = _Math.nextPowerOfTwo( Math.ceil( size ) );
|
|
size = Math.max( size, 4 );
|
|
|
|
this.boneTextureWidth = size;
|
|
this.boneTextureHeight = size;
|
|
|
|
this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
|
|
this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType );
|
|
|
|
} else {
|
|
|
|
this.boneMatrices = new Float32Array( 16 * this.bones.length );
|
|
|
|
}
|
|
|
|
// use the supplied bone inverses or calculate the inverses
|
|
|
|
if ( boneInverses === undefined ) {
|
|
|
|
this.calculateInverses();
|
|
|
|
} else {
|
|
|
|
if ( this.bones.length === boneInverses.length ) {
|
|
|
|
this.boneInverses = boneInverses.slice( 0 );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
|
|
|
|
this.boneInverses = [];
|
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
|
this.boneInverses.push( new Matrix4() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Object.assign( Skeleton.prototype, {
|
|
|
|
calculateInverses: function () {
|
|
|
|
this.boneInverses = [];
|
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
|
var inverse = new Matrix4();
|
|
|
|
if ( this.bones[ b ] ) {
|
|
|
|
inverse.getInverse( this.bones[ b ].matrixWorld );
|
|
|
|
}
|
|
|
|
this.boneInverses.push( inverse );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
pose: function () {
|
|
|
|
var bone;
|
|
|
|
// recover the bind-time world matrices
|
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
|
bone = this.bones[ b ];
|
|
|
|
if ( bone ) {
|
|
|
|
bone.matrixWorld.getInverse( this.boneInverses[ b ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// compute the local matrices, positions, rotations and scales
|
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
|
bone = this.bones[ b ];
|
|
|
|
if ( bone ) {
|
|
|
|
if ( bone.parent && bone.parent.isBone ) {
|
|
|
|
bone.matrix.getInverse( bone.parent.matrixWorld );
|
|
bone.matrix.multiply( bone.matrixWorld );
|
|
|
|
} else {
|
|
|
|
bone.matrix.copy( bone.matrixWorld );
|
|
|
|
}
|
|
|
|
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
update: ( function () {
|
|
|
|
var offsetMatrix = new Matrix4();
|
|
|
|
return function update() {
|
|
|
|
// flatten bone matrices to array
|
|
|
|
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
|
// compute the offset between the current and the original transform
|
|
|
|
var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
|
|
|
|
offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
|
|
offsetMatrix.toArray( this.boneMatrices, b * 16 );
|
|
|
|
}
|
|
|
|
if ( this.useVertexTexture ) {
|
|
|
|
this.boneTexture.needsUpdate = true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
} )(),
|
|
|
|
clone: function () {
|
|
|
|
return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author ikerr / http://verold.com
|
|
*/
|
|
|
|
function Bone() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Bone';
|
|
|
|
}
|
|
|
|
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Bone,
|
|
|
|
isBone: true
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mikael emtinger / http://gomo.se/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author ikerr / http://verold.com
|
|
*/
|
|
|
|
function SkinnedMesh( geometry, material, useVertexTexture ) {
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.type = 'SkinnedMesh';
|
|
|
|
this.bindMode = "attached";
|
|
this.bindMatrix = new Matrix4();
|
|
this.bindMatrixInverse = new Matrix4();
|
|
|
|
// init bones
|
|
|
|
// TODO: remove bone creation as there is no reason (other than
|
|
// convenience) for THREE.SkinnedMesh to do this.
|
|
|
|
var bones = [];
|
|
|
|
if ( this.geometry && this.geometry.bones !== undefined ) {
|
|
|
|
var bone, gbone;
|
|
|
|
for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
|
|
|
|
gbone = this.geometry.bones[ b ];
|
|
|
|
bone = new Bone();
|
|
bones.push( bone );
|
|
|
|
bone.name = gbone.name;
|
|
bone.position.fromArray( gbone.pos );
|
|
bone.quaternion.fromArray( gbone.rotq );
|
|
if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
|
|
|
|
}
|
|
|
|
for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
|
|
|
|
gbone = this.geometry.bones[ b ];
|
|
|
|
if ( gbone.parent !== - 1 && gbone.parent !== null &&
|
|
bones[ gbone.parent ] !== undefined ) {
|
|
|
|
bones[ gbone.parent ].add( bones[ b ] );
|
|
|
|
} else {
|
|
|
|
this.add( bones[ b ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.normalizeSkinWeights();
|
|
|
|
this.updateMatrixWorld( true );
|
|
this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
|
|
|
|
}
|
|
|
|
|
|
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
|
|
|
constructor: SkinnedMesh,
|
|
|
|
isSkinnedMesh: true,
|
|
|
|
bind: function( skeleton, bindMatrix ) {
|
|
|
|
this.skeleton = skeleton;
|
|
|
|
if ( bindMatrix === undefined ) {
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.skeleton.calculateInverses();
|
|
|
|
bindMatrix = this.matrixWorld;
|
|
|
|
}
|
|
|
|
this.bindMatrix.copy( bindMatrix );
|
|
this.bindMatrixInverse.getInverse( bindMatrix );
|
|
|
|
},
|
|
|
|
pose: function () {
|
|
|
|
this.skeleton.pose();
|
|
|
|
},
|
|
|
|
normalizeSkinWeights: function () {
|
|
|
|
if ( this.geometry && this.geometry.isGeometry ) {
|
|
|
|
for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {
|
|
|
|
var sw = this.geometry.skinWeights[ i ];
|
|
|
|
var scale = 1.0 / sw.lengthManhattan();
|
|
|
|
if ( scale !== Infinity ) {
|
|
|
|
sw.multiplyScalar( scale );
|
|
|
|
} else {
|
|
|
|
sw.set( 1, 0, 0, 0 ); // do something reasonable
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( this.geometry && this.geometry.isBufferGeometry ) {
|
|
|
|
var vec = new Vector4();
|
|
|
|
var skinWeight = this.geometry.attributes.skinWeight;
|
|
|
|
for ( var i = 0; i < skinWeight.count; i ++ ) {
|
|
|
|
vec.x = skinWeight.getX( i );
|
|
vec.y = skinWeight.getY( i );
|
|
vec.z = skinWeight.getZ( i );
|
|
vec.w = skinWeight.getW( i );
|
|
|
|
var scale = 1.0 / vec.lengthManhattan();
|
|
|
|
if ( scale !== Infinity ) {
|
|
|
|
vec.multiplyScalar( scale );
|
|
|
|
} else {
|
|
|
|
vec.set( 1, 0, 0, 0 ); // do something reasonable
|
|
|
|
}
|
|
|
|
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMatrixWorld: function( force ) {
|
|
|
|
Mesh.prototype.updateMatrixWorld.call( this, true );
|
|
|
|
if ( this.bindMode === "attached" ) {
|
|
|
|
this.bindMatrixInverse.getInverse( this.matrixWorld );
|
|
|
|
} else if ( this.bindMode === "detached" ) {
|
|
|
|
this.bindMatrixInverse.getInverse( this.bindMatrix );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function() {
|
|
|
|
return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* linewidth: <float>,
|
|
* linecap: "round",
|
|
* linejoin: "round"
|
|
* }
|
|
*/
|
|
|
|
function LineBasicMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'LineBasicMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.linewidth = 1;
|
|
this.linecap = 'round';
|
|
this.linejoin = 'round';
|
|
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
LineBasicMaterial.prototype = Object.create( Material.prototype );
|
|
LineBasicMaterial.prototype.constructor = LineBasicMaterial;
|
|
|
|
LineBasicMaterial.prototype.isLineBasicMaterial = true;
|
|
|
|
LineBasicMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.linewidth = source.linewidth;
|
|
this.linecap = source.linecap;
|
|
this.linejoin = source.linejoin;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Line( geometry, material, mode ) {
|
|
|
|
if ( mode === 1 ) {
|
|
|
|
console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
|
|
return new LineSegments( geometry, material );
|
|
|
|
}
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Line';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
|
|
|
|
}
|
|
|
|
Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Line,
|
|
|
|
isLine: true,
|
|
|
|
raycast: ( function () {
|
|
|
|
var inverseMatrix = new Matrix4();
|
|
var ray = new Ray();
|
|
var sphere = new Sphere();
|
|
|
|
return function raycast( raycaster, intersects ) {
|
|
|
|
var precision = raycaster.linePrecision;
|
|
var precisionSq = precision * precision;
|
|
|
|
var geometry = this.geometry;
|
|
var matrixWorld = this.matrixWorld;
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
|
|
|
sphere.copy( geometry.boundingSphere );
|
|
sphere.applyMatrix4( matrixWorld );
|
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
|
|
|
//
|
|
|
|
inverseMatrix.getInverse( matrixWorld );
|
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
|
|
|
var vStart = new Vector3();
|
|
var vEnd = new Vector3();
|
|
var interSegment = new Vector3();
|
|
var interRay = new Vector3();
|
|
var step = (this && this.isLineSegments) ? 2 : 1;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
var positions = attributes.position.array;
|
|
|
|
if ( index !== null ) {
|
|
|
|
var indices = index.array;
|
|
|
|
for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
|
|
|
|
var a = indices[ i ];
|
|
var b = indices[ i + 1 ];
|
|
|
|
vStart.fromArray( positions, a * 3 );
|
|
vEnd.fromArray( positions, b * 3 );
|
|
|
|
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
|
|
|
if ( distSq > precisionSq ) continue;
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
|
|
|
|
vStart.fromArray( positions, 3 * i );
|
|
vEnd.fromArray( positions, 3 * i + 3 );
|
|
|
|
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
|
|
|
if ( distSq > precisionSq ) continue;
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
var nbVertices = vertices.length;
|
|
|
|
for ( var i = 0; i < nbVertices - 1; i += step ) {
|
|
|
|
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
|
|
|
|
if ( distSq > precisionSq ) continue;
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}() ),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function LineSegments( geometry, material ) {
|
|
|
|
Line.call( this, geometry, material );
|
|
|
|
this.type = 'LineSegments';
|
|
|
|
}
|
|
|
|
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
|
|
|
|
constructor: LineSegments,
|
|
|
|
isLineSegments: true
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* size: <float>,
|
|
* sizeAttenuation: <bool>
|
|
* }
|
|
*/
|
|
|
|
function PointsMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'PointsMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.map = null;
|
|
|
|
this.size = 1;
|
|
this.sizeAttenuation = true;
|
|
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
PointsMaterial.prototype = Object.create( Material.prototype );
|
|
PointsMaterial.prototype.constructor = PointsMaterial;
|
|
|
|
PointsMaterial.prototype.isPointsMaterial = true;
|
|
|
|
PointsMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.size = source.size;
|
|
this.sizeAttenuation = source.sizeAttenuation;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Points( geometry, material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Points';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
|
|
|
|
}
|
|
|
|
Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Points,
|
|
|
|
isPoints: true,
|
|
|
|
raycast: ( function () {
|
|
|
|
var inverseMatrix = new Matrix4();
|
|
var ray = new Ray();
|
|
var sphere = new Sphere();
|
|
|
|
return function raycast( raycaster, intersects ) {
|
|
|
|
var object = this;
|
|
var geometry = this.geometry;
|
|
var matrixWorld = this.matrixWorld;
|
|
var threshold = raycaster.params.Points.threshold;
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
|
|
|
sphere.copy( geometry.boundingSphere );
|
|
sphere.applyMatrix4( matrixWorld );
|
|
|
|
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
|
|
|
//
|
|
|
|
inverseMatrix.getInverse( matrixWorld );
|
|
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
|
|
|
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
|
|
var localThresholdSq = localThreshold * localThreshold;
|
|
var position = new Vector3();
|
|
|
|
function testPoint( point, index ) {
|
|
|
|
var rayPointDistanceSq = ray.distanceSqToPoint( point );
|
|
|
|
if ( rayPointDistanceSq < localThresholdSq ) {
|
|
|
|
var intersectPoint = ray.closestPointToPoint( point );
|
|
intersectPoint.applyMatrix4( matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) return;
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
distanceToRay: Math.sqrt( rayPointDistanceSq ),
|
|
point: intersectPoint.clone(),
|
|
index: index,
|
|
face: null,
|
|
object: object
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
var positions = attributes.position.array;
|
|
|
|
if ( index !== null ) {
|
|
|
|
var indices = index.array;
|
|
|
|
for ( var i = 0, il = indices.length; i < il; i ++ ) {
|
|
|
|
var a = indices[ i ];
|
|
|
|
position.fromArray( positions, a * 3 );
|
|
|
|
testPoint( position, a );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
|
|
|
|
position.fromArray( positions, i * 3 );
|
|
|
|
testPoint( position, i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var vertices = geometry.vertices;
|
|
|
|
for ( var i = 0, l = vertices.length; i < l; i ++ ) {
|
|
|
|
testPoint( vertices[ i ], i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}() ),
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.geometry, this.material ).copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Group() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Group';
|
|
|
|
}
|
|
|
|
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Group
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
|
|
|
Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.generateMipmaps = false;
|
|
|
|
var scope = this;
|
|
|
|
function update() {
|
|
|
|
requestAnimationFrame( update );
|
|
|
|
if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
|
|
|
|
scope.needsUpdate = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
update();
|
|
|
|
}
|
|
|
|
VideoTexture.prototype = Object.create( Texture.prototype );
|
|
VideoTexture.prototype.constructor = VideoTexture;
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.image = { width: width, height: height };
|
|
this.mipmaps = mipmaps;
|
|
|
|
// no flipping for cube textures
|
|
// (also flipping doesn't work for compressed textures )
|
|
|
|
this.flipY = false;
|
|
|
|
// can't generate mipmaps for compressed textures
|
|
// mips must be embedded in DDS files
|
|
|
|
this.generateMipmaps = false;
|
|
|
|
}
|
|
|
|
CompressedTexture.prototype = Object.create( Texture.prototype );
|
|
CompressedTexture.prototype.constructor = CompressedTexture;
|
|
|
|
CompressedTexture.prototype.isCompressedTexture = true;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
|
|
|
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.needsUpdate = true;
|
|
|
|
}
|
|
|
|
CanvasTexture.prototype = Object.create( Texture.prototype );
|
|
CanvasTexture.prototype.constructor = CanvasTexture;
|
|
|
|
/**
|
|
* @author Matt DesLauriers / @mattdesl
|
|
* @author atix / arthursilber.de
|
|
*/
|
|
|
|
function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
|
|
|
|
format = format !== undefined ? format : DepthFormat;
|
|
|
|
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
|
|
|
|
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )
|
|
|
|
}
|
|
|
|
if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
|
|
if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.image = { width: width, height: height };
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
|
|
|
|
this.flipY = false;
|
|
this.generateMipmaps = false;
|
|
|
|
}
|
|
|
|
DepthTexture.prototype = Object.create( Texture.prototype );
|
|
DepthTexture.prototype.constructor = DepthTexture;
|
|
DepthTexture.prototype.isDepthTexture = true;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function WireframeGeometry( geometry ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'WireframeGeometry';
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
|
|
// helper variables
|
|
|
|
var i, j, l, o, ol;
|
|
var edge = [ 0, 0 ], edges = {}, e;
|
|
var key, keys = [ 'a', 'b', 'c' ];
|
|
var vertex;
|
|
|
|
// different logic for Geometry and BufferGeometry
|
|
|
|
if ( geometry && geometry.isGeometry ) {
|
|
|
|
// create a data structure that contains all edges without duplicates
|
|
|
|
var faces = geometry.faces;
|
|
|
|
for ( i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
for ( j = 0; j < 3; j ++ ) {
|
|
|
|
edge[ 0 ] = face[ keys[ j ] ];
|
|
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
|
|
edge.sort( sortFunction ); // sorting prevents duplicates
|
|
|
|
key = edge.toString();
|
|
|
|
if ( edges[ key ] === undefined ) {
|
|
|
|
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( key in edges ) {
|
|
|
|
e = edges[ key ];
|
|
|
|
vertex = geometry.vertices[ e.index1 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
vertex = geometry.vertices[ e.index2 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
} else if ( geometry && geometry.isBufferGeometry ) {
|
|
|
|
var position, indices, groups;
|
|
var group, start, count;
|
|
var index1, index2;
|
|
|
|
vertex = new Vector3();
|
|
|
|
if ( geometry.index !== null ) {
|
|
|
|
// indexed BufferGeometry
|
|
|
|
position = geometry.attributes.position;
|
|
indices = geometry.index;
|
|
groups = geometry.groups;
|
|
|
|
if ( groups.length === 0 ) {
|
|
|
|
geometry.addGroup( 0, indices.count );
|
|
|
|
}
|
|
|
|
// create a data structure that contains all eges without duplicates
|
|
|
|
for ( o = 0, ol = groups.length; o < ol; ++ o ) {
|
|
|
|
group = groups[ o ];
|
|
|
|
start = group.start;
|
|
count = group.count;
|
|
|
|
for ( i = start, l = ( start + count ); i < l; i += 3 ) {
|
|
|
|
for ( j = 0; j < 3; j ++ ) {
|
|
|
|
edge[ 0 ] = indices.getX( i + j );
|
|
edge[ 1 ] = indices.getX( i + ( j + 1 ) % 3 );
|
|
edge.sort( sortFunction ); // sorting prevents duplicates
|
|
|
|
key = edge.toString();
|
|
|
|
if ( edges[ key ] === undefined ) {
|
|
|
|
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( key in edges ) {
|
|
|
|
e = edges[ key ];
|
|
|
|
vertex.fromBufferAttribute( position, e.index1 );
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
vertex.fromBufferAttribute( position, e.index2 );
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed BufferGeometry
|
|
|
|
position = geometry.attributes.position;
|
|
|
|
for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
|
|
|
|
for ( j = 0; j < 3; j ++ ) {
|
|
|
|
// three edges per triangle, an edge is represented as (index1, index2)
|
|
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
|
|
|
|
index1 = 3 * i + j;
|
|
vertex.fromBufferAttribute( position, index1 );
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
index2 = 3 * i + ( ( j + 1 ) % 3 );
|
|
vertex.fromBufferAttribute( position, index2 );
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
|
|
// custom array sort function
|
|
|
|
function sortFunction( a, b ) {
|
|
|
|
return a - b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
WireframeGeometry.prototype.constructor = WireframeGeometry;
|
|
|
|
/**
|
|
* @author zz85 / https://github.com/zz85
|
|
*
|
|
* Parametric Surfaces Geometry
|
|
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
|
|
*/
|
|
|
|
function ParametricGeometry( func, slices, stacks ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'ParametricGeometry';
|
|
|
|
this.parameters = {
|
|
func: func,
|
|
slices: slices,
|
|
stacks: stacks
|
|
};
|
|
|
|
this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
ParametricGeometry.prototype = Object.create( Geometry.prototype );
|
|
ParametricGeometry.prototype.constructor = ParametricGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*
|
|
* Parametric Surfaces Geometry
|
|
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
|
|
*/
|
|
|
|
function ParametricBufferGeometry( func, slices, stacks ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'ParametricBufferGeometry';
|
|
|
|
this.parameters = {
|
|
func: func,
|
|
slices: slices,
|
|
stacks: stacks
|
|
};
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var uvs = [];
|
|
|
|
var i, j;
|
|
|
|
// generate vertices and uvs
|
|
|
|
var sliceCount = slices + 1;
|
|
|
|
for ( i = 0; i <= stacks; i ++ ) {
|
|
|
|
var v = i / stacks;
|
|
|
|
for ( j = 0; j <= slices; j ++ ) {
|
|
|
|
var u = j / slices;
|
|
|
|
var p = func( u, v );
|
|
vertices.push( p.x, p.y, p.z );
|
|
|
|
uvs.push( u, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( i = 0; i < stacks; i ++ ) {
|
|
|
|
for ( j = 0; j < slices; j ++ ) {
|
|
|
|
var a = i * sliceCount + j;
|
|
var b = i * sliceCount + j + 1;
|
|
var c = ( i + 1 ) * sliceCount + j + 1;
|
|
var d = ( i + 1 ) * sliceCount + j;
|
|
|
|
// faces one and two
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// generate normals
|
|
|
|
this.computeVertexNormals();
|
|
|
|
}
|
|
|
|
ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
|
|
|
|
/**
|
|
* @author clockworkgeek / https://github.com/clockworkgeek
|
|
* @author timothypratley / https://github.com/timothypratley
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function PolyhedronGeometry( vertices, indices, radius, detail ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'PolyhedronGeometry';
|
|
|
|
this.parameters = {
|
|
vertices: vertices,
|
|
indices: indices,
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'PolyhedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
vertices: vertices,
|
|
indices: indices,
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
radius = radius || 1;
|
|
detail = detail || 0;
|
|
|
|
// default buffer data
|
|
|
|
var vertexBuffer = [];
|
|
var uvBuffer = [];
|
|
|
|
// the subdivision creates the vertex buffer data
|
|
|
|
subdivide( detail );
|
|
|
|
// all vertices should lie on a conceptual sphere with a given radius
|
|
|
|
appplyRadius( radius );
|
|
|
|
// finally, create the uv data
|
|
|
|
generateUVs();
|
|
|
|
// build non-indexed geometry
|
|
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
|
|
this.normalizeNormals();
|
|
|
|
// helper functions
|
|
|
|
function subdivide( detail ) {
|
|
|
|
var a = new Vector3();
|
|
var b = new Vector3();
|
|
var c = new Vector3();
|
|
|
|
// iterate over all faces and apply a subdivison with the given detail value
|
|
|
|
for ( var i = 0; i < indices.length; i += 3 ) {
|
|
|
|
// get the vertices of the face
|
|
|
|
getVertexByIndex( indices[ i + 0 ], a );
|
|
getVertexByIndex( indices[ i + 1 ], b );
|
|
getVertexByIndex( indices[ i + 2 ], c );
|
|
|
|
// perform subdivision
|
|
|
|
subdivideFace( a, b, c, detail );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function subdivideFace( a, b, c, detail ) {
|
|
|
|
var cols = Math.pow( 2, detail );
|
|
|
|
// we use this multidimensional array as a data structure for creating the subdivision
|
|
|
|
var v = [];
|
|
|
|
var i, j;
|
|
|
|
// construct all of the vertices for this subdivision
|
|
|
|
for ( i = 0; i <= cols; i ++ ) {
|
|
|
|
v[ i ] = [];
|
|
|
|
var aj = a.clone().lerp( c, i / cols );
|
|
var bj = b.clone().lerp( c, i / cols );
|
|
|
|
var rows = cols - i;
|
|
|
|
for ( j = 0; j <= rows; j ++ ) {
|
|
|
|
if ( j === 0 && i === cols ) {
|
|
|
|
v[ i ][ j ] = aj;
|
|
|
|
} else {
|
|
|
|
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// construct all of the faces
|
|
|
|
for ( i = 0; i < cols; i ++ ) {
|
|
|
|
for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
|
|
|
|
var k = Math.floor( j / 2 );
|
|
|
|
if ( j % 2 === 0 ) {
|
|
|
|
pushVertex( v[ i ][ k + 1 ] );
|
|
pushVertex( v[ i + 1 ][ k ] );
|
|
pushVertex( v[ i ][ k ] );
|
|
|
|
} else {
|
|
|
|
pushVertex( v[ i ][ k + 1 ] );
|
|
pushVertex( v[ i + 1 ][ k + 1 ] );
|
|
pushVertex( v[ i + 1 ][ k ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function appplyRadius( radius ) {
|
|
|
|
var vertex = new Vector3();
|
|
|
|
// iterate over the entire buffer and apply the radius to each vertex
|
|
|
|
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
|
|
|
vertex.x = vertexBuffer[ i + 0 ];
|
|
vertex.y = vertexBuffer[ i + 1 ];
|
|
vertex.z = vertexBuffer[ i + 2 ];
|
|
|
|
vertex.normalize().multiplyScalar( radius );
|
|
|
|
vertexBuffer[ i + 0 ] = vertex.x;
|
|
vertexBuffer[ i + 1 ] = vertex.y;
|
|
vertexBuffer[ i + 2 ] = vertex.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateUVs() {
|
|
|
|
var vertex = new Vector3();
|
|
|
|
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
|
|
|
vertex.x = vertexBuffer[ i + 0 ];
|
|
vertex.y = vertexBuffer[ i + 1 ];
|
|
vertex.z = vertexBuffer[ i + 2 ];
|
|
|
|
var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
|
|
var v = inclination( vertex ) / Math.PI + 0.5;
|
|
uvBuffer.push( u, 1 - v );
|
|
|
|
}
|
|
|
|
correctUVs();
|
|
|
|
correctSeam();
|
|
|
|
}
|
|
|
|
function correctSeam() {
|
|
|
|
// handle case when face straddles the seam, see #3269
|
|
|
|
for ( var i = 0; i < uvBuffer.length; i += 6 ) {
|
|
|
|
// uv data of a single face
|
|
|
|
var x0 = uvBuffer[ i + 0 ];
|
|
var x1 = uvBuffer[ i + 2 ];
|
|
var x2 = uvBuffer[ i + 4 ];
|
|
|
|
var max = Math.max( x0, x1, x2 );
|
|
var min = Math.min( x0, x1, x2 );
|
|
|
|
// 0.9 is somewhat arbitrary
|
|
|
|
if ( max > 0.9 && min < 0.1 ) {
|
|
|
|
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
|
|
if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
|
|
if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function pushVertex( vertex ) {
|
|
|
|
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
function getVertexByIndex( index, vertex ) {
|
|
|
|
var stride = index * 3;
|
|
|
|
vertex.x = vertices[ stride + 0 ];
|
|
vertex.y = vertices[ stride + 1 ];
|
|
vertex.z = vertices[ stride + 2 ];
|
|
|
|
}
|
|
|
|
function correctUVs() {
|
|
|
|
var a = new Vector3();
|
|
var b = new Vector3();
|
|
var c = new Vector3();
|
|
|
|
var centroid = new Vector3();
|
|
|
|
var uvA = new Vector2();
|
|
var uvB = new Vector2();
|
|
var uvC = new Vector2();
|
|
|
|
for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
|
|
|
|
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
|
|
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
|
|
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
|
|
|
|
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
|
|
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
|
|
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
|
|
|
|
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
|
|
|
|
var azi = azimuth( centroid );
|
|
|
|
correctUV( uvA, j + 0, a, azi );
|
|
correctUV( uvB, j + 2, b, azi );
|
|
correctUV( uvC, j + 4, c, azi );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function correctUV( uv, stride, vector, azimuth ) {
|
|
|
|
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
|
|
|
|
uvBuffer[ stride ] = uv.x - 1;
|
|
|
|
}
|
|
|
|
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
|
|
|
|
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Angle around the Y axis, counter-clockwise when looking from above.
|
|
|
|
function azimuth( vector ) {
|
|
|
|
return Math.atan2( vector.z, - vector.x );
|
|
|
|
}
|
|
|
|
|
|
// Angle above the XZ plane.
|
|
|
|
function inclination( vector ) {
|
|
|
|
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
|
|
|
|
/**
|
|
* @author timothypratley / https://github.com/timothypratley
|
|
*/
|
|
|
|
function TetrahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'TetrahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function TetrahedronBufferGeometry( radius, detail ) {
|
|
|
|
var vertices = [
|
|
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
|
|
];
|
|
|
|
var indices = [
|
|
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'TetrahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
|
|
|
|
/**
|
|
* @author timothypratley / https://github.com/timothypratley
|
|
*/
|
|
|
|
function OctahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'OctahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
OctahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
OctahedronGeometry.prototype.constructor = OctahedronGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function OctahedronBufferGeometry( radius, detail ) {
|
|
|
|
var vertices = [
|
|
1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
|
|
];
|
|
|
|
var indices = [
|
|
0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'OctahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
|
|
|
|
/**
|
|
* @author timothypratley / https://github.com/timothypratley
|
|
*/
|
|
|
|
function IcosahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'IcosahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function IcosahedronBufferGeometry( radius, detail ) {
|
|
|
|
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
|
|
var vertices = [
|
|
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
|
|
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
|
|
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
|
|
];
|
|
|
|
var indices = [
|
|
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
|
|
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
|
|
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
|
|
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'IcosahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
|
|
|
|
/**
|
|
* @author Abe Pazos / https://hamoid.com
|
|
*/
|
|
|
|
function DodecahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'DodecahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function DodecahedronBufferGeometry( radius, detail ) {
|
|
|
|
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
var r = 1 / t;
|
|
|
|
var vertices = [
|
|
|
|
// (±1, ±1, ±1)
|
|
- 1, - 1, - 1, - 1, - 1, 1,
|
|
- 1, 1, - 1, - 1, 1, 1,
|
|
1, - 1, - 1, 1, - 1, 1,
|
|
1, 1, - 1, 1, 1, 1,
|
|
|
|
// (0, ±1/φ, ±φ)
|
|
0, - r, - t, 0, - r, t,
|
|
0, r, - t, 0, r, t,
|
|
|
|
// (±1/φ, ±φ, 0)
|
|
- r, - t, 0, - r, t, 0,
|
|
r, - t, 0, r, t, 0,
|
|
|
|
// (±φ, 0, ±1/φ)
|
|
- t, 0, - r, t, 0, - r,
|
|
- t, 0, r, t, 0, r
|
|
];
|
|
|
|
var indices = [
|
|
3, 11, 7, 3, 7, 15, 3, 15, 13,
|
|
7, 19, 17, 7, 17, 6, 7, 6, 15,
|
|
17, 4, 8, 17, 8, 10, 17, 10, 6,
|
|
8, 0, 16, 8, 16, 2, 8, 2, 10,
|
|
0, 12, 1, 0, 1, 18, 0, 18, 16,
|
|
6, 10, 2, 6, 2, 13, 6, 13, 15,
|
|
2, 16, 18, 2, 18, 3, 2, 3, 13,
|
|
18, 1, 9, 18, 9, 11, 18, 11, 3,
|
|
4, 14, 12, 4, 12, 0, 4, 0, 8,
|
|
11, 9, 5, 11, 5, 19, 11, 19, 7,
|
|
19, 5, 14, 19, 14, 4, 19, 4, 17,
|
|
1, 12, 14, 1, 14, 5, 1, 5, 9
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'DodecahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
|
|
|
|
/**
|
|
* @author oosmoxiecode / https://github.com/oosmoxiecode
|
|
* @author WestLangley / https://github.com/WestLangley
|
|
* @author zz85 / https://github.com/zz85
|
|
* @author miningold / https://github.com/miningold
|
|
* @author jonobr1 / https://github.com/jonobr1
|
|
*
|
|
* Creates a tube which extrudes along a 3d spline.
|
|
*/
|
|
|
|
function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'TubeGeometry';
|
|
|
|
this.parameters = {
|
|
path: path,
|
|
tubularSegments: tubularSegments,
|
|
radius: radius,
|
|
radialSegments: radialSegments,
|
|
closed: closed
|
|
};
|
|
|
|
if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
|
|
|
|
var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
|
|
|
|
// expose internals
|
|
|
|
this.tangents = bufferGeometry.tangents;
|
|
this.normals = bufferGeometry.normals;
|
|
this.binormals = bufferGeometry.binormals;
|
|
|
|
// create geometry
|
|
|
|
this.fromBufferGeometry( bufferGeometry );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TubeGeometry.prototype = Object.create( Geometry.prototype );
|
|
TubeGeometry.prototype.constructor = TubeGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'TubeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
path: path,
|
|
tubularSegments: tubularSegments,
|
|
radius: radius,
|
|
radialSegments: radialSegments,
|
|
closed: closed
|
|
};
|
|
|
|
tubularSegments = tubularSegments || 64;
|
|
radius = radius || 1;
|
|
radialSegments = radialSegments || 8;
|
|
closed = closed || false;
|
|
|
|
var frames = path.computeFrenetFrames( tubularSegments, closed );
|
|
|
|
// expose internals
|
|
|
|
this.tangents = frames.tangents;
|
|
this.normals = frames.normals;
|
|
this.binormals = frames.binormals;
|
|
|
|
// helper variables
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
var i, j;
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
var indices = [];
|
|
|
|
// create buffer data
|
|
|
|
generateBufferData();
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// functions
|
|
|
|
function generateBufferData() {
|
|
|
|
for ( i = 0; i < tubularSegments; i ++ ) {
|
|
|
|
generateSegment( i );
|
|
|
|
}
|
|
|
|
// if the geometry is not closed, generate the last row of vertices and normals
|
|
// at the regular position on the given path
|
|
//
|
|
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
|
|
|
|
generateSegment( ( closed === false ) ? tubularSegments : 0 );
|
|
|
|
// uvs are generated in a separate function.
|
|
// this makes it easy compute correct values for closed geometries
|
|
|
|
generateUVs();
|
|
|
|
// finally create faces
|
|
|
|
generateIndices();
|
|
|
|
}
|
|
|
|
function generateSegment( i ) {
|
|
|
|
// we use getPointAt to sample evenly distributed points from the given path
|
|
|
|
var P = path.getPointAt( i / tubularSegments );
|
|
|
|
// retrieve corresponding normal and binormal
|
|
|
|
var N = frames.normals[ i ];
|
|
var B = frames.binormals[ i ];
|
|
|
|
// generate normals and vertices for the current segment
|
|
|
|
for ( j = 0; j <= radialSegments; j ++ ) {
|
|
|
|
var v = j / radialSegments * Math.PI * 2;
|
|
|
|
var sin = Math.sin( v );
|
|
var cos = - Math.cos( v );
|
|
|
|
// normal
|
|
|
|
normal.x = ( cos * N.x + sin * B.x );
|
|
normal.y = ( cos * N.y + sin * B.y );
|
|
normal.z = ( cos * N.z + sin * B.z );
|
|
normal.normalize();
|
|
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// vertex
|
|
|
|
vertex.x = P.x + radius * normal.x;
|
|
vertex.y = P.y + radius * normal.y;
|
|
vertex.z = P.z + radius * normal.z;
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateIndices() {
|
|
|
|
for ( j = 1; j <= tubularSegments; j ++ ) {
|
|
|
|
for ( i = 1; i <= radialSegments; i ++ ) {
|
|
|
|
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
|
|
var b = ( radialSegments + 1 ) * j + ( i - 1 );
|
|
var c = ( radialSegments + 1 ) * j + i;
|
|
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateUVs() {
|
|
|
|
for ( i = 0; i <= tubularSegments; i ++ ) {
|
|
|
|
for ( j = 0; j <= radialSegments; j ++ ) {
|
|
|
|
uv.x = i / tubularSegments;
|
|
uv.y = j / radialSegments;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
|
|
|
|
/**
|
|
* @author oosmoxiecode
|
|
*/
|
|
|
|
function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'TorusKnotGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
tubularSegments: tubularSegments,
|
|
radialSegments: radialSegments,
|
|
p: p,
|
|
q: q
|
|
};
|
|
|
|
if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
|
|
|
|
this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
|
|
TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
* see: http://www.blackpawn.com/texts/pqtorus/
|
|
*/
|
|
|
|
function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'TorusKnotBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
tubularSegments: tubularSegments,
|
|
radialSegments: radialSegments,
|
|
p: p,
|
|
q: q
|
|
};
|
|
|
|
radius = radius || 100;
|
|
tube = tube || 40;
|
|
tubularSegments = Math.floor( tubularSegments ) || 64;
|
|
radialSegments = Math.floor( radialSegments ) || 8;
|
|
p = p || 2;
|
|
q = q || 3;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var i, j;
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
var P1 = new Vector3();
|
|
var P2 = new Vector3();
|
|
|
|
var B = new Vector3();
|
|
var T = new Vector3();
|
|
var N = new Vector3();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( i = 0; i <= tubularSegments; ++ i ) {
|
|
|
|
// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
|
|
|
|
var u = i / tubularSegments * p * Math.PI * 2;
|
|
|
|
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
|
|
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
|
|
|
|
calculatePositionOnCurve( u, p, q, radius, P1 );
|
|
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
|
|
|
|
// calculate orthonormal basis
|
|
|
|
T.subVectors( P2, P1 );
|
|
N.addVectors( P2, P1 );
|
|
B.crossVectors( T, N );
|
|
N.crossVectors( B, T );
|
|
|
|
// normalize B, N. T can be ignored, we don't use it
|
|
|
|
B.normalize();
|
|
N.normalize();
|
|
|
|
for ( j = 0; j <= radialSegments; ++ j ) {
|
|
|
|
// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
|
|
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
|
|
|
|
var v = j / radialSegments * Math.PI * 2;
|
|
var cx = - tube * Math.cos( v );
|
|
var cy = tube * Math.sin( v );
|
|
|
|
// now calculate the final vertex position.
|
|
// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
|
|
|
|
vertex.x = P1.x + ( cx * N.x + cy * B.x );
|
|
vertex.y = P1.y + ( cx * N.y + cy * B.y );
|
|
vertex.z = P1.z + ( cx * N.z + cy * B.z );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
|
|
|
|
normal.subVectors( vertex, P1 ).normalize();
|
|
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( i / tubularSegments );
|
|
uvs.push( j / radialSegments );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( j = 1; j <= tubularSegments; j ++ ) {
|
|
|
|
for ( i = 1; i <= radialSegments; i ++ ) {
|
|
|
|
// indices
|
|
|
|
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
|
|
var b = ( radialSegments + 1 ) * j + ( i - 1 );
|
|
var c = ( radialSegments + 1 ) * j + i;
|
|
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// this function calculates the current position on the torus curve
|
|
|
|
function calculatePositionOnCurve( u, p, q, radius, position ) {
|
|
|
|
var cu = Math.cos( u );
|
|
var su = Math.sin( u );
|
|
var quOverP = q / p * u;
|
|
var cs = Math.cos( quOverP );
|
|
|
|
position.x = radius * ( 2 + cs ) * 0.5 * cu;
|
|
position.y = radius * ( 2 + cs ) * su * 0.5;
|
|
position.z = radius * Math.sin( quOverP ) * 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
|
|
|
|
/**
|
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* @author oosmoxiecode
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* @author mrdoob / http://mrdoob.com/
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* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
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*/
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function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
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Geometry.call( this );
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this.type = 'TorusGeometry';
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this.parameters = {
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radius: radius,
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tube: tube,
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radialSegments: radialSegments,
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tubularSegments: tubularSegments,
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arc: arc
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};
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this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
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}
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TorusGeometry.prototype = Object.create( Geometry.prototype );
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TorusGeometry.prototype.constructor = TorusGeometry;
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/**
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* @author Mugen87 / https://github.com/Mugen87
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*/
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function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
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BufferGeometry.call( this );
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this.type = 'TorusBufferGeometry';
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this.parameters = {
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radius: radius,
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tube: tube,
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radialSegments: radialSegments,
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tubularSegments: tubularSegments,
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arc: arc
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};
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radius = radius || 100;
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tube = tube || 40;
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radialSegments = Math.floor( radialSegments ) || 8;
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tubularSegments = Math.floor( tubularSegments ) || 6;
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arc = arc || Math.PI * 2;
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// buffers
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var indices = [];
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var vertices = [];
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var normals = [];
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var uvs = [];
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// helper variables
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var center = new Vector3();
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var vertex = new Vector3();
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var normal = new Vector3();
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var j, i;
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// generate vertices, normals and uvs
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for ( j = 0; j <= radialSegments; j ++ ) {
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for ( i = 0; i <= tubularSegments; i ++ ) {
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var u = i / tubularSegments * arc;
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var v = j / radialSegments * Math.PI * 2;
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// vertex
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vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
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vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
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vertex.z = tube * Math.sin( v );
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vertices.push( vertex.x, vertex.y, vertex.z );
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// normal
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center.x = radius * Math.cos( u );
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center.y = radius * Math.sin( u );
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normal.subVectors( vertex, center ).normalize();
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normals.push( normal.x, normal.y, normal.z );
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// uv
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uvs.push( i / tubularSegments );
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uvs.push( j / radialSegments );
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}
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}
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// generate indices
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for ( j = 1; j <= radialSegments; j ++ ) {
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for ( i = 1; i <= tubularSegments; i ++ ) {
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// indices
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var a = ( tubularSegments + 1 ) * j + i - 1;
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var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
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var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
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var d = ( tubularSegments + 1 ) * j + i;
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// faces
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indices.push( a, b, d );
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indices.push( b, c, d );
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}
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}
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// build geometry
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this.setIndex( indices );
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this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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}
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TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
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TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
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/**
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*/
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var ShapeUtils = {
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// calculate area of the contour polygon
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area: function ( contour ) {
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var n = contour.length;
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var a = 0.0;
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for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
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a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
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}
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return a * 0.5;
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},
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triangulate: ( function () {
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/**
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* This code is a quick port of code written in C++ which was submitted to
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* flipcode.com by John W. Ratcliff // July 22, 2000
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* See original code and more information here:
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* http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
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*
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* ported to actionscript by Zevan Rosser
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* www.actionsnippet.com
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*
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* ported to javascript by Joshua Koo
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* http://www.lab4games.net/zz85/blog
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*
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*/
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function snip( contour, u, v, w, n, verts ) {
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var p;
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var ax, ay, bx, by;
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var cx, cy, px, py;
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ax = contour[ verts[ u ] ].x;
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ay = contour[ verts[ u ] ].y;
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bx = contour[ verts[ v ] ].x;
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by = contour[ verts[ v ] ].y;
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cx = contour[ verts[ w ] ].x;
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cy = contour[ verts[ w ] ].y;
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if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;
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var aX, aY, bX, bY, cX, cY;
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var apx, apy, bpx, bpy, cpx, cpy;
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var cCROSSap, bCROSScp, aCROSSbp;
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aX = cx - bx; aY = cy - by;
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bX = ax - cx; bY = ay - cy;
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cX = bx - ax; cY = by - ay;
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for ( p = 0; p < n; p ++ ) {
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px = contour[ verts[ p ] ].x;
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py = contour[ verts[ p ] ].y;
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if ( ( ( px === ax ) && ( py === ay ) ) ||
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( ( px === bx ) && ( py === by ) ) ||
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( ( px === cx ) && ( py === cy ) ) ) continue;
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apx = px - ax; apy = py - ay;
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bpx = px - bx; bpy = py - by;
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cpx = px - cx; cpy = py - cy;
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// see if p is inside triangle abc
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aCROSSbp = aX * bpy - aY * bpx;
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cCROSSap = cX * apy - cY * apx;
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bCROSScp = bX * cpy - bY * cpx;
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if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
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}
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return true;
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}
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// takes in an contour array and returns
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return function triangulate( contour, indices ) {
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var n = contour.length;
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if ( n < 3 ) return null;
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var result = [],
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verts = [],
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vertIndices = [];
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/* we want a counter-clockwise polygon in verts */
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var u, v, w;
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if ( ShapeUtils.area( contour ) > 0.0 ) {
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for ( v = 0; v < n; v ++ ) verts[ v ] = v;
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} else {
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for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
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}
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var nv = n;
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/* remove nv - 2 vertices, creating 1 triangle every time */
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var count = 2 * nv; /* error detection */
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for ( v = nv - 1; nv > 2; ) {
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/* if we loop, it is probably a non-simple polygon */
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if ( ( count -- ) <= 0 ) {
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//** Triangulate: ERROR - probable bad polygon!
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//throw ( "Warning, unable to triangulate polygon!" );
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//return null;
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// Sometimes warning is fine, especially polygons are triangulated in reverse.
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console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
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if ( indices ) return vertIndices;
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return result;
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}
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/* three consecutive vertices in current polygon, <u,v,w> */
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u = v; if ( nv <= u ) u = 0; /* previous */
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v = u + 1; if ( nv <= v ) v = 0; /* new v */
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w = v + 1; if ( nv <= w ) w = 0; /* next */
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if ( snip( contour, u, v, w, nv, verts ) ) {
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var a, b, c, s, t;
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/* true names of the vertices */
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a = verts[ u ];
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b = verts[ v ];
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c = verts[ w ];
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/* output Triangle */
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result.push( [ contour[ a ],
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contour[ b ],
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contour[ c ] ] );
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vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
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/* remove v from the remaining polygon */
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for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
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verts[ s ] = verts[ t ];
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}
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nv --;
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/* reset error detection counter */
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count = 2 * nv;
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}
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}
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if ( indices ) return vertIndices;
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return result;
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}
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} )(),
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triangulateShape: function ( contour, holes ) {
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function removeDupEndPts(points) {
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var l = points.length;
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if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
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points.pop();
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}
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}
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removeDupEndPts( contour );
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holes.forEach( removeDupEndPts );
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function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
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// inOtherPt needs to be collinear to the inSegment
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if ( inSegPt1.x !== inSegPt2.x ) {
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if ( inSegPt1.x < inSegPt2.x ) {
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return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
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} else {
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return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
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}
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} else {
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if ( inSegPt1.y < inSegPt2.y ) {
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return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
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} else {
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return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
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}
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}
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}
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function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
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var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
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var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
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var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
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var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
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var limit = seg1dy * seg2dx - seg1dx * seg2dy;
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var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
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if ( Math.abs( limit ) > Number.EPSILON ) {
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// not parallel
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var perpSeg2;
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if ( limit > 0 ) {
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if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
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perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
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if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
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} else {
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if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
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perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
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if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
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}
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// i.e. to reduce rounding errors
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// intersection at endpoint of segment#1?
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if ( perpSeg2 === 0 ) {
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if ( ( inExcludeAdjacentSegs ) &&
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( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
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return [ inSeg1Pt1 ];
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}
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if ( perpSeg2 === limit ) {
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if ( ( inExcludeAdjacentSegs ) &&
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( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
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return [ inSeg1Pt2 ];
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}
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// intersection at endpoint of segment#2?
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if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
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if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
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// return real intersection point
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var factorSeg1 = perpSeg2 / limit;
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return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
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y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
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} else {
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// parallel or collinear
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if ( ( perpSeg1 !== 0 ) ||
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( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
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// they are collinear or degenerate
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var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point?
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var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point?
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// both segments are points
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if ( seg1Pt && seg2Pt ) {
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if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
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( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
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return [ inSeg1Pt1 ]; // they are the same point
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}
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// segment#1 is a single point
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if ( seg1Pt ) {
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if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
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return [ inSeg1Pt1 ];
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}
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// segment#2 is a single point
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if ( seg2Pt ) {
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if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
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return [ inSeg2Pt1 ];
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}
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// they are collinear segments, which might overlap
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var seg1min, seg1max, seg1minVal, seg1maxVal;
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var seg2min, seg2max, seg2minVal, seg2maxVal;
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if ( seg1dx !== 0 ) {
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// the segments are NOT on a vertical line
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if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
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seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
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seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
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} else {
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seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
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seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
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}
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if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
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seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
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seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
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} else {
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seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
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seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
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}
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} else {
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// the segments are on a vertical line
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if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
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seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
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seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
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} else {
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seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
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seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
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}
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if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
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seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
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seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
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} else {
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seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
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seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
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}
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}
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if ( seg1minVal <= seg2minVal ) {
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if ( seg1maxVal < seg2minVal ) return [];
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if ( seg1maxVal === seg2minVal ) {
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if ( inExcludeAdjacentSegs ) return [];
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return [ seg2min ];
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}
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if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
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return [ seg2min, seg2max ];
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} else {
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if ( seg1minVal > seg2maxVal ) return [];
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if ( seg1minVal === seg2maxVal ) {
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if ( inExcludeAdjacentSegs ) return [];
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return [ seg1min ];
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}
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if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
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return [ seg1min, seg2max ];
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}
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}
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}
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function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
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// The order of legs is important
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// translation of all points, so that Vertex is at (0,0)
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|
var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
|
|
var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
|
|
var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
|
|
|
|
// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
|
|
var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
|
|
var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
|
|
|
|
if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
|
|
|
|
// angle != 180 deg.
|
|
|
|
var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
|
|
// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
|
|
|
|
if ( from2toAngle > 0 ) {
|
|
|
|
// main angle < 180 deg.
|
|
return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
|
|
|
|
} else {
|
|
|
|
// main angle > 180 deg.
|
|
return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// angle == 180 deg.
|
|
// console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
|
|
return ( from2otherAngle > 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
function removeHoles( contour, holes ) {
|
|
|
|
var shape = contour.concat(); // work on this shape
|
|
var hole;
|
|
|
|
function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
|
|
|
|
// Check if hole point lies within angle around shape point
|
|
var lastShapeIdx = shape.length - 1;
|
|
|
|
var prevShapeIdx = inShapeIdx - 1;
|
|
if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
|
|
|
|
var nextShapeIdx = inShapeIdx + 1;
|
|
if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
|
|
|
|
var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
|
|
if ( ! insideAngle ) {
|
|
|
|
// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
|
|
return false;
|
|
|
|
}
|
|
|
|
// Check if shape point lies within angle around hole point
|
|
var lastHoleIdx = hole.length - 1;
|
|
|
|
var prevHoleIdx = inHoleIdx - 1;
|
|
if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
|
|
|
|
var nextHoleIdx = inHoleIdx + 1;
|
|
if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
|
|
|
|
insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
|
|
if ( ! insideAngle ) {
|
|
|
|
// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
function intersectsShapeEdge( inShapePt, inHolePt ) {
|
|
|
|
// checks for intersections with shape edges
|
|
var sIdx, nextIdx, intersection;
|
|
for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
|
|
|
|
nextIdx = sIdx + 1; nextIdx %= shape.length;
|
|
intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
|
|
if ( intersection.length > 0 ) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
var indepHoles = [];
|
|
|
|
function intersectsHoleEdge( inShapePt, inHolePt ) {
|
|
|
|
// checks for intersections with hole edges
|
|
var ihIdx, chkHole,
|
|
hIdx, nextIdx, intersection;
|
|
for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
|
|
|
|
chkHole = holes[ indepHoles[ ihIdx ]];
|
|
for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
|
|
|
|
nextIdx = hIdx + 1; nextIdx %= chkHole.length;
|
|
intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
|
|
if ( intersection.length > 0 ) return true;
|
|
|
|
}
|
|
|
|
}
|
|
return false;
|
|
|
|
}
|
|
|
|
var holeIndex, shapeIndex,
|
|
shapePt, holePt,
|
|
holeIdx, cutKey, failedCuts = [],
|
|
tmpShape1, tmpShape2,
|
|
tmpHole1, tmpHole2;
|
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
indepHoles.push( h );
|
|
|
|
}
|
|
|
|
var minShapeIndex = 0;
|
|
var counter = indepHoles.length * 2;
|
|
while ( indepHoles.length > 0 ) {
|
|
|
|
counter --;
|
|
if ( counter < 0 ) {
|
|
|
|
console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
|
|
break;
|
|
|
|
}
|
|
|
|
// search for shape-vertex and hole-vertex,
|
|
// which can be connected without intersections
|
|
for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
|
|
|
|
shapePt = shape[ shapeIndex ];
|
|
holeIndex = - 1;
|
|
|
|
// search for hole which can be reached without intersections
|
|
for ( var h = 0; h < indepHoles.length; h ++ ) {
|
|
|
|
holeIdx = indepHoles[ h ];
|
|
|
|
// prevent multiple checks
|
|
cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
|
|
if ( failedCuts[ cutKey ] !== undefined ) continue;
|
|
|
|
hole = holes[ holeIdx ];
|
|
for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
|
|
|
|
holePt = hole[ h2 ];
|
|
if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
|
|
if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
|
|
if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
|
|
|
|
holeIndex = h2;
|
|
indepHoles.splice( h, 1 );
|
|
|
|
tmpShape1 = shape.slice( 0, shapeIndex + 1 );
|
|
tmpShape2 = shape.slice( shapeIndex );
|
|
tmpHole1 = hole.slice( holeIndex );
|
|
tmpHole2 = hole.slice( 0, holeIndex + 1 );
|
|
|
|
shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
|
|
|
|
minShapeIndex = shapeIndex;
|
|
|
|
// Debug only, to show the selected cuts
|
|
// glob_CutLines.push( [ shapePt, holePt ] );
|
|
|
|
break;
|
|
|
|
}
|
|
if ( holeIndex >= 0 ) break; // hole-vertex found
|
|
|
|
failedCuts[ cutKey ] = true; // remember failure
|
|
|
|
}
|
|
if ( holeIndex >= 0 ) break; // hole-vertex found
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return shape; /* shape with no holes */
|
|
|
|
}
|
|
|
|
|
|
var i, il, f, face,
|
|
key, index,
|
|
allPointsMap = {};
|
|
|
|
// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
|
|
|
|
var allpoints = contour.concat();
|
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
Array.prototype.push.apply( allpoints, holes[ h ] );
|
|
|
|
}
|
|
|
|
//console.log( "allpoints",allpoints, allpoints.length );
|
|
|
|
// prepare all points map
|
|
|
|
for ( i = 0, il = allpoints.length; i < il; i ++ ) {
|
|
|
|
key = allpoints[ i ].x + ":" + allpoints[ i ].y;
|
|
|
|
if ( allPointsMap[ key ] !== undefined ) {
|
|
|
|
console.warn( "THREE.ShapeUtils: Duplicate point", key, i );
|
|
|
|
}
|
|
|
|
allPointsMap[ key ] = i;
|
|
|
|
}
|
|
|
|
// remove holes by cutting paths to holes and adding them to the shape
|
|
var shapeWithoutHoles = removeHoles( contour, holes );
|
|
|
|
var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
|
|
//console.log( "triangles",triangles, triangles.length );
|
|
|
|
// check all face vertices against all points map
|
|
|
|
for ( i = 0, il = triangles.length; i < il; i ++ ) {
|
|
|
|
face = triangles[ i ];
|
|
|
|
for ( f = 0; f < 3; f ++ ) {
|
|
|
|
key = face[ f ].x + ":" + face[ f ].y;
|
|
|
|
index = allPointsMap[ key ];
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
face[ f ] = index;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return triangles.concat();
|
|
|
|
},
|
|
|
|
isClockWise: function ( pts ) {
|
|
|
|
return ShapeUtils.area( pts ) < 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
*
|
|
* Creates extruded geometry from a path shape.
|
|
*
|
|
* parameters = {
|
|
*
|
|
* curveSegments: <int>, // number of points on the curves
|
|
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
|
|
* amount: <int>, // Depth to extrude the shape
|
|
*
|
|
* bevelEnabled: <bool>, // turn on bevel
|
|
* bevelThickness: <float>, // how deep into the original shape bevel goes
|
|
* bevelSize: <float>, // how far from shape outline is bevel
|
|
* bevelSegments: <int>, // number of bevel layers
|
|
*
|
|
* extrudePath: <THREE.Curve> // curve to extrude shape along
|
|
* frames: <Object> // containing arrays of tangents, normals, binormals
|
|
*
|
|
* uvGenerator: <Object> // object that provides UV generator functions
|
|
*
|
|
* }
|
|
**/
|
|
|
|
function ExtrudeGeometry( shapes, options ) {
|
|
|
|
if ( typeof( shapes ) === "undefined" ) {
|
|
|
|
shapes = [];
|
|
return;
|
|
|
|
}
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'ExtrudeGeometry';
|
|
|
|
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
|
|
|
|
this.addShapeList( shapes, options );
|
|
|
|
this.computeFaceNormals();
|
|
|
|
// can't really use automatic vertex normals
|
|
// as then front and back sides get smoothed too
|
|
// should do separate smoothing just for sides
|
|
|
|
//this.computeVertexNormals();
|
|
|
|
//console.log( "took", ( Date.now() - startTime ) );
|
|
|
|
}
|
|
|
|
ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
|
|
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
|
|
|
|
ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
|
|
|
|
var sl = shapes.length;
|
|
|
|
for ( var s = 0; s < sl; s ++ ) {
|
|
|
|
var shape = shapes[ s ];
|
|
this.addShape( shape, options );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
|
|
|
|
var amount = options.amount !== undefined ? options.amount : 100;
|
|
|
|
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
|
|
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
|
|
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
|
|
|
|
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
|
|
|
|
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
|
|
|
var steps = options.steps !== undefined ? options.steps : 1;
|
|
|
|
var extrudePath = options.extrudePath;
|
|
var extrudePts, extrudeByPath = false;
|
|
|
|
// Use default WorldUVGenerator if no UV generators are specified.
|
|
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;
|
|
|
|
var splineTube, binormal, normal, position2;
|
|
if ( extrudePath ) {
|
|
|
|
extrudePts = extrudePath.getSpacedPoints( steps );
|
|
|
|
extrudeByPath = true;
|
|
bevelEnabled = false; // bevels not supported for path extrusion
|
|
|
|
// SETUP TNB variables
|
|
|
|
// TODO1 - have a .isClosed in spline?
|
|
|
|
splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );
|
|
|
|
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
|
|
|
binormal = new Vector3();
|
|
normal = new Vector3();
|
|
position2 = new Vector3();
|
|
|
|
}
|
|
|
|
// Safeguards if bevels are not enabled
|
|
|
|
if ( ! bevelEnabled ) {
|
|
|
|
bevelSegments = 0;
|
|
bevelThickness = 0;
|
|
bevelSize = 0;
|
|
|
|
}
|
|
|
|
// Variables initialization
|
|
|
|
var ahole, h, hl; // looping of holes
|
|
var scope = this;
|
|
|
|
var shapesOffset = this.vertices.length;
|
|
|
|
var shapePoints = shape.extractPoints( curveSegments );
|
|
|
|
var vertices = shapePoints.shape;
|
|
var holes = shapePoints.holes;
|
|
|
|
var reverse = ! ShapeUtils.isClockWise( vertices );
|
|
|
|
if ( reverse ) {
|
|
|
|
vertices = vertices.reverse();
|
|
|
|
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
|
|
if ( ShapeUtils.isClockWise( ahole ) ) {
|
|
|
|
holes[ h ] = ahole.reverse();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
|
|
|
|
}
|
|
|
|
|
|
var faces = ShapeUtils.triangulateShape( vertices, holes );
|
|
|
|
/* Vertices */
|
|
|
|
var contour = vertices; // vertices has all points but contour has only points of circumference
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
|
|
vertices = vertices.concat( ahole );
|
|
|
|
}
|
|
|
|
|
|
function scalePt2( pt, vec, size ) {
|
|
|
|
if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
|
|
|
|
return vec.clone().multiplyScalar( size ).add( pt );
|
|
|
|
}
|
|
|
|
var b, bs, t, z,
|
|
vert, vlen = vertices.length,
|
|
face, flen = faces.length;
|
|
|
|
|
|
// Find directions for point movement
|
|
|
|
|
|
function getBevelVec( inPt, inPrev, inNext ) {
|
|
|
|
// computes for inPt the corresponding point inPt' on a new contour
|
|
// shifted by 1 unit (length of normalized vector) to the left
|
|
// if we walk along contour clockwise, this new contour is outside the old one
|
|
//
|
|
// inPt' is the intersection of the two lines parallel to the two
|
|
// adjacent edges of inPt at a distance of 1 unit on the left side.
|
|
|
|
var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
|
|
|
|
// good reading for geometry algorithms (here: line-line intersection)
|
|
// http://geomalgorithms.com/a05-_intersect-1.html
|
|
|
|
var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
|
|
var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
|
|
|
|
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
|
|
|
|
// check for collinear edges
|
|
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
|
|
|
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
|
|
|
|
// not collinear
|
|
|
|
// length of vectors for normalizing
|
|
|
|
var v_prev_len = Math.sqrt( v_prev_lensq );
|
|
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
|
|
|
|
// shift adjacent points by unit vectors to the left
|
|
|
|
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
|
|
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
|
|
|
|
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
|
|
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
|
|
|
|
// scaling factor for v_prev to intersection point
|
|
|
|
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
|
|
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
|
|
( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
|
|
|
// vector from inPt to intersection point
|
|
|
|
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
|
|
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
|
|
|
|
// Don't normalize!, otherwise sharp corners become ugly
|
|
// but prevent crazy spikes
|
|
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
|
|
if ( v_trans_lensq <= 2 ) {
|
|
|
|
return new Vector2( v_trans_x, v_trans_y );
|
|
|
|
} else {
|
|
|
|
shrink_by = Math.sqrt( v_trans_lensq / 2 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// handle special case of collinear edges
|
|
|
|
var direction_eq = false; // assumes: opposite
|
|
if ( v_prev_x > Number.EPSILON ) {
|
|
|
|
if ( v_next_x > Number.EPSILON ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( v_prev_x < - Number.EPSILON ) {
|
|
|
|
if ( v_next_x < - Number.EPSILON ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( direction_eq ) {
|
|
|
|
// console.log("Warning: lines are a straight sequence");
|
|
v_trans_x = - v_prev_y;
|
|
v_trans_y = v_prev_x;
|
|
shrink_by = Math.sqrt( v_prev_lensq );
|
|
|
|
} else {
|
|
|
|
// console.log("Warning: lines are a straight spike");
|
|
v_trans_x = v_prev_x;
|
|
v_trans_y = v_prev_y;
|
|
shrink_by = Math.sqrt( v_prev_lensq / 2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
|
|
|
|
}
|
|
|
|
|
|
var contourMovements = [];
|
|
|
|
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
|
|
|
if ( j === il ) j = 0;
|
|
if ( k === il ) k = 0;
|
|
|
|
// (j)---(i)---(k)
|
|
// console.log('i,j,k', i, j , k)
|
|
|
|
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
|
|
|
}
|
|
|
|
var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
|
|
oneHoleMovements = [];
|
|
|
|
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
|
|
|
if ( j === il ) j = 0;
|
|
if ( k === il ) k = 0;
|
|
|
|
// (j)---(i)---(k)
|
|
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
|
|
|
|
}
|
|
|
|
holesMovements.push( oneHoleMovements );
|
|
verticesMovements = verticesMovements.concat( oneHoleMovements );
|
|
|
|
}
|
|
|
|
|
|
// Loop bevelSegments, 1 for the front, 1 for the back
|
|
|
|
for ( b = 0; b < bevelSegments; b ++ ) {
|
|
|
|
//for ( b = bevelSegments; b > 0; b -- ) {
|
|
|
|
t = b / bevelSegments;
|
|
z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
|
bs = bevelSize * Math.sin( t * Math.PI / 2 );
|
|
|
|
// contract shape
|
|
|
|
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
|
|
|
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
|
|
|
v( vert.x, vert.y, - z );
|
|
|
|
}
|
|
|
|
// expand holes
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
oneHoleMovements = holesMovements[ h ];
|
|
|
|
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
|
|
|
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
|
|
|
v( vert.x, vert.y, - z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bs = bevelSize;
|
|
|
|
// Back facing vertices
|
|
|
|
for ( i = 0; i < vlen; i ++ ) {
|
|
|
|
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert.x, vert.y, 0 );
|
|
|
|
} else {
|
|
|
|
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
|
|
|
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
|
|
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
|
|
|
|
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
|
|
|
|
v( position2.x, position2.y, position2.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Add stepped vertices...
|
|
// Including front facing vertices
|
|
|
|
var s;
|
|
|
|
for ( s = 1; s <= steps; s ++ ) {
|
|
|
|
for ( i = 0; i < vlen; i ++ ) {
|
|
|
|
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert.x, vert.y, amount / steps * s );
|
|
|
|
} else {
|
|
|
|
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
|
|
|
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
|
|
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
|
|
|
|
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
|
|
|
|
v( position2.x, position2.y, position2.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Add bevel segments planes
|
|
|
|
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
|
for ( b = bevelSegments - 1; b >= 0; b -- ) {
|
|
|
|
t = b / bevelSegments;
|
|
z = bevelThickness * Math.cos ( t * Math.PI / 2 );
|
|
bs = bevelSize * Math.sin( t * Math.PI / 2 );
|
|
|
|
// contract shape
|
|
|
|
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
|
|
|
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
|
v( vert.x, vert.y, amount + z );
|
|
|
|
}
|
|
|
|
// expand holes
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
oneHoleMovements = holesMovements[ h ];
|
|
|
|
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
|
|
|
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert.x, vert.y, amount + z );
|
|
|
|
} else {
|
|
|
|
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* Faces */
|
|
|
|
// Top and bottom faces
|
|
|
|
buildLidFaces();
|
|
|
|
// Sides faces
|
|
|
|
buildSideFaces();
|
|
|
|
|
|
///// Internal functions
|
|
|
|
function buildLidFaces() {
|
|
|
|
if ( bevelEnabled ) {
|
|
|
|
var layer = 0; // steps + 1
|
|
var offset = vlen * layer;
|
|
|
|
// Bottom faces
|
|
|
|
for ( i = 0; i < flen; i ++ ) {
|
|
|
|
face = faces[ i ];
|
|
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
|
|
|
|
}
|
|
|
|
layer = steps + bevelSegments * 2;
|
|
offset = vlen * layer;
|
|
|
|
// Top faces
|
|
|
|
for ( i = 0; i < flen; i ++ ) {
|
|
|
|
face = faces[ i ];
|
|
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Bottom faces
|
|
|
|
for ( i = 0; i < flen; i ++ ) {
|
|
|
|
face = faces[ i ];
|
|
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
|
|
|
|
}
|
|
|
|
// Top faces
|
|
|
|
for ( i = 0; i < flen; i ++ ) {
|
|
|
|
face = faces[ i ];
|
|
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Create faces for the z-sides of the shape
|
|
|
|
function buildSideFaces() {
|
|
|
|
var layeroffset = 0;
|
|
sidewalls( contour, layeroffset );
|
|
layeroffset += contour.length;
|
|
|
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
ahole = holes[ h ];
|
|
sidewalls( ahole, layeroffset );
|
|
|
|
//, true
|
|
layeroffset += ahole.length;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function sidewalls( contour, layeroffset ) {
|
|
|
|
var j, k;
|
|
i = contour.length;
|
|
|
|
while ( -- i >= 0 ) {
|
|
|
|
j = i;
|
|
k = i - 1;
|
|
if ( k < 0 ) k = contour.length - 1;
|
|
|
|
//console.log('b', i,j, i-1, k,vertices.length);
|
|
|
|
var s = 0, sl = steps + bevelSegments * 2;
|
|
|
|
for ( s = 0; s < sl; s ++ ) {
|
|
|
|
var slen1 = vlen * s;
|
|
var slen2 = vlen * ( s + 1 );
|
|
|
|
var a = layeroffset + j + slen1,
|
|
b = layeroffset + k + slen1,
|
|
c = layeroffset + k + slen2,
|
|
d = layeroffset + j + slen2;
|
|
|
|
f4( a, b, c, d, contour, s, sl, j, k );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
function v( x, y, z ) {
|
|
|
|
scope.vertices.push( new Vector3( x, y, z ) );
|
|
|
|
}
|
|
|
|
function f3( a, b, c ) {
|
|
|
|
a += shapesOffset;
|
|
b += shapesOffset;
|
|
c += shapesOffset;
|
|
|
|
scope.faces.push( new Face3( a, b, c, null, null, 0 ) );
|
|
|
|
var uvs = uvgen.generateTopUV( scope, a, b, c );
|
|
|
|
scope.faceVertexUvs[ 0 ].push( uvs );
|
|
|
|
}
|
|
|
|
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
|
|
|
|
a += shapesOffset;
|
|
b += shapesOffset;
|
|
c += shapesOffset;
|
|
d += shapesOffset;
|
|
|
|
scope.faces.push( new Face3( a, b, d, null, null, 1 ) );
|
|
scope.faces.push( new Face3( b, c, d, null, null, 1 ) );
|
|
|
|
var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
|
|
|
|
scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
|
|
scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ExtrudeGeometry.WorldUVGenerator = {
|
|
|
|
generateTopUV: function ( geometry, indexA, indexB, indexC ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
|
|
var a = vertices[ indexA ];
|
|
var b = vertices[ indexB ];
|
|
var c = vertices[ indexC ];
|
|
|
|
return [
|
|
new Vector2( a.x, a.y ),
|
|
new Vector2( b.x, b.y ),
|
|
new Vector2( c.x, c.y )
|
|
];
|
|
|
|
},
|
|
|
|
generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
|
|
var a = vertices[ indexA ];
|
|
var b = vertices[ indexB ];
|
|
var c = vertices[ indexC ];
|
|
var d = vertices[ indexD ];
|
|
|
|
if ( Math.abs( a.y - b.y ) < 0.01 ) {
|
|
|
|
return [
|
|
new Vector2( a.x, 1 - a.z ),
|
|
new Vector2( b.x, 1 - b.z ),
|
|
new Vector2( c.x, 1 - c.z ),
|
|
new Vector2( d.x, 1 - d.z )
|
|
];
|
|
|
|
} else {
|
|
|
|
return [
|
|
new Vector2( a.y, 1 - a.z ),
|
|
new Vector2( b.y, 1 - b.z ),
|
|
new Vector2( c.y, 1 - c.z ),
|
|
new Vector2( d.y, 1 - d.z )
|
|
];
|
|
|
|
}
|
|
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* Text = 3D Text
|
|
*
|
|
* parameters = {
|
|
* font: <THREE.Font>, // font
|
|
*
|
|
* size: <float>, // size of the text
|
|
* height: <float>, // thickness to extrude text
|
|
* curveSegments: <int>, // number of points on the curves
|
|
*
|
|
* bevelEnabled: <bool>, // turn on bevel
|
|
* bevelThickness: <float>, // how deep into text bevel goes
|
|
* bevelSize: <float> // how far from text outline is bevel
|
|
* }
|
|
*/
|
|
|
|
function TextGeometry( text, parameters ) {
|
|
|
|
parameters = parameters || {};
|
|
|
|
var font = parameters.font;
|
|
|
|
if ( ( font && font.isFont ) === false ) {
|
|
|
|
console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
|
|
return new Geometry();
|
|
|
|
}
|
|
|
|
var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
|
|
|
|
// translate parameters to ExtrudeGeometry API
|
|
|
|
parameters.amount = parameters.height !== undefined ? parameters.height : 50;
|
|
|
|
// defaults
|
|
|
|
if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
|
|
if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
|
|
if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
|
|
|
|
ExtrudeGeometry.call( this, shapes, parameters );
|
|
|
|
this.type = 'TextGeometry';
|
|
|
|
}
|
|
|
|
TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype );
|
|
TextGeometry.prototype.constructor = TextGeometry;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'SphereGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
|
|
|
|
}
|
|
|
|
SphereGeometry.prototype = Object.create( Geometry.prototype );
|
|
SphereGeometry.prototype.constructor = SphereGeometry;
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'SphereBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
radius = radius || 50;
|
|
|
|
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
|
|
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
|
|
|
|
phiStart = phiStart !== undefined ? phiStart : 0;
|
|
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
|
|
|
|
var thetaEnd = thetaStart + thetaLength;
|
|
|
|
var ix, iy;
|
|
|
|
var index = 0;
|
|
var grid = [];
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( iy = 0; iy <= heightSegments; iy ++ ) {
|
|
|
|
var verticesRow = [];
|
|
|
|
var v = iy / heightSegments;
|
|
|
|
for ( ix = 0; ix <= widthSegments; ix ++ ) {
|
|
|
|
var u = ix / widthSegments;
|
|
|
|
// vertex
|
|
|
|
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
|
|
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normal.set( vertex.x, vertex.y, vertex.z ).normalize();
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( u, 1 - v );
|
|
|
|
verticesRow.push( index ++ );
|
|
|
|
}
|
|
|
|
grid.push( verticesRow );
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( iy = 0; iy < heightSegments; iy ++ ) {
|
|
|
|
for ( ix = 0; ix < widthSegments; ix ++ ) {
|
|
|
|
var a = grid[ iy ][ ix + 1 ];
|
|
var b = grid[ iy ][ ix ];
|
|
var c = grid[ iy + 1 ][ ix ];
|
|
var d = grid[ iy + 1 ][ ix + 1 ];
|
|
|
|
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
|
|
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
|
|
|
|
/**
|
|
* @author Kaleb Murphy
|
|
*/
|
|
|
|
function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'RingGeometry';
|
|
|
|
this.parameters = {
|
|
innerRadius: innerRadius,
|
|
outerRadius: outerRadius,
|
|
thetaSegments: thetaSegments,
|
|
phiSegments: phiSegments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
|
|
|
|
}
|
|
|
|
RingGeometry.prototype = Object.create( Geometry.prototype );
|
|
RingGeometry.prototype.constructor = RingGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'RingBufferGeometry';
|
|
|
|
this.parameters = {
|
|
innerRadius: innerRadius,
|
|
outerRadius: outerRadius,
|
|
thetaSegments: thetaSegments,
|
|
phiSegments: phiSegments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
innerRadius = innerRadius || 20;
|
|
outerRadius = outerRadius || 50;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
|
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
|
|
phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// some helper variables
|
|
|
|
var segment;
|
|
var radius = innerRadius;
|
|
var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
var j, i;
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( j = 0; j <= phiSegments; j ++ ) {
|
|
|
|
for ( i = 0; i <= thetaSegments; i ++ ) {
|
|
|
|
// values are generate from the inside of the ring to the outside
|
|
|
|
segment = thetaStart + i / thetaSegments * thetaLength;
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * Math.cos( segment );
|
|
vertex.y = radius * Math.sin( segment );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
// uv
|
|
|
|
uv.x = ( vertex.x / outerRadius + 1 ) / 2;
|
|
uv.y = ( vertex.y / outerRadius + 1 ) / 2;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
// increase the radius for next row of vertices
|
|
|
|
radius += radiusStep;
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( j = 0; j < phiSegments; j ++ ) {
|
|
|
|
var thetaSegmentLevel = j * ( thetaSegments + 1 );
|
|
|
|
for ( i = 0; i < thetaSegments; i ++ ) {
|
|
|
|
segment = i + thetaSegmentLevel;
|
|
|
|
var a = segment;
|
|
var b = segment + thetaSegments + 1;
|
|
var c = segment + thetaSegments + 2;
|
|
var d = segment + 1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
RingBufferGeometry.prototype.constructor = RingBufferGeometry;
|
|
|
|
/**
|
|
* @author astrodud / http://astrodud.isgreat.org/
|
|
* @author zz85 / https://github.com/zz85
|
|
* @author bhouston / http://clara.io
|
|
*/
|
|
|
|
// 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 2PI) range of the lathed section
|
|
// 2PI is a closed lathe, less than 2PI is a portion.
|
|
|
|
function LatheGeometry( points, segments, phiStart, phiLength ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'LatheGeometry';
|
|
|
|
this.parameters = {
|
|
points: points,
|
|
segments: segments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
LatheGeometry.prototype = Object.create( Geometry.prototype );
|
|
LatheGeometry.prototype.constructor = LatheGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'LatheBufferGeometry';
|
|
|
|
this.parameters = {
|
|
points: points,
|
|
segments: segments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength
|
|
};
|
|
|
|
segments = Math.floor( segments ) || 12;
|
|
phiStart = phiStart || 0;
|
|
phiLength = phiLength || Math.PI * 2;
|
|
|
|
// clamp phiLength so it's in range of [ 0, 2PI ]
|
|
|
|
phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
|
|
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var base;
|
|
var inverseSegments = 1.0 / segments;
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
var i, j;
|
|
|
|
// generate vertices and uvs
|
|
|
|
for ( i = 0; i <= segments; i ++ ) {
|
|
|
|
var phi = phiStart + i * inverseSegments * phiLength;
|
|
|
|
var sin = Math.sin( phi );
|
|
var cos = Math.cos( phi );
|
|
|
|
for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
|
|
|
|
// vertex
|
|
|
|
vertex.x = points[ j ].x * sin;
|
|
vertex.y = points[ j ].y;
|
|
vertex.z = points[ j ].x * cos;
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// uv
|
|
|
|
uv.x = i / segments;
|
|
uv.y = j / ( points.length - 1 );
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( i = 0; i < segments; i ++ ) {
|
|
|
|
for ( j = 0; j < ( points.length - 1 ); j ++ ) {
|
|
|
|
base = j + i * points.length;
|
|
|
|
var a = base;
|
|
var b = base + points.length;
|
|
var c = base + points.length + 1;
|
|
var d = base + 1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// generate normals
|
|
|
|
this.computeVertexNormals();
|
|
|
|
// if the geometry is closed, we need to average the normals along the seam.
|
|
// because the corresponding vertices are identical (but still have different UVs).
|
|
|
|
if ( phiLength === Math.PI * 2 ) {
|
|
|
|
var normals = this.attributes.normal.array;
|
|
var n1 = new Vector3();
|
|
var n2 = new Vector3();
|
|
var n = new Vector3();
|
|
|
|
// this is the buffer offset for the last line of vertices
|
|
|
|
base = segments * points.length * 3;
|
|
|
|
for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
|
|
|
|
// select the normal of the vertex in the first line
|
|
|
|
n1.x = normals[ j + 0 ];
|
|
n1.y = normals[ j + 1 ];
|
|
n1.z = normals[ j + 2 ];
|
|
|
|
// select the normal of the vertex in the last line
|
|
|
|
n2.x = normals[ base + j + 0 ];
|
|
n2.y = normals[ base + j + 1 ];
|
|
n2.z = normals[ base + j + 2 ];
|
|
|
|
// average normals
|
|
|
|
n.addVectors( n1, n2 ).normalize();
|
|
|
|
// assign the new values to both normals
|
|
|
|
normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
|
|
normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
|
|
normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
|
|
|
|
/**
|
|
* @author jonobr1 / http://jonobr1.com
|
|
*/
|
|
|
|
function ShapeGeometry( shapes, curveSegments ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'ShapeGeometry';
|
|
|
|
if ( typeof curveSegments === 'object' ) {
|
|
|
|
console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
|
|
|
|
curveSegments = curveSegments.curveSegments;
|
|
|
|
}
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
curveSegments: curveSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
ShapeGeometry.prototype = Object.create( Geometry.prototype );
|
|
ShapeGeometry.prototype.constructor = ShapeGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function ShapeBufferGeometry( shapes, curveSegments ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'ShapeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
curveSegments: curveSegments
|
|
};
|
|
|
|
curveSegments = curveSegments || 12;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var groupStart = 0;
|
|
var groupCount = 0;
|
|
|
|
// allow single and array values for "shapes" parameter
|
|
|
|
if ( Array.isArray( shapes ) === false ) {
|
|
|
|
addShape( shapes );
|
|
|
|
} else {
|
|
|
|
for ( var i = 0; i < shapes.length; i ++ ) {
|
|
|
|
addShape( shapes[ i ] );
|
|
|
|
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
|
|
|
|
groupStart += groupCount;
|
|
groupCount = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
|
|
// helper functions
|
|
|
|
function addShape( shape ) {
|
|
|
|
var i, l, shapeHole;
|
|
|
|
var indexOffset = vertices.length / 3;
|
|
var points = shape.extractPoints( curveSegments );
|
|
|
|
var shapeVertices = points.shape;
|
|
var shapeHoles = points.holes;
|
|
|
|
// check direction of vertices
|
|
|
|
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
|
|
|
|
shapeVertices = shapeVertices.reverse();
|
|
|
|
// also check if holes are in the opposite direction
|
|
|
|
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
|
|
|
|
shapeHole = shapeHoles[ i ];
|
|
|
|
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
|
|
|
|
shapeHoles[ i ] = shapeHole.reverse();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
|
|
|
|
// join vertices of inner and outer paths to a single array
|
|
|
|
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
|
|
|
|
shapeHole = shapeHoles[ i ];
|
|
shapeVertices = shapeVertices.concat( shapeHole );
|
|
|
|
}
|
|
|
|
// vertices, normals, uvs
|
|
|
|
for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
|
|
|
|
var vertex = shapeVertices[ i ];
|
|
|
|
vertices.push( vertex.x, vertex.y, 0 );
|
|
normals.push( 0, 0, 1 );
|
|
uvs.push( vertex.x, vertex.y ); // world uvs
|
|
|
|
}
|
|
|
|
// incides
|
|
|
|
for ( i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
var a = face[ 0 ] + indexOffset;
|
|
var b = face[ 1 ] + indexOffset;
|
|
var c = face[ 2 ] + indexOffset;
|
|
|
|
indices.push( a, b, c );
|
|
groupCount += 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
|
|
|
|
/**
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function EdgesGeometry( geometry, thresholdAngle ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'EdgesGeometry';
|
|
|
|
this.parameters = {
|
|
thresholdAngle: thresholdAngle
|
|
};
|
|
|
|
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
|
|
// helper variables
|
|
|
|
var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
|
|
var edge = [ 0, 0 ], edges = {};
|
|
var key, keys = [ 'a', 'b', 'c' ];
|
|
|
|
// prepare source geometry
|
|
|
|
var geometry2;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
geometry2 = new Geometry();
|
|
geometry2.fromBufferGeometry( geometry );
|
|
|
|
} else {
|
|
|
|
geometry2 = geometry.clone();
|
|
|
|
}
|
|
|
|
geometry2.mergeVertices();
|
|
geometry2.computeFaceNormals();
|
|
|
|
var sourceVertices = geometry2.vertices;
|
|
var faces = geometry2.faces;
|
|
|
|
// now create a data structure where each entry represents an edge with its adjoining faces
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
for ( var j = 0; j < 3; j ++ ) {
|
|
|
|
edge[ 0 ] = face[ keys[ j ] ];
|
|
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
|
|
edge.sort( sortFunction );
|
|
|
|
key = edge.toString();
|
|
|
|
if ( edges[ key ] === undefined ) {
|
|
|
|
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
|
|
|
|
} else {
|
|
|
|
edges[ key ].face2 = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( key in edges ) {
|
|
|
|
var e = edges[ key ];
|
|
|
|
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
|
|
|
|
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
|
|
|
|
var vertex = sourceVertices[ e.index1 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
vertex = sourceVertices[ e.index2 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
|
|
// custom array sort function
|
|
|
|
function sortFunction( a, b ) {
|
|
|
|
return a - b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
EdgesGeometry.prototype.constructor = EdgesGeometry;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'CylinderGeometry';
|
|
|
|
this.parameters = {
|
|
radiusTop: radiusTop,
|
|
radiusBottom: radiusBottom,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
CylinderGeometry.prototype = Object.create( Geometry.prototype );
|
|
CylinderGeometry.prototype.constructor = CylinderGeometry;
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'CylinderBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radiusTop: radiusTop,
|
|
radiusBottom: radiusBottom,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
var scope = this;
|
|
|
|
radiusTop = radiusTop !== undefined ? radiusTop : 20;
|
|
radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
|
|
height = height !== undefined ? height : 100;
|
|
|
|
radialSegments = Math.floor( radialSegments ) || 8;
|
|
heightSegments = Math.floor( heightSegments ) || 1;
|
|
|
|
openEnded = openEnded !== undefined ? openEnded : false;
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var index = 0;
|
|
var indexOffset = 0;
|
|
var indexArray = [];
|
|
var halfHeight = height / 2;
|
|
var groupStart = 0;
|
|
|
|
// generate geometry
|
|
|
|
generateTorso();
|
|
|
|
if ( openEnded === false ) {
|
|
|
|
if ( radiusTop > 0 ) generateCap( true );
|
|
if ( radiusBottom > 0 ) generateCap( false );
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
function generateTorso() {
|
|
|
|
var x, y;
|
|
var normal = new Vector3();
|
|
var vertex = new Vector3();
|
|
|
|
var groupCount = 0;
|
|
|
|
// this will be used to calculate the normal
|
|
var slope = ( radiusBottom - radiusTop ) / height;
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( y = 0; y <= heightSegments; y ++ ) {
|
|
|
|
var indexRow = [];
|
|
|
|
var v = y / heightSegments;
|
|
|
|
// calculate the radius of the current row
|
|
|
|
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
|
|
|
|
for ( x = 0; x <= radialSegments; x ++ ) {
|
|
|
|
var u = x / radialSegments;
|
|
|
|
var theta = u * thetaLength + thetaStart;
|
|
|
|
var sinTheta = Math.sin( theta );
|
|
var cosTheta = Math.cos( theta );
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * sinTheta;
|
|
vertex.y = - v * height + halfHeight;
|
|
vertex.z = radius * cosTheta;
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normal.set( sinTheta, slope, cosTheta ).normalize();
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( u, 1 - v );
|
|
|
|
// save index of vertex in respective row
|
|
|
|
indexRow.push( index ++ );
|
|
|
|
}
|
|
|
|
// now save vertices of the row in our index array
|
|
|
|
indexArray.push( indexRow );
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( x = 0; x < radialSegments; x ++ ) {
|
|
|
|
for ( y = 0; y < heightSegments; y ++ ) {
|
|
|
|
// we use the index array to access the correct indices
|
|
|
|
var a = indexArray[ y ][ x ];
|
|
var b = indexArray[ y + 1 ][ x ];
|
|
var c = indexArray[ y + 1 ][ x + 1 ];
|
|
var d = indexArray[ y ][ x + 1 ];
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
// update group counter
|
|
|
|
groupCount += 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, 0 );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
}
|
|
|
|
function generateCap( top ) {
|
|
|
|
var x, centerIndexStart, centerIndexEnd;
|
|
|
|
var uv = new Vector2();
|
|
var vertex = new Vector3();
|
|
|
|
var groupCount = 0;
|
|
|
|
var radius = ( top === true ) ? radiusTop : radiusBottom;
|
|
var sign = ( top === true ) ? 1 : - 1;
|
|
|
|
// save the index of the first center vertex
|
|
centerIndexStart = index;
|
|
|
|
// first we generate the center vertex data of the cap.
|
|
// because the geometry needs one set of uvs per face,
|
|
// we must generate a center vertex per face/segment
|
|
|
|
for ( x = 1; x <= radialSegments; x ++ ) {
|
|
|
|
// vertex
|
|
|
|
vertices.push( 0, halfHeight * sign, 0 );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, sign, 0 );
|
|
|
|
// uv
|
|
|
|
uvs.push( 0.5, 0.5 );
|
|
|
|
// increase index
|
|
|
|
index ++;
|
|
|
|
}
|
|
|
|
// save the index of the last center vertex
|
|
|
|
centerIndexEnd = index;
|
|
|
|
// now we generate the surrounding vertices, normals and uvs
|
|
|
|
for ( x = 0; x <= radialSegments; x ++ ) {
|
|
|
|
var u = x / radialSegments;
|
|
var theta = u * thetaLength + thetaStart;
|
|
|
|
var cosTheta = Math.cos( theta );
|
|
var sinTheta = Math.sin( theta );
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * sinTheta;
|
|
vertex.y = halfHeight * sign;
|
|
vertex.z = radius * cosTheta;
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, sign, 0 );
|
|
|
|
// uv
|
|
|
|
uv.x = ( cosTheta * 0.5 ) + 0.5;
|
|
uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
// increase index
|
|
|
|
index ++;
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( x = 0; x < radialSegments; x ++ ) {
|
|
|
|
var c = centerIndexStart + x;
|
|
var i = centerIndexEnd + x;
|
|
|
|
if ( top === true ) {
|
|
|
|
// face top
|
|
|
|
indices.push( i, i + 1, c );
|
|
|
|
} else {
|
|
|
|
// face bottom
|
|
|
|
indices.push( i + 1, i, c );
|
|
|
|
}
|
|
|
|
groupCount += 3;
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
|
|
|
|
/**
|
|
* @author abelnation / http://github.com/abelnation
|
|
*/
|
|
|
|
function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
|
|
|
this.type = 'ConeGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
}
|
|
|
|
ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
|
|
ConeGeometry.prototype.constructor = ConeGeometry;
|
|
|
|
/**
|
|
* @author: abelnation / http://github.com/abelnation
|
|
*/
|
|
|
|
function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
|
|
|
this.type = 'ConeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
}
|
|
|
|
ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
|
|
ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
|
|
|
|
/**
|
|
* @author hughes
|
|
*/
|
|
|
|
function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'CircleGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
segments: segments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
|
|
|
|
}
|
|
|
|
CircleGeometry.prototype = Object.create( Geometry.prototype );
|
|
CircleGeometry.prototype.constructor = CircleGeometry;
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'CircleBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
segments: segments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
radius = radius || 50;
|
|
segments = segments !== undefined ? Math.max( 3, segments ) : 8;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var i, s;
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
// center point
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
normals.push( 0, 0, 1 );
|
|
uvs.push( 0.5, 0.5 );
|
|
|
|
for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
|
|
|
|
var segment = thetaStart + s / segments * thetaLength;
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * Math.cos( segment );
|
|
vertex.y = radius * Math.sin( segment );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
// uvs
|
|
|
|
uv.x = ( vertices[ i ] / radius + 1 ) / 2;
|
|
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( i = 1; i <= segments; i ++ ) {
|
|
|
|
indices.push( i, i + 1, 0 );
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
|
|
|
|
|
|
|
|
var Geometries = Object.freeze({
|
|
WireframeGeometry: WireframeGeometry,
|
|
ParametricGeometry: ParametricGeometry,
|
|
ParametricBufferGeometry: ParametricBufferGeometry,
|
|
TetrahedronGeometry: TetrahedronGeometry,
|
|
TetrahedronBufferGeometry: TetrahedronBufferGeometry,
|
|
OctahedronGeometry: OctahedronGeometry,
|
|
OctahedronBufferGeometry: OctahedronBufferGeometry,
|
|
IcosahedronGeometry: IcosahedronGeometry,
|
|
IcosahedronBufferGeometry: IcosahedronBufferGeometry,
|
|
DodecahedronGeometry: DodecahedronGeometry,
|
|
DodecahedronBufferGeometry: DodecahedronBufferGeometry,
|
|
PolyhedronGeometry: PolyhedronGeometry,
|
|
PolyhedronBufferGeometry: PolyhedronBufferGeometry,
|
|
TubeGeometry: TubeGeometry,
|
|
TubeBufferGeometry: TubeBufferGeometry,
|
|
TorusKnotGeometry: TorusKnotGeometry,
|
|
TorusKnotBufferGeometry: TorusKnotBufferGeometry,
|
|
TorusGeometry: TorusGeometry,
|
|
TorusBufferGeometry: TorusBufferGeometry,
|
|
TextGeometry: TextGeometry,
|
|
SphereGeometry: SphereGeometry,
|
|
SphereBufferGeometry: SphereBufferGeometry,
|
|
RingGeometry: RingGeometry,
|
|
RingBufferGeometry: RingBufferGeometry,
|
|
PlaneGeometry: PlaneGeometry,
|
|
PlaneBufferGeometry: PlaneBufferGeometry,
|
|
LatheGeometry: LatheGeometry,
|
|
LatheBufferGeometry: LatheBufferGeometry,
|
|
ShapeGeometry: ShapeGeometry,
|
|
ShapeBufferGeometry: ShapeBufferGeometry,
|
|
ExtrudeGeometry: ExtrudeGeometry,
|
|
EdgesGeometry: EdgesGeometry,
|
|
ConeGeometry: ConeGeometry,
|
|
ConeBufferGeometry: ConeBufferGeometry,
|
|
CylinderGeometry: CylinderGeometry,
|
|
CylinderBufferGeometry: CylinderBufferGeometry,
|
|
CircleGeometry: CircleGeometry,
|
|
CircleBufferGeometry: CircleBufferGeometry,
|
|
BoxGeometry: BoxGeometry,
|
|
BoxBufferGeometry: BoxBufferGeometry
|
|
});
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function ShadowMaterial() {
|
|
|
|
ShaderMaterial.call( this, {
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.lights,
|
|
{
|
|
opacity: { value: 1.0 }
|
|
}
|
|
] ),
|
|
vertexShader: ShaderChunk[ 'shadow_vert' ],
|
|
fragmentShader: ShaderChunk[ 'shadow_frag' ]
|
|
} );
|
|
|
|
this.lights = true;
|
|
this.transparent = true;
|
|
|
|
Object.defineProperties( this, {
|
|
opacity: {
|
|
enumerable: true,
|
|
get: function () {
|
|
return this.uniforms.opacity.value;
|
|
},
|
|
set: function ( value ) {
|
|
this.uniforms.opacity.value = value;
|
|
}
|
|
}
|
|
} );
|
|
|
|
}
|
|
|
|
ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
|
ShadowMaterial.prototype.constructor = ShadowMaterial;
|
|
|
|
ShadowMaterial.prototype.isShadowMaterial = true;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function RawShaderMaterial( parameters ) {
|
|
|
|
ShaderMaterial.call( this, parameters );
|
|
|
|
this.type = 'RawShaderMaterial';
|
|
|
|
}
|
|
|
|
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
|
RawShaderMaterial.prototype.constructor = RawShaderMaterial;
|
|
|
|
RawShaderMaterial.prototype.isRawShaderMaterial = true;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function MultiMaterial( materials ) {
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.type = 'MultiMaterial';
|
|
|
|
this.materials = Array.isArray( materials ) ? materials : [];
|
|
|
|
this.visible = true;
|
|
|
|
}
|
|
|
|
MultiMaterial.prototype = {
|
|
|
|
constructor: MultiMaterial,
|
|
|
|
isMultiMaterial: true,
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var output = {
|
|
metadata: {
|
|
version: 4.2,
|
|
type: 'material',
|
|
generator: 'MaterialExporter'
|
|
},
|
|
uuid: this.uuid,
|
|
type: this.type,
|
|
materials: []
|
|
};
|
|
|
|
var materials = this.materials;
|
|
|
|
for ( var i = 0, l = materials.length; i < l; i ++ ) {
|
|
|
|
var material = materials[ i ].toJSON( meta );
|
|
delete material.metadata;
|
|
|
|
output.materials.push( material );
|
|
|
|
}
|
|
|
|
output.visible = this.visible;
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
var material = new this.constructor();
|
|
|
|
for ( var i = 0; i < this.materials.length; i ++ ) {
|
|
|
|
material.materials.push( this.materials[ i ].clone() );
|
|
|
|
}
|
|
|
|
material.visible = this.visible;
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* roughness: <float>,
|
|
* metalness: <float>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* roughnessMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* metalnessMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
|
* envMapIntensity: <float>
|
|
*
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshStandardMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.defines = { 'STANDARD': '' };
|
|
|
|
this.type = 'MeshStandardMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
this.roughness = 0.5;
|
|
this.metalness = 0.5;
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.roughnessMap = null;
|
|
|
|
this.metalnessMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.envMapIntensity = 1.0;
|
|
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshStandardMaterial.prototype = Object.create( Material.prototype );
|
|
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
|
|
|
|
MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
|
|
|
|
MeshStandardMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.defines = { 'STANDARD': '' };
|
|
|
|
this.color.copy( source.color );
|
|
this.roughness = source.roughness;
|
|
this.metalness = source.metalness;
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.roughnessMap = source.roughnessMap;
|
|
|
|
this.metalnessMap = source.metalnessMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.envMapIntensity = source.envMapIntensity;
|
|
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*
|
|
* parameters = {
|
|
* reflectivity: <float>
|
|
* }
|
|
*/
|
|
|
|
function MeshPhysicalMaterial( parameters ) {
|
|
|
|
MeshStandardMaterial.call( this );
|
|
|
|
this.defines = { 'PHYSICAL': '' };
|
|
|
|
this.type = 'MeshPhysicalMaterial';
|
|
|
|
this.reflectivity = 0.5; // maps to F0 = 0.04
|
|
|
|
this.clearCoat = 0.0;
|
|
this.clearCoatRoughness = 0.0;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
|
|
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
|
|
|
|
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
|
|
|
|
MeshPhysicalMaterial.prototype.copy = function ( source ) {
|
|
|
|
MeshStandardMaterial.prototype.copy.call( this, source );
|
|
|
|
this.defines = { 'PHYSICAL': '' };
|
|
|
|
this.reflectivity = source.reflectivity;
|
|
|
|
this.clearCoat = source.clearCoat;
|
|
this.clearCoatRoughness = source.clearCoatRoughness;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* specular: <hex>,
|
|
* shininess: <float>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.Multiply,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshPhongMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshPhongMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
this.specular = new Color( 0x111111 );
|
|
this.shininess = 30;
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshPhongMaterial.prototype = Object.create( Material.prototype );
|
|
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
|
|
|
|
MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
|
|
|
|
MeshPhongMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
this.specular.copy( source.specular );
|
|
this.shininess = source.shininess;
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author takahirox / http://github.com/takahirox
|
|
*
|
|
* parameters = {
|
|
* gradientMap: new THREE.Texture( <Image> )
|
|
* }
|
|
*/
|
|
|
|
function MeshToonMaterial( parameters ) {
|
|
|
|
MeshPhongMaterial.call( this );
|
|
|
|
this.defines = { 'TOON': '' };
|
|
|
|
this.type = 'MeshToonMaterial';
|
|
|
|
this.gradientMap = null;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
|
|
MeshToonMaterial.prototype.constructor = MeshToonMaterial;
|
|
|
|
MeshToonMaterial.prototype.isMeshToonMaterial = true;
|
|
|
|
MeshToonMaterial.prototype.copy = function ( source ) {
|
|
|
|
MeshPhongMaterial.prototype.copy.call( this, source );
|
|
|
|
this.gradientMap = source.gradientMap;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*
|
|
* parameters = {
|
|
* opacity: <float>,
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshNormalMaterial( parameters ) {
|
|
|
|
Material.call( this, parameters );
|
|
|
|
this.type = 'MeshNormalMaterial';
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false;
|
|
this.lights = false;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshNormalMaterial.prototype = Object.create( Material.prototype );
|
|
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
|
|
|
|
MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
|
|
|
|
MeshNormalMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.Multiply,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshLambertMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshLambertMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshLambertMaterial.prototype = Object.create( Material.prototype );
|
|
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
|
|
|
|
MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
|
|
|
|
MeshLambertMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* linewidth: <float>,
|
|
*
|
|
* scale: <float>,
|
|
* dashSize: <float>,
|
|
* gapSize: <float>
|
|
* }
|
|
*/
|
|
|
|
function LineDashedMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'LineDashedMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.linewidth = 1;
|
|
|
|
this.scale = 1;
|
|
this.dashSize = 3;
|
|
this.gapSize = 1;
|
|
|
|
this.lights = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
LineDashedMaterial.prototype = Object.create( Material.prototype );
|
|
LineDashedMaterial.prototype.constructor = LineDashedMaterial;
|
|
|
|
LineDashedMaterial.prototype.isLineDashedMaterial = true;
|
|
|
|
LineDashedMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.linewidth = source.linewidth;
|
|
|
|
this.scale = source.scale;
|
|
this.dashSize = source.dashSize;
|
|
this.gapSize = source.gapSize;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|
|
|
|
var Materials = Object.freeze({
|
|
ShadowMaterial: ShadowMaterial,
|
|
SpriteMaterial: SpriteMaterial,
|
|
RawShaderMaterial: RawShaderMaterial,
|
|
ShaderMaterial: ShaderMaterial,
|
|
PointsMaterial: PointsMaterial,
|
|
MultiMaterial: MultiMaterial,
|
|
MeshPhysicalMaterial: MeshPhysicalMaterial,
|
|
MeshStandardMaterial: MeshStandardMaterial,
|
|
MeshPhongMaterial: MeshPhongMaterial,
|
|
MeshToonMaterial: MeshToonMaterial,
|
|
MeshNormalMaterial: MeshNormalMaterial,
|
|
MeshLambertMaterial: MeshLambertMaterial,
|
|
MeshDepthMaterial: MeshDepthMaterial,
|
|
MeshBasicMaterial: MeshBasicMaterial,
|
|
LineDashedMaterial: LineDashedMaterial,
|
|
LineBasicMaterial: LineBasicMaterial,
|
|
Material: Material
|
|
});
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
var Cache = {
|
|
|
|
enabled: false,
|
|
|
|
files: {},
|
|
|
|
add: function ( key, file ) {
|
|
|
|
if ( this.enabled === false ) return;
|
|
|
|
// console.log( 'THREE.Cache', 'Adding key:', key );
|
|
|
|
this.files[ key ] = file;
|
|
|
|
},
|
|
|
|
get: function ( key ) {
|
|
|
|
if ( this.enabled === false ) return;
|
|
|
|
// console.log( 'THREE.Cache', 'Checking key:', key );
|
|
|
|
return this.files[ key ];
|
|
|
|
},
|
|
|
|
remove: function ( key ) {
|
|
|
|
delete this.files[ key ];
|
|
|
|
},
|
|
|
|
clear: function () {
|
|
|
|
this.files = {};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function LoadingManager( onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
|
|
|
|
this.onStart = undefined;
|
|
this.onLoad = onLoad;
|
|
this.onProgress = onProgress;
|
|
this.onError = onError;
|
|
|
|
this.itemStart = function ( url ) {
|
|
|
|
itemsTotal ++;
|
|
|
|
if ( isLoading === false ) {
|
|
|
|
if ( scope.onStart !== undefined ) {
|
|
|
|
scope.onStart( url, itemsLoaded, itemsTotal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
isLoading = true;
|
|
|
|
};
|
|
|
|
this.itemEnd = function ( url ) {
|
|
|
|
itemsLoaded ++;
|
|
|
|
if ( scope.onProgress !== undefined ) {
|
|
|
|
scope.onProgress( url, itemsLoaded, itemsTotal );
|
|
|
|
}
|
|
|
|
if ( itemsLoaded === itemsTotal ) {
|
|
|
|
isLoading = false;
|
|
|
|
if ( scope.onLoad !== undefined ) {
|
|
|
|
scope.onLoad();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.itemError = function ( url ) {
|
|
|
|
if ( scope.onError !== undefined ) {
|
|
|
|
scope.onError( url );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
var DefaultLoadingManager = new LoadingManager();
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function FileLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( FileLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( url === undefined ) url = '';
|
|
|
|
if ( this.path !== undefined ) url = this.path + url;
|
|
|
|
var scope = this;
|
|
|
|
var cached = Cache.get( url );
|
|
|
|
if ( cached !== undefined ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) onLoad( cached );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
return cached;
|
|
|
|
}
|
|
|
|
// Check for data: URI
|
|
var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
|
|
var dataUriRegexResult = url.match( dataUriRegex );
|
|
|
|
// Safari can not handle Data URIs through XMLHttpRequest so process manually
|
|
if ( dataUriRegexResult ) {
|
|
|
|
var mimeType = dataUriRegexResult[ 1 ];
|
|
var isBase64 = !! dataUriRegexResult[ 2 ];
|
|
var data = dataUriRegexResult[ 3 ];
|
|
|
|
data = window.decodeURIComponent( data );
|
|
|
|
if ( isBase64 ) data = window.atob( data );
|
|
|
|
try {
|
|
|
|
var response;
|
|
var responseType = ( this.responseType || '' ).toLowerCase();
|
|
|
|
switch ( responseType ) {
|
|
|
|
case 'arraybuffer':
|
|
case 'blob':
|
|
|
|
response = new ArrayBuffer( data.length );
|
|
|
|
var view = new Uint8Array( response );
|
|
|
|
for ( var i = 0; i < data.length; i ++ ) {
|
|
|
|
view[ i ] = data.charCodeAt( i );
|
|
|
|
}
|
|
|
|
if ( responseType === 'blob' ) {
|
|
|
|
response = new Blob( [ response ], { type: mimeType } );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'document':
|
|
|
|
var parser = new DOMParser();
|
|
response = parser.parseFromString( data, mimeType );
|
|
|
|
break;
|
|
|
|
case 'json':
|
|
|
|
response = JSON.parse( data );
|
|
|
|
break;
|
|
|
|
default: // 'text' or other
|
|
|
|
response = data;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// Wait for next browser tick
|
|
window.setTimeout( function () {
|
|
|
|
if ( onLoad ) onLoad( response );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
} catch ( error ) {
|
|
|
|
// Wait for next browser tick
|
|
window.setTimeout( function () {
|
|
|
|
if ( onError ) onError( error );
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}, 0 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var request = new XMLHttpRequest();
|
|
request.open( 'GET', url, true );
|
|
|
|
request.addEventListener( 'load', function ( event ) {
|
|
|
|
var response = event.target.response;
|
|
|
|
Cache.add( url, response );
|
|
|
|
if ( this.status === 200 ) {
|
|
|
|
if ( onLoad ) onLoad( response );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
} else if ( this.status === 0 ) {
|
|
|
|
// Some browsers return HTTP Status 0 when using non-http protocol
|
|
// e.g. 'file://' or 'data://'. Handle as success.
|
|
|
|
console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
|
|
|
|
if ( onLoad ) onLoad( response );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
} else {
|
|
|
|
if ( onError ) onError( event );
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}
|
|
|
|
}, false );
|
|
|
|
if ( onProgress !== undefined ) {
|
|
|
|
request.addEventListener( 'progress', function ( event ) {
|
|
|
|
onProgress( event );
|
|
|
|
}, false );
|
|
|
|
}
|
|
|
|
request.addEventListener( 'error', function ( event ) {
|
|
|
|
if ( onError ) onError( event );
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}, false );
|
|
|
|
if ( this.responseType !== undefined ) request.responseType = this.responseType;
|
|
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
|
|
|
|
if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
|
|
|
|
request.send( null );
|
|
|
|
}
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
return request;
|
|
|
|
},
|
|
|
|
setPath: function ( value ) {
|
|
|
|
this.path = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setResponseType: function ( value ) {
|
|
|
|
this.responseType = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setWithCredentials: function ( value ) {
|
|
|
|
this.withCredentials = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setMimeType: function ( value ) {
|
|
|
|
this.mimeType = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*
|
|
* Abstract Base class to block based textures loader (dds, pvr, ...)
|
|
*/
|
|
|
|
function CompressedTextureLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
// override in sub classes
|
|
this._parser = null;
|
|
|
|
}
|
|
|
|
Object.assign( CompressedTextureLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var images = [];
|
|
|
|
var texture = new CompressedTexture();
|
|
texture.image = images;
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setPath( this.path );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
|
|
function loadTexture( i ) {
|
|
|
|
loader.load( url[ i ], function ( buffer ) {
|
|
|
|
var texDatas = scope._parser( buffer, true );
|
|
|
|
images[ i ] = {
|
|
width: texDatas.width,
|
|
height: texDatas.height,
|
|
format: texDatas.format,
|
|
mipmaps: texDatas.mipmaps
|
|
};
|
|
|
|
loaded += 1;
|
|
|
|
if ( loaded === 6 ) {
|
|
|
|
if ( texDatas.mipmapCount === 1 )
|
|
texture.minFilter = LinearFilter;
|
|
|
|
texture.format = texDatas.format;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) onLoad( texture );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
if ( Array.isArray( url ) ) {
|
|
|
|
var loaded = 0;
|
|
|
|
for ( var i = 0, il = url.length; i < il; ++ i ) {
|
|
|
|
loadTexture( i );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// compressed cubemap texture stored in a single DDS file
|
|
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
var texDatas = scope._parser( buffer, true );
|
|
|
|
if ( texDatas.isCubemap ) {
|
|
|
|
var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
|
|
|
|
for ( var f = 0; f < faces; f ++ ) {
|
|
|
|
images[ f ] = { mipmaps : [] };
|
|
|
|
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
|
|
|
|
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
|
|
images[ f ].format = texDatas.format;
|
|
images[ f ].width = texDatas.width;
|
|
images[ f ].height = texDatas.height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
texture.image.width = texDatas.width;
|
|
texture.image.height = texDatas.height;
|
|
texture.mipmaps = texDatas.mipmaps;
|
|
|
|
}
|
|
|
|
if ( texDatas.mipmapCount === 1 ) {
|
|
|
|
texture.minFilter = LinearFilter;
|
|
|
|
}
|
|
|
|
texture.format = texDatas.format;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) onLoad( texture );
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
setPath: function ( value ) {
|
|
|
|
this.path = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author Nikos M. / https://github.com/foo123/
|
|
*
|
|
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
|
|
*/
|
|
|
|
function DataTextureLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
// override in sub classes
|
|
this._parser = null;
|
|
|
|
}
|
|
|
|
Object.assign( DataTextureLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var texture = new DataTexture();
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
var texData = scope._parser( buffer );
|
|
|
|
if ( ! texData ) return;
|
|
|
|
if ( undefined !== texData.image ) {
|
|
|
|
texture.image = texData.image;
|
|
|
|
} else if ( undefined !== texData.data ) {
|
|
|
|
texture.image.width = texData.width;
|
|
texture.image.height = texData.height;
|
|
texture.image.data = texData.data;
|
|
|
|
}
|
|
|
|
texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
|
|
texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
|
|
|
|
texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
|
|
texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
|
|
|
|
texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
|
|
|
|
if ( undefined !== texData.format ) {
|
|
|
|
texture.format = texData.format;
|
|
|
|
}
|
|
if ( undefined !== texData.type ) {
|
|
|
|
texture.type = texData.type;
|
|
|
|
}
|
|
|
|
if ( undefined !== texData.mipmaps ) {
|
|
|
|
texture.mipmaps = texData.mipmaps;
|
|
|
|
}
|
|
|
|
if ( 1 === texData.mipmapCount ) {
|
|
|
|
texture.minFilter = LinearFilter;
|
|
|
|
}
|
|
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) onLoad( texture, texData );
|
|
|
|
}, onProgress, onError );
|
|
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function ImageLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( ImageLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( url === undefined ) url = '';
|
|
|
|
if ( this.path !== undefined ) url = this.path + url;
|
|
|
|
var scope = this;
|
|
|
|
var cached = Cache.get( url );
|
|
|
|
if ( cached !== undefined ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) onLoad( cached );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
return cached;
|
|
|
|
}
|
|
|
|
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
|
|
|
|
image.addEventListener( 'load', function () {
|
|
|
|
Cache.add( url, this );
|
|
|
|
if ( onLoad ) onLoad( this );
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, false );
|
|
|
|
/*
|
|
image.addEventListener( 'progress', function ( event ) {
|
|
|
|
if ( onProgress ) onProgress( event );
|
|
|
|
}, false );
|
|
*/
|
|
|
|
image.addEventListener( 'error', function ( event ) {
|
|
|
|
if ( onError ) onError( event );
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}, false );
|
|
|
|
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
image.src = url;
|
|
|
|
return image;
|
|
|
|
},
|
|
|
|
setCrossOrigin: function ( value ) {
|
|
|
|
this.crossOrigin = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setPath: function ( value ) {
|
|
|
|
this.path = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function CubeTextureLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( CubeTextureLoader.prototype, {
|
|
|
|
load: function ( urls, onLoad, onProgress, onError ) {
|
|
|
|
var texture = new CubeTexture();
|
|
|
|
var loader = new ImageLoader( this.manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
loader.setPath( this.path );
|
|
|
|
var loaded = 0;
|
|
|
|
function loadTexture( i ) {
|
|
|
|
loader.load( urls[ i ], function ( image ) {
|
|
|
|
texture.images[ i ] = image;
|
|
|
|
loaded ++;
|
|
|
|
if ( loaded === 6 ) {
|
|
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) onLoad( texture );
|
|
|
|
}
|
|
|
|
}, undefined, onError );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < urls.length; ++ i ) {
|
|
|
|
loadTexture( i );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
setCrossOrigin: function ( value ) {
|
|
|
|
this.crossOrigin = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setPath: function ( value ) {
|
|
|
|
this.path = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function TextureLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( TextureLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var texture = new Texture();
|
|
|
|
var loader = new ImageLoader( this.manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
loader.setPath( this.path );
|
|
loader.load( url, function ( image ) {
|
|
|
|
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
|
|
var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
|
|
|
|
texture.format = isJPEG ? RGBFormat : RGBAFormat;
|
|
texture.image = image;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad !== undefined ) {
|
|
|
|
onLoad( texture );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
setCrossOrigin: function ( value ) {
|
|
|
|
this.crossOrigin = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setPath: function ( value ) {
|
|
|
|
this.path = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Light( color, intensity ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Light';
|
|
|
|
this.color = new Color( color );
|
|
this.intensity = intensity !== undefined ? intensity : 1;
|
|
|
|
this.receiveShadow = undefined;
|
|
|
|
}
|
|
|
|
Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Light,
|
|
|
|
isLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
this.intensity = source.intensity;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.color = this.color.getHex();
|
|
data.object.intensity = this.intensity;
|
|
|
|
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
|
|
|
|
if ( this.distance !== undefined ) data.object.distance = this.distance;
|
|
if ( this.angle !== undefined ) data.object.angle = this.angle;
|
|
if ( this.decay !== undefined ) data.object.decay = this.decay;
|
|
if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
|
|
|
|
if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function HemisphereLight( skyColor, groundColor, intensity ) {
|
|
|
|
Light.call( this, skyColor, intensity );
|
|
|
|
this.type = 'HemisphereLight';
|
|
|
|
this.castShadow = undefined;
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.groundColor = new Color( groundColor );
|
|
|
|
}
|
|
|
|
HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: HemisphereLight,
|
|
|
|
isHemisphereLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.groundColor.copy( source.groundColor );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function LightShadow( camera ) {
|
|
|
|
this.camera = camera;
|
|
|
|
this.bias = 0;
|
|
this.radius = 1;
|
|
|
|
this.mapSize = new Vector2( 512, 512 );
|
|
|
|
this.map = null;
|
|
this.matrix = new Matrix4();
|
|
|
|
}
|
|
|
|
Object.assign( LightShadow.prototype, {
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.camera = source.camera.clone();
|
|
|
|
this.bias = source.bias;
|
|
this.radius = source.radius;
|
|
|
|
this.mapSize.copy( source.mapSize );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var object = {};
|
|
|
|
if ( this.bias !== 0 ) object.bias = this.bias;
|
|
if ( this.radius !== 1 ) object.radius = this.radius;
|
|
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
|
|
|
|
object.camera = this.camera.toJSON( false ).object;
|
|
delete object.camera.matrix;
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function SpotLightShadow() {
|
|
|
|
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
|
|
|
constructor: SpotLightShadow,
|
|
|
|
isSpotLightShadow: true,
|
|
|
|
update: function ( light ) {
|
|
|
|
var fov = _Math.RAD2DEG * 2 * light.angle;
|
|
var aspect = this.mapSize.width / this.mapSize.height;
|
|
var far = light.distance || 500;
|
|
|
|
var camera = this.camera;
|
|
|
|
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
|
|
|
|
camera.fov = fov;
|
|
camera.aspect = aspect;
|
|
camera.far = far;
|
|
camera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'SpotLight';
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.target = new Object3D();
|
|
|
|
Object.defineProperty( this, 'power', {
|
|
get: function () {
|
|
// intensity = power per solid angle.
|
|
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
|
return this.intensity * Math.PI;
|
|
},
|
|
set: function ( power ) {
|
|
// intensity = power per solid angle.
|
|
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
|
this.intensity = power / Math.PI;
|
|
}
|
|
} );
|
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0;
|
|
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
|
|
this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
|
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
|
|
|
this.shadow = new SpotLightShadow();
|
|
|
|
}
|
|
|
|
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: SpotLight,
|
|
|
|
isSpotLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.distance = source.distance;
|
|
this.angle = source.angle;
|
|
this.penumbra = source.penumbra;
|
|
this.decay = source.decay;
|
|
|
|
this.target = source.target.clone();
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
|
|
function PointLight( color, intensity, distance, decay ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'PointLight';
|
|
|
|
Object.defineProperty( this, 'power', {
|
|
get: function () {
|
|
// intensity = power per solid angle.
|
|
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
|
return this.intensity * 4 * Math.PI;
|
|
|
|
},
|
|
set: function ( power ) {
|
|
// intensity = power per solid angle.
|
|
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
|
this.intensity = power / ( 4 * Math.PI );
|
|
}
|
|
} );
|
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0;
|
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
|
|
|
this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: PointLight,
|
|
|
|
isPointLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.distance = source.distance;
|
|
this.decay = source.decay;
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function DirectionalLightShadow( ) {
|
|
|
|
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
|
|
|
constructor: DirectionalLightShadow
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function DirectionalLight( color, intensity ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'DirectionalLight';
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.target = new Object3D();
|
|
|
|
this.shadow = new DirectionalLightShadow();
|
|
|
|
}
|
|
|
|
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: DirectionalLight,
|
|
|
|
isDirectionalLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.target = source.target.clone();
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function AmbientLight( color, intensity ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'AmbientLight';
|
|
|
|
this.castShadow = undefined;
|
|
|
|
}
|
|
|
|
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: AmbientLight,
|
|
|
|
isAmbientLight: true
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author tschw
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
*/
|
|
|
|
var AnimationUtils = {
|
|
|
|
// same as Array.prototype.slice, but also works on typed arrays
|
|
arraySlice: function( array, from, to ) {
|
|
|
|
if ( AnimationUtils.isTypedArray( array ) ) {
|
|
|
|
return new array.constructor( array.subarray( from, to ) );
|
|
|
|
}
|
|
|
|
return array.slice( from, to );
|
|
|
|
},
|
|
|
|
// converts an array to a specific type
|
|
convertArray: function( array, type, forceClone ) {
|
|
|
|
if ( ! array || // let 'undefined' and 'null' pass
|
|
! forceClone && array.constructor === type ) return array;
|
|
|
|
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
|
|
|
|
return new type( array ); // create typed array
|
|
|
|
}
|
|
|
|
return Array.prototype.slice.call( array ); // create Array
|
|
|
|
},
|
|
|
|
isTypedArray: function( object ) {
|
|
|
|
return ArrayBuffer.isView( object ) &&
|
|
! ( object instanceof DataView );
|
|
|
|
},
|
|
|
|
// returns an array by which times and values can be sorted
|
|
getKeyframeOrder: function( times ) {
|
|
|
|
function compareTime( i, j ) {
|
|
|
|
return times[ i ] - times[ j ];
|
|
|
|
}
|
|
|
|
var n = times.length;
|
|
var result = new Array( n );
|
|
for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
|
|
|
|
result.sort( compareTime );
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// uses the array previously returned by 'getKeyframeOrder' to sort data
|
|
sortedArray: function( values, stride, order ) {
|
|
|
|
var nValues = values.length;
|
|
var result = new values.constructor( nValues );
|
|
|
|
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
|
|
|
|
var srcOffset = order[ i ] * stride;
|
|
|
|
for ( var j = 0; j !== stride; ++ j ) {
|
|
|
|
result[ dstOffset ++ ] = values[ srcOffset + j ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// function for parsing AOS keyframe formats
|
|
flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {
|
|
|
|
var i = 1, key = jsonKeys[ 0 ];
|
|
|
|
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
}
|
|
|
|
if ( key === undefined ) return; // no data
|
|
|
|
var value = key[ valuePropertyName ];
|
|
if ( value === undefined ) return; // no data
|
|
|
|
if ( Array.isArray( value ) ) {
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
values.push.apply( values, value ); // push all elements
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
} else if ( value.toArray !== undefined ) {
|
|
// ...assume THREE.Math-ish
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
value.toArray( values, values.length );
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
} else {
|
|
// otherwise push as-is
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
values.push( value );
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Abstract base class of interpolants over parametric samples.
|
|
*
|
|
* The parameter domain is one dimensional, typically the time or a path
|
|
* along a curve defined by the data.
|
|
*
|
|
* The sample values can have any dimensionality and derived classes may
|
|
* apply special interpretations to the data.
|
|
*
|
|
* This class provides the interval seek in a Template Method, deferring
|
|
* the actual interpolation to derived classes.
|
|
*
|
|
* Time complexity is O(1) for linear access crossing at most two points
|
|
* and O(log N) for random access, where N is the number of positions.
|
|
*
|
|
* References:
|
|
*
|
|
* http://www.oodesign.com/template-method-pattern.html
|
|
*
|
|
* @author tschw
|
|
*/
|
|
|
|
function Interpolant(
|
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
this.parameterPositions = parameterPositions;
|
|
this._cachedIndex = 0;
|
|
|
|
this.resultBuffer = resultBuffer !== undefined ?
|
|
resultBuffer : new sampleValues.constructor( sampleSize );
|
|
this.sampleValues = sampleValues;
|
|
this.valueSize = sampleSize;
|
|
|
|
}
|
|
|
|
Interpolant.prototype = {
|
|
|
|
constructor: Interpolant,
|
|
|
|
evaluate: function( t ) {
|
|
|
|
var pp = this.parameterPositions,
|
|
i1 = this._cachedIndex,
|
|
|
|
t1 = pp[ i1 ],
|
|
t0 = pp[ i1 - 1 ];
|
|
|
|
validate_interval: {
|
|
|
|
seek: {
|
|
|
|
var right;
|
|
|
|
linear_scan: {
|
|
//- See http://jsperf.com/comparison-to-undefined/3
|
|
//- slower code:
|
|
//-
|
|
//- if ( t >= t1 || t1 === undefined ) {
|
|
forward_scan: if ( ! ( t < t1 ) ) {
|
|
|
|
for ( var giveUpAt = i1 + 2; ;) {
|
|
|
|
if ( t1 === undefined ) {
|
|
|
|
if ( t < t0 ) break forward_scan;
|
|
|
|
// after end
|
|
|
|
i1 = pp.length;
|
|
this._cachedIndex = i1;
|
|
return this.afterEnd_( i1 - 1, t, t0 );
|
|
|
|
}
|
|
|
|
if ( i1 === giveUpAt ) break; // this loop
|
|
|
|
t0 = t1;
|
|
t1 = pp[ ++ i1 ];
|
|
|
|
if ( t < t1 ) {
|
|
|
|
// we have arrived at the sought interval
|
|
break seek;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// prepare binary search on the right side of the index
|
|
right = pp.length;
|
|
break linear_scan;
|
|
|
|
}
|
|
|
|
//- slower code:
|
|
//- if ( t < t0 || t0 === undefined ) {
|
|
if ( ! ( t >= t0 ) ) {
|
|
|
|
// looping?
|
|
|
|
var t1global = pp[ 1 ];
|
|
|
|
if ( t < t1global ) {
|
|
|
|
i1 = 2; // + 1, using the scan for the details
|
|
t0 = t1global;
|
|
|
|
}
|
|
|
|
// linear reverse scan
|
|
|
|
for ( var giveUpAt = i1 - 2; ;) {
|
|
|
|
if ( t0 === undefined ) {
|
|
|
|
// before start
|
|
|
|
this._cachedIndex = 0;
|
|
return this.beforeStart_( 0, t, t1 );
|
|
|
|
}
|
|
|
|
if ( i1 === giveUpAt ) break; // this loop
|
|
|
|
t1 = t0;
|
|
t0 = pp[ -- i1 - 1 ];
|
|
|
|
if ( t >= t0 ) {
|
|
|
|
// we have arrived at the sought interval
|
|
break seek;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// prepare binary search on the left side of the index
|
|
right = i1;
|
|
i1 = 0;
|
|
break linear_scan;
|
|
|
|
}
|
|
|
|
// the interval is valid
|
|
|
|
break validate_interval;
|
|
|
|
} // linear scan
|
|
|
|
// binary search
|
|
|
|
while ( i1 < right ) {
|
|
|
|
var mid = ( i1 + right ) >>> 1;
|
|
|
|
if ( t < pp[ mid ] ) {
|
|
|
|
right = mid;
|
|
|
|
} else {
|
|
|
|
i1 = mid + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
t1 = pp[ i1 ];
|
|
t0 = pp[ i1 - 1 ];
|
|
|
|
// check boundary cases, again
|
|
|
|
if ( t0 === undefined ) {
|
|
|
|
this._cachedIndex = 0;
|
|
return this.beforeStart_( 0, t, t1 );
|
|
|
|
}
|
|
|
|
if ( t1 === undefined ) {
|
|
|
|
i1 = pp.length;
|
|
this._cachedIndex = i1;
|
|
return this.afterEnd_( i1 - 1, t0, t );
|
|
|
|
}
|
|
|
|
} // seek
|
|
|
|
this._cachedIndex = i1;
|
|
|
|
this.intervalChanged_( i1, t0, t1 );
|
|
|
|
} // validate_interval
|
|
|
|
return this.interpolate_( i1, t0, t, t1 );
|
|
|
|
},
|
|
|
|
settings: null, // optional, subclass-specific settings structure
|
|
// Note: The indirection allows central control of many interpolants.
|
|
|
|
// --- Protected interface
|
|
|
|
DefaultSettings_: {},
|
|
|
|
getSettings_: function() {
|
|
|
|
return this.settings || this.DefaultSettings_;
|
|
|
|
},
|
|
|
|
copySampleValue_: function( index ) {
|
|
|
|
// copies a sample value to the result buffer
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
offset = index * stride;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] = values[ offset + i ];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// Template methods for derived classes:
|
|
|
|
interpolate_: function( i1, t0, t, t1 ) {
|
|
|
|
throw new Error( "call to abstract method" );
|
|
// implementations shall return this.resultBuffer
|
|
|
|
},
|
|
|
|
intervalChanged_: function( i1, t0, t1 ) {
|
|
|
|
// empty
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( Interpolant.prototype, {
|
|
|
|
beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
|
|
Interpolant.prototype.copySampleValue_,
|
|
|
|
afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
|
|
Interpolant.prototype.copySampleValue_
|
|
|
|
} );
|
|
|
|
/**
|
|
* Fast and simple cubic spline interpolant.
|
|
*
|
|
* It was derived from a Hermitian construction setting the first derivative
|
|
* at each sample position to the linear slope between neighboring positions
|
|
* over their parameter interval.
|
|
*
|
|
* @author tschw
|
|
*/
|
|
|
|
function CubicInterpolant(
|
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call(
|
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
this._weightPrev = -0;
|
|
this._offsetPrev = -0;
|
|
this._weightNext = -0;
|
|
this._offsetNext = -0;
|
|
|
|
}
|
|
|
|
CubicInterpolant.prototype =
|
|
Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: CubicInterpolant,
|
|
|
|
DefaultSettings_: {
|
|
|
|
endingStart: ZeroCurvatureEnding,
|
|
endingEnd: ZeroCurvatureEnding
|
|
|
|
},
|
|
|
|
intervalChanged_: function( i1, t0, t1 ) {
|
|
|
|
var pp = this.parameterPositions,
|
|
iPrev = i1 - 2,
|
|
iNext = i1 + 1,
|
|
|
|
tPrev = pp[ iPrev ],
|
|
tNext = pp[ iNext ];
|
|
|
|
if ( tPrev === undefined ) {
|
|
|
|
switch ( this.getSettings_().endingStart ) {
|
|
|
|
case ZeroSlopeEnding:
|
|
|
|
// f'(t0) = 0
|
|
iPrev = i1;
|
|
tPrev = 2 * t0 - t1;
|
|
|
|
break;
|
|
|
|
case WrapAroundEnding:
|
|
|
|
// use the other end of the curve
|
|
iPrev = pp.length - 2;
|
|
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
|
|
|
|
break;
|
|
|
|
default: // ZeroCurvatureEnding
|
|
|
|
// f''(t0) = 0 a.k.a. Natural Spline
|
|
iPrev = i1;
|
|
tPrev = t1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( tNext === undefined ) {
|
|
|
|
switch ( this.getSettings_().endingEnd ) {
|
|
|
|
case ZeroSlopeEnding:
|
|
|
|
// f'(tN) = 0
|
|
iNext = i1;
|
|
tNext = 2 * t1 - t0;
|
|
|
|
break;
|
|
|
|
case WrapAroundEnding:
|
|
|
|
// use the other end of the curve
|
|
iNext = 1;
|
|
tNext = t1 + pp[ 1 ] - pp[ 0 ];
|
|
|
|
break;
|
|
|
|
default: // ZeroCurvatureEnding
|
|
|
|
// f''(tN) = 0, a.k.a. Natural Spline
|
|
iNext = i1 - 1;
|
|
tNext = t0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var halfDt = ( t1 - t0 ) * 0.5,
|
|
stride = this.valueSize;
|
|
|
|
this._weightPrev = halfDt / ( t0 - tPrev );
|
|
this._weightNext = halfDt / ( tNext - t1 );
|
|
this._offsetPrev = iPrev * stride;
|
|
this._offsetNext = iNext * stride;
|
|
|
|
},
|
|
|
|
interpolate_: function( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
o1 = i1 * stride, o0 = o1 - stride,
|
|
oP = this._offsetPrev, oN = this._offsetNext,
|
|
wP = this._weightPrev, wN = this._weightNext,
|
|
|
|
p = ( t - t0 ) / ( t1 - t0 ),
|
|
pp = p * p,
|
|
ppp = pp * p;
|
|
|
|
// evaluate polynomials
|
|
|
|
var sP = - wP * ppp + 2 * wP * pp - wP * p;
|
|
var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
|
|
var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
|
|
var sN = wN * ppp - wN * pp;
|
|
|
|
// combine data linearly
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] =
|
|
sP * values[ oP + i ] +
|
|
s0 * values[ o0 + i ] +
|
|
s1 * values[ o1 + i ] +
|
|
sN * values[ oN + i ];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author tschw
|
|
*/
|
|
|
|
function LinearInterpolant(
|
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call(
|
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
LinearInterpolant.prototype =
|
|
Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: LinearInterpolant,
|
|
|
|
interpolate_: function( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
offset1 = i1 * stride,
|
|
offset0 = offset1 - stride,
|
|
|
|
weight1 = ( t - t0 ) / ( t1 - t0 ),
|
|
weight0 = 1 - weight1;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] =
|
|
values[ offset0 + i ] * weight0 +
|
|
values[ offset1 + i ] * weight1;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* Interpolant that evaluates to the sample value at the position preceeding
|
|
* the parameter.
|
|
*
|
|
* @author tschw
|
|
*/
|
|
|
|
function DiscreteInterpolant(
|
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call(
|
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
DiscreteInterpolant.prototype =
|
|
Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: DiscreteInterpolant,
|
|
|
|
interpolate_: function( i1, t0, t, t1 ) {
|
|
|
|
return this.copySampleValue_( i1 - 1 );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var KeyframeTrackPrototype;
|
|
|
|
KeyframeTrackPrototype = {
|
|
|
|
TimeBufferType: Float32Array,
|
|
ValueBufferType: Float32Array,
|
|
|
|
DefaultInterpolation: InterpolateLinear,
|
|
|
|
InterpolantFactoryMethodDiscrete: function ( result ) {
|
|
|
|
return new DiscreteInterpolant(
|
|
this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodLinear: function ( result ) {
|
|
|
|
return new LinearInterpolant(
|
|
this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodSmooth: function ( result ) {
|
|
|
|
return new CubicInterpolant(
|
|
this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
setInterpolation: function ( interpolation ) {
|
|
|
|
var factoryMethod;
|
|
|
|
switch ( interpolation ) {
|
|
|
|
case InterpolateDiscrete:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodDiscrete;
|
|
|
|
break;
|
|
|
|
case InterpolateLinear:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodLinear;
|
|
|
|
break;
|
|
|
|
case InterpolateSmooth:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodSmooth;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if ( factoryMethod === undefined ) {
|
|
|
|
var message = "unsupported interpolation for " +
|
|
this.ValueTypeName + " keyframe track named " + this.name;
|
|
|
|
if ( this.createInterpolant === undefined ) {
|
|
|
|
// fall back to default, unless the default itself is messed up
|
|
if ( interpolation !== this.DefaultInterpolation ) {
|
|
|
|
this.setInterpolation( this.DefaultInterpolation );
|
|
|
|
} else {
|
|
|
|
throw new Error( message ); // fatal, in this case
|
|
|
|
}
|
|
|
|
}
|
|
|
|
console.warn( message );
|
|
return;
|
|
|
|
}
|
|
|
|
this.createInterpolant = factoryMethod;
|
|
|
|
},
|
|
|
|
getInterpolation: function () {
|
|
|
|
switch ( this.createInterpolant ) {
|
|
|
|
case this.InterpolantFactoryMethodDiscrete:
|
|
|
|
return InterpolateDiscrete;
|
|
|
|
case this.InterpolantFactoryMethodLinear:
|
|
|
|
return InterpolateLinear;
|
|
|
|
case this.InterpolantFactoryMethodSmooth:
|
|
|
|
return InterpolateSmooth;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getValueSize: function () {
|
|
|
|
return this.values.length / this.times.length;
|
|
|
|
},
|
|
|
|
// move all keyframes either forwards or backwards in time
|
|
shift: function ( timeOffset ) {
|
|
|
|
if ( timeOffset !== 0.0 ) {
|
|
|
|
var times = this.times;
|
|
|
|
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
|
|
|
times[ i ] += timeOffset;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
|
|
scale: function ( timeScale ) {
|
|
|
|
if ( timeScale !== 1.0 ) {
|
|
|
|
var times = this.times;
|
|
|
|
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
|
|
|
times[ i ] *= timeScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
|
|
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
|
|
trim: function ( startTime, endTime ) {
|
|
|
|
var times = this.times,
|
|
nKeys = times.length,
|
|
from = 0,
|
|
to = nKeys - 1;
|
|
|
|
while ( from !== nKeys && times[ from ] < startTime ) ++ from;
|
|
while ( to !== - 1 && times[ to ] > endTime ) -- to;
|
|
|
|
++ to; // inclusive -> exclusive bound
|
|
|
|
if ( from !== 0 || to !== nKeys ) {
|
|
|
|
// empty tracks are forbidden, so keep at least one keyframe
|
|
if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
|
|
|
|
var stride = this.getValueSize();
|
|
this.times = AnimationUtils.arraySlice( times, from, to );
|
|
this.values = AnimationUtils.
|
|
arraySlice( this.values, from * stride, to * stride );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
|
|
validate: function () {
|
|
|
|
var valid = true;
|
|
|
|
var valueSize = this.getValueSize();
|
|
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
|
|
|
|
console.error( "invalid value size in track", this );
|
|
valid = false;
|
|
|
|
}
|
|
|
|
var times = this.times,
|
|
values = this.values,
|
|
|
|
nKeys = times.length;
|
|
|
|
if ( nKeys === 0 ) {
|
|
|
|
console.error( "track is empty", this );
|
|
valid = false;
|
|
|
|
}
|
|
|
|
var prevTime = null;
|
|
|
|
for ( var i = 0; i !== nKeys; i ++ ) {
|
|
|
|
var currTime = times[ i ];
|
|
|
|
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
|
|
|
|
console.error( "time is not a valid number", this, i, currTime );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
if ( prevTime !== null && prevTime > currTime ) {
|
|
|
|
console.error( "out of order keys", this, i, currTime, prevTime );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
prevTime = currTime;
|
|
|
|
}
|
|
|
|
if ( values !== undefined ) {
|
|
|
|
if ( AnimationUtils.isTypedArray( values ) ) {
|
|
|
|
for ( var i = 0, n = values.length; i !== n; ++ i ) {
|
|
|
|
var value = values[ i ];
|
|
|
|
if ( isNaN( value ) ) {
|
|
|
|
console.error( "value is not a valid number", this, i, value );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return valid;
|
|
|
|
},
|
|
|
|
// removes equivalent sequential keys as common in morph target sequences
|
|
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
|
|
optimize: function () {
|
|
|
|
var times = this.times,
|
|
values = this.values,
|
|
stride = this.getValueSize(),
|
|
|
|
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
|
|
|
|
writeIndex = 1,
|
|
lastIndex = times.length - 1;
|
|
|
|
for ( var i = 1; i < lastIndex; ++ i ) {
|
|
|
|
var keep = false;
|
|
|
|
var time = times[ i ];
|
|
var timeNext = times[ i + 1 ];
|
|
|
|
// remove adjacent keyframes scheduled at the same time
|
|
|
|
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
|
|
|
|
if ( ! smoothInterpolation ) {
|
|
|
|
// remove unnecessary keyframes same as their neighbors
|
|
|
|
var offset = i * stride,
|
|
offsetP = offset - stride,
|
|
offsetN = offset + stride;
|
|
|
|
for ( var j = 0; j !== stride; ++ j ) {
|
|
|
|
var value = values[ offset + j ];
|
|
|
|
if ( value !== values[ offsetP + j ] ||
|
|
value !== values[ offsetN + j ] ) {
|
|
|
|
keep = true;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else keep = true;
|
|
|
|
}
|
|
|
|
// in-place compaction
|
|
|
|
if ( keep ) {
|
|
|
|
if ( i !== writeIndex ) {
|
|
|
|
times[ writeIndex ] = times[ i ];
|
|
|
|
var readOffset = i * stride,
|
|
writeOffset = writeIndex * stride;
|
|
|
|
for ( var j = 0; j !== stride; ++ j )
|
|
|
|
values[ writeOffset + j ] = values[ readOffset + j ];
|
|
|
|
}
|
|
|
|
++ writeIndex;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// flush last keyframe (compaction looks ahead)
|
|
|
|
if ( lastIndex > 0 ) {
|
|
|
|
times[ writeIndex ] = times[ lastIndex ];
|
|
|
|
for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )
|
|
|
|
values[ writeOffset + j ] = values[ readOffset + j ];
|
|
|
|
++ writeIndex;
|
|
|
|
}
|
|
|
|
if ( writeIndex !== times.length ) {
|
|
|
|
this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
|
|
this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function KeyframeTrackConstructor( name, times, values, interpolation ) {
|
|
|
|
if( name === undefined ) throw new Error( "track name is undefined" );
|
|
|
|
if( times === undefined || times.length === 0 ) {
|
|
|
|
throw new Error( "no keyframes in track named " + name );
|
|
|
|
}
|
|
|
|
this.name = name;
|
|
|
|
this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
|
|
this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
|
|
|
|
this.setInterpolation( interpolation || this.DefaultInterpolation );
|
|
|
|
this.validate();
|
|
this.optimize();
|
|
|
|
}
|
|
|
|
/**
|
|
*
|
|
* A Track of vectored keyframe values.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function VectorKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
VectorKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: VectorKeyframeTrack,
|
|
|
|
ValueTypeName: 'vector'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
} );
|
|
|
|
/**
|
|
* Spherical linear unit quaternion interpolant.
|
|
*
|
|
* @author tschw
|
|
*/
|
|
|
|
function QuaternionLinearInterpolant(
|
|
parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call(
|
|
this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
QuaternionLinearInterpolant.prototype =
|
|
Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: QuaternionLinearInterpolant,
|
|
|
|
interpolate_: function( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
offset = i1 * stride,
|
|
|
|
alpha = ( t - t0 ) / ( t1 - t0 );
|
|
|
|
for ( var end = offset + stride; offset !== end; offset += 4 ) {
|
|
|
|
Quaternion.slerpFlat( result, 0,
|
|
values, offset - stride, values, offset, alpha );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A Track of quaternion keyframe values.
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function QuaternionKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
QuaternionKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: QuaternionKeyframeTrack,
|
|
|
|
ValueTypeName: 'quaternion',
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
DefaultInterpolation: InterpolateLinear,
|
|
|
|
InterpolantFactoryMethodLinear: function( result ) {
|
|
|
|
return new QuaternionLinearInterpolant(
|
|
this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodSmooth: undefined // not yet implemented
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A Track of numeric keyframe values.
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function NumberKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
NumberKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: NumberKeyframeTrack,
|
|
|
|
ValueTypeName: 'number'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A Track that interpolates Strings
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function StringKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
StringKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: StringKeyframeTrack,
|
|
|
|
ValueTypeName: 'string',
|
|
ValueBufferType: Array,
|
|
|
|
DefaultInterpolation: InterpolateDiscrete,
|
|
|
|
InterpolantFactoryMethodLinear: undefined,
|
|
|
|
InterpolantFactoryMethodSmooth: undefined
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A Track of Boolean keyframe values.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function BooleanKeyframeTrack( name, times, values ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values );
|
|
|
|
}
|
|
|
|
BooleanKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: BooleanKeyframeTrack,
|
|
|
|
ValueTypeName: 'bool',
|
|
ValueBufferType: Array,
|
|
|
|
DefaultInterpolation: InterpolateDiscrete,
|
|
|
|
InterpolantFactoryMethodLinear: undefined,
|
|
InterpolantFactoryMethodSmooth: undefined
|
|
|
|
// Note: Actually this track could have a optimized / compressed
|
|
// representation of a single value and a custom interpolant that
|
|
// computes "firstValue ^ isOdd( index )".
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A Track of keyframe values that represent color.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function ColorKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
ColorKeyframeTrack.prototype =
|
|
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
|
|
|
constructor: ColorKeyframeTrack,
|
|
|
|
ValueTypeName: 'color'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
|
|
// Note: Very basic implementation and nothing special yet.
|
|
// However, this is the place for color space parameterization.
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A timed sequence of keyframes for a specific property.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function KeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrackConstructor.apply( this, arguments );
|
|
|
|
}
|
|
|
|
KeyframeTrack.prototype = KeyframeTrackPrototype;
|
|
KeyframeTrackPrototype.constructor = KeyframeTrack;
|
|
|
|
// Static methods:
|
|
|
|
Object.assign( KeyframeTrack, {
|
|
|
|
// Serialization (in static context, because of constructor invocation
|
|
// and automatic invocation of .toJSON):
|
|
|
|
parse: function( json ) {
|
|
|
|
if( json.type === undefined ) {
|
|
|
|
throw new Error( "track type undefined, can not parse" );
|
|
|
|
}
|
|
|
|
var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );
|
|
|
|
if ( json.times === undefined ) {
|
|
|
|
var times = [], values = [];
|
|
|
|
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
|
|
|
|
json.times = times;
|
|
json.values = values;
|
|
|
|
}
|
|
|
|
// derived classes can define a static parse method
|
|
if ( trackType.parse !== undefined ) {
|
|
|
|
return trackType.parse( json );
|
|
|
|
} else {
|
|
|
|
// by default, we asssume a constructor compatible with the base
|
|
return new trackType(
|
|
json.name, json.times, json.values, json.interpolation );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function( track ) {
|
|
|
|
var trackType = track.constructor;
|
|
|
|
var json;
|
|
|
|
// derived classes can define a static toJSON method
|
|
if ( trackType.toJSON !== undefined ) {
|
|
|
|
json = trackType.toJSON( track );
|
|
|
|
} else {
|
|
|
|
// by default, we assume the data can be serialized as-is
|
|
json = {
|
|
|
|
'name': track.name,
|
|
'times': AnimationUtils.convertArray( track.times, Array ),
|
|
'values': AnimationUtils.convertArray( track.values, Array )
|
|
|
|
};
|
|
|
|
var interpolation = track.getInterpolation();
|
|
|
|
if ( interpolation !== track.DefaultInterpolation ) {
|
|
|
|
json.interpolation = interpolation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
json.type = track.ValueTypeName; // mandatory
|
|
|
|
return json;
|
|
|
|
},
|
|
|
|
_getTrackTypeForValueTypeName: function( typeName ) {
|
|
|
|
switch( typeName.toLowerCase() ) {
|
|
|
|
case "scalar":
|
|
case "double":
|
|
case "float":
|
|
case "number":
|
|
case "integer":
|
|
|
|
return NumberKeyframeTrack;
|
|
|
|
case "vector":
|
|
case "vector2":
|
|
case "vector3":
|
|
case "vector4":
|
|
|
|
return VectorKeyframeTrack;
|
|
|
|
case "color":
|
|
|
|
return ColorKeyframeTrack;
|
|
|
|
case "quaternion":
|
|
|
|
return QuaternionKeyframeTrack;
|
|
|
|
case "bool":
|
|
case "boolean":
|
|
|
|
return BooleanKeyframeTrack;
|
|
|
|
case "string":
|
|
|
|
return StringKeyframeTrack;
|
|
|
|
}
|
|
|
|
throw new Error( "Unsupported typeName: " + typeName );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* Reusable set of Tracks that represent an animation.
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
*/
|
|
|
|
function AnimationClip( name, duration, tracks ) {
|
|
|
|
this.name = name;
|
|
this.tracks = tracks;
|
|
this.duration = ( duration !== undefined ) ? duration : -1;
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
// this means it should figure out its duration by scanning the tracks
|
|
if ( this.duration < 0 ) {
|
|
|
|
this.resetDuration();
|
|
|
|
}
|
|
|
|
this.optimize();
|
|
|
|
}
|
|
|
|
AnimationClip.prototype = {
|
|
|
|
constructor: AnimationClip,
|
|
|
|
resetDuration: function() {
|
|
|
|
var tracks = this.tracks,
|
|
duration = 0;
|
|
|
|
for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
|
|
|
|
var track = this.tracks[ i ];
|
|
|
|
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
|
|
|
|
}
|
|
|
|
this.duration = duration;
|
|
|
|
},
|
|
|
|
trim: function() {
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
this.tracks[ i ].trim( 0, this.duration );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
optimize: function() {
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
this.tracks[ i ].optimize();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Static methods:
|
|
|
|
Object.assign( AnimationClip, {
|
|
|
|
parse: function( json ) {
|
|
|
|
var tracks = [],
|
|
jsonTracks = json.tracks,
|
|
frameTime = 1.0 / ( json.fps || 1.0 );
|
|
|
|
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
|
|
|
|
tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
|
|
|
|
}
|
|
|
|
return new AnimationClip( json.name, json.duration, tracks );
|
|
|
|
},
|
|
|
|
|
|
toJSON: function( clip ) {
|
|
|
|
var tracks = [],
|
|
clipTracks = clip.tracks;
|
|
|
|
var json = {
|
|
|
|
'name': clip.name,
|
|
'duration': clip.duration,
|
|
'tracks': tracks
|
|
|
|
};
|
|
|
|
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
|
|
|
|
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
|
|
|
|
}
|
|
|
|
return json;
|
|
|
|
},
|
|
|
|
|
|
CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {
|
|
|
|
var numMorphTargets = morphTargetSequence.length;
|
|
var tracks = [];
|
|
|
|
for ( var i = 0; i < numMorphTargets; i ++ ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
times.push(
|
|
( i + numMorphTargets - 1 ) % numMorphTargets,
|
|
i,
|
|
( i + 1 ) % numMorphTargets );
|
|
|
|
values.push( 0, 1, 0 );
|
|
|
|
var order = AnimationUtils.getKeyframeOrder( times );
|
|
times = AnimationUtils.sortedArray( times, 1, order );
|
|
values = AnimationUtils.sortedArray( values, 1, order );
|
|
|
|
// if there is a key at the first frame, duplicate it as the
|
|
// last frame as well for perfect loop.
|
|
if ( ! noLoop && times[ 0 ] === 0 ) {
|
|
|
|
times.push( numMorphTargets );
|
|
values.push( values[ 0 ] );
|
|
|
|
}
|
|
|
|
tracks.push(
|
|
new NumberKeyframeTrack(
|
|
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
|
|
times, values
|
|
).scale( 1.0 / fps ) );
|
|
}
|
|
|
|
return new AnimationClip( name, -1, tracks );
|
|
|
|
},
|
|
|
|
findByName: function( objectOrClipArray, name ) {
|
|
|
|
var clipArray = objectOrClipArray;
|
|
|
|
if ( ! Array.isArray( objectOrClipArray ) ) {
|
|
|
|
var o = objectOrClipArray;
|
|
clipArray = o.geometry && o.geometry.animations || o.animations;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < clipArray.length; i ++ ) {
|
|
|
|
if ( clipArray[ i ].name === name ) {
|
|
|
|
return clipArray[ i ];
|
|
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {
|
|
|
|
var animationToMorphTargets = {};
|
|
|
|
// tested with https://regex101.com/ on trick sequences
|
|
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
|
|
var pattern = /^([\w-]*?)([\d]+)$/;
|
|
|
|
// sort morph target names into animation groups based
|
|
// patterns like Walk_001, Walk_002, Run_001, Run_002
|
|
for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
|
|
|
|
var morphTarget = morphTargets[ i ];
|
|
var parts = morphTarget.name.match( pattern );
|
|
|
|
if ( parts && parts.length > 1 ) {
|
|
|
|
var name = parts[ 1 ];
|
|
|
|
var animationMorphTargets = animationToMorphTargets[ name ];
|
|
if ( ! animationMorphTargets ) {
|
|
|
|
animationToMorphTargets[ name ] = animationMorphTargets = [];
|
|
|
|
}
|
|
|
|
animationMorphTargets.push( morphTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var clips = [];
|
|
|
|
for ( var name in animationToMorphTargets ) {
|
|
|
|
clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
|
|
|
|
}
|
|
|
|
return clips;
|
|
|
|
},
|
|
|
|
// parse the animation.hierarchy format
|
|
parseAnimation: function( animation, bones ) {
|
|
|
|
if ( ! animation ) {
|
|
|
|
console.error( " no animation in JSONLoader data" );
|
|
return null;
|
|
|
|
}
|
|
|
|
var addNonemptyTrack = function(
|
|
trackType, trackName, animationKeys, propertyName, destTracks ) {
|
|
|
|
// only return track if there are actually keys.
|
|
if ( animationKeys.length !== 0 ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
AnimationUtils.flattenJSON(
|
|
animationKeys, times, values, propertyName );
|
|
|
|
// empty keys are filtered out, so check again
|
|
if ( times.length !== 0 ) {
|
|
|
|
destTracks.push( new trackType( trackName, times, values ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var tracks = [];
|
|
|
|
var clipName = animation.name || 'default';
|
|
// automatic length determination in AnimationClip.
|
|
var duration = animation.length || -1;
|
|
var fps = animation.fps || 30;
|
|
|
|
var hierarchyTracks = animation.hierarchy || [];
|
|
|
|
for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
|
|
|
|
var animationKeys = hierarchyTracks[ h ].keys;
|
|
|
|
// skip empty tracks
|
|
if ( ! animationKeys || animationKeys.length === 0 ) continue;
|
|
|
|
// process morph targets in a way exactly compatible
|
|
// with AnimationHandler.init( animation )
|
|
if ( animationKeys[0].morphTargets ) {
|
|
|
|
// figure out all morph targets used in this track
|
|
var morphTargetNames = {};
|
|
for ( var k = 0; k < animationKeys.length; k ++ ) {
|
|
|
|
if ( animationKeys[k].morphTargets ) {
|
|
|
|
for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
|
|
|
|
morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// create a track for each morph target with all zero
|
|
// morphTargetInfluences except for the keys in which
|
|
// the morphTarget is named.
|
|
for ( var morphTargetName in morphTargetNames ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) {
|
|
|
|
var animationKey = animationKeys[k];
|
|
|
|
times.push( animationKey.time );
|
|
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
|
|
|
|
}
|
|
|
|
tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
|
|
|
|
}
|
|
|
|
duration = morphTargetNames.length * ( fps || 1.0 );
|
|
|
|
} else {
|
|
// ...assume skeletal animation
|
|
|
|
var boneName = '.bones[' + bones[ h ].name + ']';
|
|
|
|
addNonemptyTrack(
|
|
VectorKeyframeTrack, boneName + '.position',
|
|
animationKeys, 'pos', tracks );
|
|
|
|
addNonemptyTrack(
|
|
QuaternionKeyframeTrack, boneName + '.quaternion',
|
|
animationKeys, 'rot', tracks );
|
|
|
|
addNonemptyTrack(
|
|
VectorKeyframeTrack, boneName + '.scale',
|
|
animationKeys, 'scl', tracks );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( tracks.length === 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var clip = new AnimationClip( clipName, duration, tracks );
|
|
|
|
return clip;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function MaterialLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
this.textures = {};
|
|
|
|
}
|
|
|
|
Object.assign( MaterialLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.load( url, function ( text ) {
|
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
setTextures: function ( value ) {
|
|
|
|
this.textures = value;
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
var textures = this.textures;
|
|
|
|
function getTexture( name ) {
|
|
|
|
if ( textures[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.MaterialLoader: Undefined texture', name );
|
|
|
|
}
|
|
|
|
return textures[ name ];
|
|
|
|
}
|
|
|
|
var material = new Materials[ json.type ]();
|
|
|
|
if ( json.uuid !== undefined ) material.uuid = json.uuid;
|
|
if ( json.name !== undefined ) material.name = json.name;
|
|
if ( json.color !== undefined ) material.color.setHex( json.color );
|
|
if ( json.roughness !== undefined ) material.roughness = json.roughness;
|
|
if ( json.metalness !== undefined ) material.metalness = json.metalness;
|
|
if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
|
|
if ( json.specular !== undefined ) material.specular.setHex( json.specular );
|
|
if ( json.shininess !== undefined ) material.shininess = json.shininess;
|
|
if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
|
|
if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
|
|
if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
|
|
if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
|
|
if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
|
|
if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
|
|
if ( json.fog !== undefined ) material.fog = json.fog;
|
|
if ( json.shading !== undefined ) material.shading = json.shading;
|
|
if ( json.blending !== undefined ) material.blending = json.blending;
|
|
if ( json.side !== undefined ) material.side = json.side;
|
|
if ( json.opacity !== undefined ) material.opacity = json.opacity;
|
|
if ( json.transparent !== undefined ) material.transparent = json.transparent;
|
|
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
|
|
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
|
|
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
|
|
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
|
|
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
|
|
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
|
|
if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
|
|
if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
|
|
if ( json.skinning !== undefined ) material.skinning = json.skinning;
|
|
if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
|
|
|
|
// for PointsMaterial
|
|
|
|
if ( json.size !== undefined ) material.size = json.size;
|
|
if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
|
|
|
|
// maps
|
|
|
|
if ( json.map !== undefined ) material.map = getTexture( json.map );
|
|
|
|
if ( json.alphaMap !== undefined ) {
|
|
|
|
material.alphaMap = getTexture( json.alphaMap );
|
|
material.transparent = true;
|
|
|
|
}
|
|
|
|
if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
|
|
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
|
|
|
|
if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
|
|
if ( json.normalScale !== undefined ) {
|
|
|
|
var normalScale = json.normalScale;
|
|
|
|
if ( Array.isArray( normalScale ) === false ) {
|
|
|
|
// Blender exporter used to export a scalar. See #7459
|
|
|
|
normalScale = [ normalScale, normalScale ];
|
|
|
|
}
|
|
|
|
material.normalScale = new Vector2().fromArray( normalScale );
|
|
|
|
}
|
|
|
|
if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
|
|
if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
|
|
if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
|
|
|
|
if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
|
|
if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
|
|
|
|
if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
|
|
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
|
|
|
|
if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
|
|
|
|
if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
|
|
|
|
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
|
|
|
|
if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
|
|
if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
|
|
|
|
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
|
|
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
|
|
|
|
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
|
|
|
|
// MultiMaterial
|
|
|
|
if ( json.materials !== undefined ) {
|
|
|
|
for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
|
|
|
|
material.materials.push( this.parse( json.materials[ i ] ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function BufferGeometryLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( BufferGeometryLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.load( url, function ( text ) {
|
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var index = json.data.index;
|
|
|
|
var TYPED_ARRAYS = {
|
|
'Int8Array': Int8Array,
|
|
'Uint8Array': Uint8Array,
|
|
'Uint8ClampedArray': Uint8ClampedArray,
|
|
'Int16Array': Int16Array,
|
|
'Uint16Array': Uint16Array,
|
|
'Int32Array': Int32Array,
|
|
'Uint32Array': Uint32Array,
|
|
'Float32Array': Float32Array,
|
|
'Float64Array': Float64Array
|
|
};
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
|
|
geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
|
|
|
|
}
|
|
|
|
var attributes = json.data.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
var attribute = attributes[ key ];
|
|
var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
|
|
|
|
geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
|
|
|
|
}
|
|
|
|
var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
|
|
|
|
if ( groups !== undefined ) {
|
|
|
|
for ( var i = 0, n = groups.length; i !== n; ++ i ) {
|
|
|
|
var group = groups[ i ];
|
|
|
|
geometry.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var boundingSphere = json.data.boundingSphere;
|
|
|
|
if ( boundingSphere !== undefined ) {
|
|
|
|
var center = new Vector3();
|
|
|
|
if ( boundingSphere.center !== undefined ) {
|
|
|
|
center.fromArray( boundingSphere.center );
|
|
|
|
}
|
|
|
|
geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Loader() {
|
|
|
|
this.onLoadStart = function () {};
|
|
this.onLoadProgress = function () {};
|
|
this.onLoadComplete = function () {};
|
|
|
|
}
|
|
|
|
Loader.prototype = {
|
|
|
|
constructor: Loader,
|
|
|
|
crossOrigin: undefined,
|
|
|
|
extractUrlBase: function ( url ) {
|
|
|
|
var parts = url.split( '/' );
|
|
|
|
if ( parts.length === 1 ) return './';
|
|
|
|
parts.pop();
|
|
|
|
return parts.join( '/' ) + '/';
|
|
|
|
},
|
|
|
|
initMaterials: function ( materials, texturePath, crossOrigin ) {
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0; i < materials.length; ++ i ) {
|
|
|
|
array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
createMaterial: ( function () {
|
|
|
|
var BlendingMode = {
|
|
NoBlending: NoBlending,
|
|
NormalBlending: NormalBlending,
|
|
AdditiveBlending: AdditiveBlending,
|
|
SubtractiveBlending: SubtractiveBlending,
|
|
MultiplyBlending: MultiplyBlending,
|
|
CustomBlending: CustomBlending
|
|
};
|
|
|
|
var color, textureLoader, materialLoader;
|
|
|
|
return function createMaterial( m, texturePath, crossOrigin ) {
|
|
|
|
if ( color === undefined ) color = new Color();
|
|
if ( textureLoader === undefined ) textureLoader = new TextureLoader();
|
|
if ( materialLoader === undefined ) materialLoader = new MaterialLoader();
|
|
|
|
// convert from old material format
|
|
|
|
var textures = {};
|
|
|
|
function loadTexture( path, repeat, offset, wrap, anisotropy ) {
|
|
|
|
var fullPath = texturePath + path;
|
|
var loader = Loader.Handlers.get( fullPath );
|
|
|
|
var texture;
|
|
|
|
if ( loader !== null ) {
|
|
|
|
texture = loader.load( fullPath );
|
|
|
|
} else {
|
|
|
|
textureLoader.setCrossOrigin( crossOrigin );
|
|
texture = textureLoader.load( fullPath );
|
|
|
|
}
|
|
|
|
if ( repeat !== undefined ) {
|
|
|
|
texture.repeat.fromArray( repeat );
|
|
|
|
if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
|
|
if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
|
|
|
|
}
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
texture.offset.fromArray( offset );
|
|
|
|
}
|
|
|
|
if ( wrap !== undefined ) {
|
|
|
|
if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
|
|
if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
|
|
|
|
if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
|
|
if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
|
|
|
|
}
|
|
|
|
if ( anisotropy !== undefined ) {
|
|
|
|
texture.anisotropy = anisotropy;
|
|
|
|
}
|
|
|
|
var uuid = _Math.generateUUID();
|
|
|
|
textures[ uuid ] = texture;
|
|
|
|
return uuid;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var json = {
|
|
uuid: _Math.generateUUID(),
|
|
type: 'MeshLambertMaterial'
|
|
};
|
|
|
|
for ( var name in m ) {
|
|
|
|
var value = m[ name ];
|
|
|
|
switch ( name ) {
|
|
|
|
case 'DbgColor':
|
|
case 'DbgIndex':
|
|
case 'opticalDensity':
|
|
case 'illumination':
|
|
break;
|
|
case 'DbgName':
|
|
json.name = value;
|
|
break;
|
|
case 'blending':
|
|
json.blending = BlendingMode[ value ];
|
|
break;
|
|
case 'colorAmbient':
|
|
case 'mapAmbient':
|
|
console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
|
|
break;
|
|
case 'colorDiffuse':
|
|
json.color = color.fromArray( value ).getHex();
|
|
break;
|
|
case 'colorSpecular':
|
|
json.specular = color.fromArray( value ).getHex();
|
|
break;
|
|
case 'colorEmissive':
|
|
json.emissive = color.fromArray( value ).getHex();
|
|
break;
|
|
case 'specularCoef':
|
|
json.shininess = value;
|
|
break;
|
|
case 'shading':
|
|
if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
|
|
if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
|
|
if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
|
|
break;
|
|
case 'mapDiffuse':
|
|
json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
|
|
break;
|
|
case 'mapDiffuseRepeat':
|
|
case 'mapDiffuseOffset':
|
|
case 'mapDiffuseWrap':
|
|
case 'mapDiffuseAnisotropy':
|
|
break;
|
|
case 'mapEmissive':
|
|
json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
|
|
break;
|
|
case 'mapEmissiveRepeat':
|
|
case 'mapEmissiveOffset':
|
|
case 'mapEmissiveWrap':
|
|
case 'mapEmissiveAnisotropy':
|
|
break;
|
|
case 'mapLight':
|
|
json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
|
|
break;
|
|
case 'mapLightRepeat':
|
|
case 'mapLightOffset':
|
|
case 'mapLightWrap':
|
|
case 'mapLightAnisotropy':
|
|
break;
|
|
case 'mapAO':
|
|
json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
|
|
break;
|
|
case 'mapAORepeat':
|
|
case 'mapAOOffset':
|
|
case 'mapAOWrap':
|
|
case 'mapAOAnisotropy':
|
|
break;
|
|
case 'mapBump':
|
|
json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
|
|
break;
|
|
case 'mapBumpScale':
|
|
json.bumpScale = value;
|
|
break;
|
|
case 'mapBumpRepeat':
|
|
case 'mapBumpOffset':
|
|
case 'mapBumpWrap':
|
|
case 'mapBumpAnisotropy':
|
|
break;
|
|
case 'mapNormal':
|
|
json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
|
|
break;
|
|
case 'mapNormalFactor':
|
|
json.normalScale = [ value, value ];
|
|
break;
|
|
case 'mapNormalRepeat':
|
|
case 'mapNormalOffset':
|
|
case 'mapNormalWrap':
|
|
case 'mapNormalAnisotropy':
|
|
break;
|
|
case 'mapSpecular':
|
|
json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
|
|
break;
|
|
case 'mapSpecularRepeat':
|
|
case 'mapSpecularOffset':
|
|
case 'mapSpecularWrap':
|
|
case 'mapSpecularAnisotropy':
|
|
break;
|
|
case 'mapMetalness':
|
|
json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
|
|
break;
|
|
case 'mapMetalnessRepeat':
|
|
case 'mapMetalnessOffset':
|
|
case 'mapMetalnessWrap':
|
|
case 'mapMetalnessAnisotropy':
|
|
break;
|
|
case 'mapRoughness':
|
|
json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
|
|
break;
|
|
case 'mapRoughnessRepeat':
|
|
case 'mapRoughnessOffset':
|
|
case 'mapRoughnessWrap':
|
|
case 'mapRoughnessAnisotropy':
|
|
break;
|
|
case 'mapAlpha':
|
|
json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
|
|
break;
|
|
case 'mapAlphaRepeat':
|
|
case 'mapAlphaOffset':
|
|
case 'mapAlphaWrap':
|
|
case 'mapAlphaAnisotropy':
|
|
break;
|
|
case 'flipSided':
|
|
json.side = BackSide;
|
|
break;
|
|
case 'doubleSided':
|
|
json.side = DoubleSide;
|
|
break;
|
|
case 'transparency':
|
|
console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
|
|
json.opacity = value;
|
|
break;
|
|
case 'depthTest':
|
|
case 'depthWrite':
|
|
case 'colorWrite':
|
|
case 'opacity':
|
|
case 'reflectivity':
|
|
case 'transparent':
|
|
case 'visible':
|
|
case 'wireframe':
|
|
json[ name ] = value;
|
|
break;
|
|
case 'vertexColors':
|
|
if ( value === true ) json.vertexColors = VertexColors;
|
|
if ( value === 'face' ) json.vertexColors = FaceColors;
|
|
break;
|
|
default:
|
|
console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
|
|
if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
|
|
|
|
if ( json.opacity < 1 ) json.transparent = true;
|
|
|
|
materialLoader.setTextures( textures );
|
|
|
|
return materialLoader.parse( json );
|
|
|
|
};
|
|
|
|
} )()
|
|
|
|
};
|
|
|
|
Loader.Handlers = {
|
|
|
|
handlers: [],
|
|
|
|
add: function ( regex, loader ) {
|
|
|
|
this.handlers.push( regex, loader );
|
|
|
|
},
|
|
|
|
get: function ( file ) {
|
|
|
|
var handlers = this.handlers;
|
|
|
|
for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
|
|
|
|
var regex = handlers[ i ];
|
|
var loader = handlers[ i + 1 ];
|
|
|
|
if ( regex.test( file ) ) {
|
|
|
|
return loader;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function JSONLoader( manager ) {
|
|
|
|
if ( typeof manager === 'boolean' ) {
|
|
|
|
console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
|
|
manager = undefined;
|
|
|
|
}
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
this.withCredentials = false;
|
|
|
|
}
|
|
|
|
Object.assign( JSONLoader.prototype, {
|
|
|
|
load: function( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setWithCredentials( this.withCredentials );
|
|
loader.load( url, function ( text ) {
|
|
|
|
var json = JSON.parse( text );
|
|
var metadata = json.metadata;
|
|
|
|
if ( metadata !== undefined ) {
|
|
|
|
var type = metadata.type;
|
|
|
|
if ( type !== undefined ) {
|
|
|
|
if ( type.toLowerCase() === 'object' ) {
|
|
|
|
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( type.toLowerCase() === 'scene' ) {
|
|
|
|
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var object = scope.parse( json, texturePath );
|
|
onLoad( object.geometry, object.materials );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
setTexturePath: function ( value ) {
|
|
|
|
this.texturePath = value;
|
|
|
|
},
|
|
|
|
parse: function ( json, texturePath ) {
|
|
|
|
var geometry = new Geometry(),
|
|
scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
|
|
|
|
parseModel( scale );
|
|
|
|
parseSkin();
|
|
parseMorphing( scale );
|
|
parseAnimations();
|
|
|
|
geometry.computeFaceNormals();
|
|
geometry.computeBoundingSphere();
|
|
|
|
function parseModel( scale ) {
|
|
|
|
function isBitSet( value, position ) {
|
|
|
|
return value & ( 1 << position );
|
|
|
|
}
|
|
|
|
var i, j, fi,
|
|
|
|
offset, zLength,
|
|
|
|
colorIndex, normalIndex, uvIndex, materialIndex,
|
|
|
|
type,
|
|
isQuad,
|
|
hasMaterial,
|
|
hasFaceVertexUv,
|
|
hasFaceNormal, hasFaceVertexNormal,
|
|
hasFaceColor, hasFaceVertexColor,
|
|
|
|
vertex, face, faceA, faceB, hex, normal,
|
|
|
|
uvLayer, uv, u, v,
|
|
|
|
faces = json.faces,
|
|
vertices = json.vertices,
|
|
normals = json.normals,
|
|
colors = json.colors,
|
|
|
|
nUvLayers = 0;
|
|
|
|
if ( json.uvs !== undefined ) {
|
|
|
|
// disregard empty arrays
|
|
|
|
for ( i = 0; i < json.uvs.length; i ++ ) {
|
|
|
|
if ( json.uvs[ i ].length ) nUvLayers ++;
|
|
|
|
}
|
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) {
|
|
|
|
geometry.faceVertexUvs[ i ] = [];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
offset = 0;
|
|
zLength = vertices.length;
|
|
|
|
while ( offset < zLength ) {
|
|
|
|
vertex = new Vector3();
|
|
|
|
vertex.x = vertices[ offset ++ ] * scale;
|
|
vertex.y = vertices[ offset ++ ] * scale;
|
|
vertex.z = vertices[ offset ++ ] * scale;
|
|
|
|
geometry.vertices.push( vertex );
|
|
|
|
}
|
|
|
|
offset = 0;
|
|
zLength = faces.length;
|
|
|
|
while ( offset < zLength ) {
|
|
|
|
type = faces[ offset ++ ];
|
|
|
|
|
|
isQuad = isBitSet( type, 0 );
|
|
hasMaterial = isBitSet( type, 1 );
|
|
hasFaceVertexUv = isBitSet( type, 3 );
|
|
hasFaceNormal = isBitSet( type, 4 );
|
|
hasFaceVertexNormal = isBitSet( type, 5 );
|
|
hasFaceColor = isBitSet( type, 6 );
|
|
hasFaceVertexColor = isBitSet( type, 7 );
|
|
|
|
// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
|
|
|
|
if ( isQuad ) {
|
|
|
|
faceA = new Face3();
|
|
faceA.a = faces[ offset ];
|
|
faceA.b = faces[ offset + 1 ];
|
|
faceA.c = faces[ offset + 3 ];
|
|
|
|
faceB = new Face3();
|
|
faceB.a = faces[ offset + 1 ];
|
|
faceB.b = faces[ offset + 2 ];
|
|
faceB.c = faces[ offset + 3 ];
|
|
|
|
offset += 4;
|
|
|
|
if ( hasMaterial ) {
|
|
|
|
materialIndex = faces[ offset ++ ];
|
|
faceA.materialIndex = materialIndex;
|
|
faceB.materialIndex = materialIndex;
|
|
|
|
}
|
|
|
|
// to get face <=> uv index correspondence
|
|
|
|
fi = geometry.faces.length;
|
|
|
|
if ( hasFaceVertexUv ) {
|
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) {
|
|
|
|
uvLayer = json.uvs[ i ];
|
|
|
|
geometry.faceVertexUvs[ i ][ fi ] = [];
|
|
geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
|
|
|
|
for ( j = 0; j < 4; j ++ ) {
|
|
|
|
uvIndex = faces[ offset ++ ];
|
|
|
|
u = uvLayer[ uvIndex * 2 ];
|
|
v = uvLayer[ uvIndex * 2 + 1 ];
|
|
|
|
uv = new Vector2( u, v );
|
|
|
|
if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
|
if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hasFaceNormal ) {
|
|
|
|
normalIndex = faces[ offset ++ ] * 3;
|
|
|
|
faceA.normal.set(
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ]
|
|
);
|
|
|
|
faceB.normal.copy( faceA.normal );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexNormal ) {
|
|
|
|
for ( i = 0; i < 4; i ++ ) {
|
|
|
|
normalIndex = faces[ offset ++ ] * 3;
|
|
|
|
normal = new Vector3(
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ]
|
|
);
|
|
|
|
|
|
if ( i !== 2 ) faceA.vertexNormals.push( normal );
|
|
if ( i !== 0 ) faceB.vertexNormals.push( normal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
if ( hasFaceColor ) {
|
|
|
|
colorIndex = faces[ offset ++ ];
|
|
hex = colors[ colorIndex ];
|
|
|
|
faceA.color.setHex( hex );
|
|
faceB.color.setHex( hex );
|
|
|
|
}
|
|
|
|
|
|
if ( hasFaceVertexColor ) {
|
|
|
|
for ( i = 0; i < 4; i ++ ) {
|
|
|
|
colorIndex = faces[ offset ++ ];
|
|
hex = colors[ colorIndex ];
|
|
|
|
if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
|
|
if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.faces.push( faceA );
|
|
geometry.faces.push( faceB );
|
|
|
|
} else {
|
|
|
|
face = new Face3();
|
|
face.a = faces[ offset ++ ];
|
|
face.b = faces[ offset ++ ];
|
|
face.c = faces[ offset ++ ];
|
|
|
|
if ( hasMaterial ) {
|
|
|
|
materialIndex = faces[ offset ++ ];
|
|
face.materialIndex = materialIndex;
|
|
|
|
}
|
|
|
|
// to get face <=> uv index correspondence
|
|
|
|
fi = geometry.faces.length;
|
|
|
|
if ( hasFaceVertexUv ) {
|
|
|
|
for ( i = 0; i < nUvLayers; i ++ ) {
|
|
|
|
uvLayer = json.uvs[ i ];
|
|
|
|
geometry.faceVertexUvs[ i ][ fi ] = [];
|
|
|
|
for ( j = 0; j < 3; j ++ ) {
|
|
|
|
uvIndex = faces[ offset ++ ];
|
|
|
|
u = uvLayer[ uvIndex * 2 ];
|
|
v = uvLayer[ uvIndex * 2 + 1 ];
|
|
|
|
uv = new Vector2( u, v );
|
|
|
|
geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hasFaceNormal ) {
|
|
|
|
normalIndex = faces[ offset ++ ] * 3;
|
|
|
|
face.normal.set(
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ]
|
|
);
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexNormal ) {
|
|
|
|
for ( i = 0; i < 3; i ++ ) {
|
|
|
|
normalIndex = faces[ offset ++ ] * 3;
|
|
|
|
normal = new Vector3(
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ++ ],
|
|
normals[ normalIndex ]
|
|
);
|
|
|
|
face.vertexNormals.push( normal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
if ( hasFaceColor ) {
|
|
|
|
colorIndex = faces[ offset ++ ];
|
|
face.color.setHex( colors[ colorIndex ] );
|
|
|
|
}
|
|
|
|
|
|
if ( hasFaceVertexColor ) {
|
|
|
|
for ( i = 0; i < 3; i ++ ) {
|
|
|
|
colorIndex = faces[ offset ++ ];
|
|
face.vertexColors.push( new Color( colors[ colorIndex ] ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.faces.push( face );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function parseSkin() {
|
|
|
|
var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
|
|
|
|
if ( json.skinWeights ) {
|
|
|
|
for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
|
|
|
|
var x = json.skinWeights[ i ];
|
|
var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
|
|
var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
|
|
var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
|
|
|
|
geometry.skinWeights.push( new Vector4( x, y, z, w ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( json.skinIndices ) {
|
|
|
|
for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
|
|
|
|
var a = json.skinIndices[ i ];
|
|
var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
|
|
var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
|
|
var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
|
|
|
|
geometry.skinIndices.push( new Vector4( a, b, c, d ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.bones = json.bones;
|
|
|
|
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
|
|
|
|
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
|
|
geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function parseMorphing( scale ) {
|
|
|
|
if ( json.morphTargets !== undefined ) {
|
|
|
|
for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
|
|
|
|
geometry.morphTargets[ i ] = {};
|
|
geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
|
|
geometry.morphTargets[ i ].vertices = [];
|
|
|
|
var dstVertices = geometry.morphTargets[ i ].vertices;
|
|
var srcVertices = json.morphTargets[ i ].vertices;
|
|
|
|
for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
|
|
|
|
var vertex = new Vector3();
|
|
vertex.x = srcVertices[ v ] * scale;
|
|
vertex.y = srcVertices[ v + 1 ] * scale;
|
|
vertex.z = srcVertices[ v + 2 ] * scale;
|
|
|
|
dstVertices.push( vertex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
|
|
|
|
console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
|
|
|
|
var faces = geometry.faces;
|
|
var morphColors = json.morphColors[ 0 ].colors;
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
faces[ i ].color.fromArray( morphColors, i * 3 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function parseAnimations() {
|
|
|
|
var outputAnimations = [];
|
|
|
|
// parse old style Bone/Hierarchy animations
|
|
var animations = [];
|
|
|
|
if ( json.animation !== undefined ) {
|
|
|
|
animations.push( json.animation );
|
|
|
|
}
|
|
|
|
if ( json.animations !== undefined ) {
|
|
|
|
if ( json.animations.length ) {
|
|
|
|
animations = animations.concat( json.animations );
|
|
|
|
} else {
|
|
|
|
animations.push( json.animations );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < animations.length; i ++ ) {
|
|
|
|
var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
|
|
if ( clip ) outputAnimations.push( clip );
|
|
|
|
}
|
|
|
|
// parse implicit morph animations
|
|
if ( geometry.morphTargets ) {
|
|
|
|
// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
|
|
var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
|
|
outputAnimations = outputAnimations.concat( morphAnimationClips );
|
|
|
|
}
|
|
|
|
if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
|
|
|
|
}
|
|
|
|
if ( json.materials === undefined || json.materials.length === 0 ) {
|
|
|
|
return { geometry: geometry };
|
|
|
|
} else {
|
|
|
|
var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
|
|
|
|
return { geometry: geometry, materials: materials };
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function ObjectLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
this.texturePath = '';
|
|
|
|
}
|
|
|
|
Object.assign( ObjectLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( this.texturePath === '' ) {
|
|
|
|
this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
|
|
|
|
}
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.load( url, function ( text ) {
|
|
|
|
var json = null;
|
|
|
|
try {
|
|
|
|
json = JSON.parse( text );
|
|
|
|
} catch ( error ) {
|
|
|
|
if ( onError !== undefined ) onError( error );
|
|
|
|
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var metadata = json.metadata;
|
|
|
|
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
|
|
|
|
console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
|
|
return;
|
|
|
|
}
|
|
|
|
scope.parse( json, onLoad );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
setTexturePath: function ( value ) {
|
|
|
|
this.texturePath = value;
|
|
|
|
},
|
|
|
|
setCrossOrigin: function ( value ) {
|
|
|
|
this.crossOrigin = value;
|
|
|
|
},
|
|
|
|
parse: function ( json, onLoad ) {
|
|
|
|
var geometries = this.parseGeometries( json.geometries );
|
|
|
|
var images = this.parseImages( json.images, function () {
|
|
|
|
if ( onLoad !== undefined ) onLoad( object );
|
|
|
|
} );
|
|
|
|
var textures = this.parseTextures( json.textures, images );
|
|
var materials = this.parseMaterials( json.materials, textures );
|
|
|
|
var object = this.parseObject( json.object, geometries, materials );
|
|
|
|
if ( json.animations ) {
|
|
|
|
object.animations = this.parseAnimations( json.animations );
|
|
|
|
}
|
|
|
|
if ( json.images === undefined || json.images.length === 0 ) {
|
|
|
|
if ( onLoad !== undefined ) onLoad( object );
|
|
|
|
}
|
|
|
|
return object;
|
|
|
|
},
|
|
|
|
parseGeometries: function ( json ) {
|
|
|
|
var geometries = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
var geometryLoader = new JSONLoader();
|
|
var bufferGeometryLoader = new BufferGeometryLoader();
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var geometry;
|
|
var data = json[ i ];
|
|
|
|
switch ( data.type ) {
|
|
|
|
case 'PlaneGeometry':
|
|
case 'PlaneBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.width,
|
|
data.height,
|
|
data.widthSegments,
|
|
data.heightSegments
|
|
);
|
|
|
|
break;
|
|
|
|
case 'BoxGeometry':
|
|
case 'BoxBufferGeometry':
|
|
case 'CubeGeometry': // backwards compatible
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.width,
|
|
data.height,
|
|
data.depth,
|
|
data.widthSegments,
|
|
data.heightSegments,
|
|
data.depthSegments
|
|
);
|
|
|
|
break;
|
|
|
|
case 'CircleGeometry':
|
|
case 'CircleBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.segments,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'CylinderGeometry':
|
|
case 'CylinderBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radiusTop,
|
|
data.radiusBottom,
|
|
data.height,
|
|
data.radialSegments,
|
|
data.heightSegments,
|
|
data.openEnded,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'ConeGeometry':
|
|
case 'ConeBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.height,
|
|
data.radialSegments,
|
|
data.heightSegments,
|
|
data.openEnded,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'SphereGeometry':
|
|
case 'SphereBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.widthSegments,
|
|
data.heightSegments,
|
|
data.phiStart,
|
|
data.phiLength,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'DodecahedronGeometry':
|
|
case 'IcosahedronGeometry':
|
|
case 'OctahedronGeometry':
|
|
case 'TetrahedronGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.detail
|
|
);
|
|
|
|
break;
|
|
|
|
case 'RingGeometry':
|
|
case 'RingBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.innerRadius,
|
|
data.outerRadius,
|
|
data.thetaSegments,
|
|
data.phiSegments,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'TorusGeometry':
|
|
case 'TorusBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.tube,
|
|
data.radialSegments,
|
|
data.tubularSegments,
|
|
data.arc
|
|
);
|
|
|
|
break;
|
|
|
|
case 'TorusKnotGeometry':
|
|
case 'TorusKnotBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.tube,
|
|
data.tubularSegments,
|
|
data.radialSegments,
|
|
data.p,
|
|
data.q
|
|
);
|
|
|
|
break;
|
|
|
|
case 'LatheGeometry':
|
|
case 'LatheBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.points,
|
|
data.segments,
|
|
data.phiStart,
|
|
data.phiLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'BufferGeometry':
|
|
|
|
geometry = bufferGeometryLoader.parse( data );
|
|
|
|
break;
|
|
|
|
case 'Geometry':
|
|
|
|
geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
geometry.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) geometry.name = data.name;
|
|
|
|
geometries[ data.uuid ] = geometry;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return geometries;
|
|
|
|
},
|
|
|
|
parseMaterials: function ( json, textures ) {
|
|
|
|
var materials = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
var loader = new MaterialLoader();
|
|
loader.setTextures( textures );
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var material = loader.parse( json[ i ] );
|
|
materials[ material.uuid ] = material;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return materials;
|
|
|
|
},
|
|
|
|
parseAnimations: function ( json ) {
|
|
|
|
var animations = [];
|
|
|
|
for ( var i = 0; i < json.length; i ++ ) {
|
|
|
|
var clip = AnimationClip.parse( json[ i ] );
|
|
|
|
animations.push( clip );
|
|
|
|
}
|
|
|
|
return animations;
|
|
|
|
},
|
|
|
|
parseImages: function ( json, onLoad ) {
|
|
|
|
var scope = this;
|
|
var images = {};
|
|
|
|
function loadImage( url ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
return loader.load( url, function () {
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, undefined, function () {
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
if ( json !== undefined && json.length > 0 ) {
|
|
|
|
var manager = new LoadingManager( onLoad );
|
|
|
|
var loader = new ImageLoader( manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var image = json[ i ];
|
|
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
|
|
|
|
images[ image.uuid ] = loadImage( path );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return images;
|
|
|
|
},
|
|
|
|
parseTextures: function ( json, images ) {
|
|
|
|
var TextureMapping = {
|
|
UVMapping: UVMapping,
|
|
CubeReflectionMapping: CubeReflectionMapping,
|
|
CubeRefractionMapping: CubeRefractionMapping,
|
|
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
|
|
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
|
|
SphericalReflectionMapping: SphericalReflectionMapping,
|
|
CubeUVReflectionMapping: CubeUVReflectionMapping,
|
|
CubeUVRefractionMapping: CubeUVRefractionMapping
|
|
};
|
|
|
|
var TextureWrapping = {
|
|
RepeatWrapping: RepeatWrapping,
|
|
ClampToEdgeWrapping: ClampToEdgeWrapping,
|
|
MirroredRepeatWrapping: MirroredRepeatWrapping
|
|
};
|
|
|
|
var TextureFilter = {
|
|
NearestFilter: NearestFilter,
|
|
NearestMipMapNearestFilter: NearestMipMapNearestFilter,
|
|
NearestMipMapLinearFilter: NearestMipMapLinearFilter,
|
|
LinearFilter: LinearFilter,
|
|
LinearMipMapNearestFilter: LinearMipMapNearestFilter,
|
|
LinearMipMapLinearFilter: LinearMipMapLinearFilter
|
|
};
|
|
|
|
function parseConstant( value, type ) {
|
|
|
|
if ( typeof( value ) === 'number' ) return value;
|
|
|
|
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
|
|
|
|
return type[ value ];
|
|
|
|
}
|
|
|
|
var textures = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var data = json[ i ];
|
|
|
|
if ( data.image === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
|
|
|
|
}
|
|
|
|
if ( images[ data.image ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
|
|
|
|
}
|
|
|
|
var texture = new Texture( images[ data.image ] );
|
|
texture.needsUpdate = true;
|
|
|
|
texture.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) texture.name = data.name;
|
|
|
|
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping );
|
|
|
|
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
|
|
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
|
|
if ( data.wrap !== undefined ) {
|
|
|
|
texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping );
|
|
texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping );
|
|
|
|
}
|
|
|
|
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter );
|
|
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter );
|
|
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
|
|
|
|
if ( data.flipY !== undefined ) texture.flipY = data.flipY;
|
|
|
|
textures[ data.uuid ] = texture;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return textures;
|
|
|
|
},
|
|
|
|
parseObject: function () {
|
|
|
|
var matrix = new Matrix4();
|
|
|
|
return function parseObject( data, geometries, materials ) {
|
|
|
|
var object;
|
|
|
|
function getGeometry( name ) {
|
|
|
|
if ( geometries[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
|
|
|
|
}
|
|
|
|
return geometries[ name ];
|
|
|
|
}
|
|
|
|
function getMaterial( name ) {
|
|
|
|
if ( name === undefined ) return undefined;
|
|
|
|
if ( materials[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined material', name );
|
|
|
|
}
|
|
|
|
return materials[ name ];
|
|
|
|
}
|
|
|
|
switch ( data.type ) {
|
|
|
|
case 'Scene':
|
|
|
|
object = new Scene();
|
|
|
|
if ( data.background !== undefined ) {
|
|
|
|
if ( Number.isInteger( data.background ) ) {
|
|
|
|
object.background = new Color( data.background );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( data.fog !== undefined ) {
|
|
|
|
if ( data.fog.type === 'Fog' ) {
|
|
|
|
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
|
|
|
|
} else if ( data.fog.type === 'FogExp2' ) {
|
|
|
|
object.fog = new FogExp2( data.fog.color, data.fog.density );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'PerspectiveCamera':
|
|
|
|
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
|
|
|
|
if ( data.focus !== undefined ) object.focus = data.focus;
|
|
if ( data.zoom !== undefined ) object.zoom = data.zoom;
|
|
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
|
|
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
|
|
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
|
|
|
|
break;
|
|
|
|
case 'OrthographicCamera':
|
|
|
|
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
|
|
|
|
break;
|
|
|
|
case 'AmbientLight':
|
|
|
|
object = new AmbientLight( data.color, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'DirectionalLight':
|
|
|
|
object = new DirectionalLight( data.color, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'PointLight':
|
|
|
|
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
|
|
|
|
break;
|
|
|
|
case 'SpotLight':
|
|
|
|
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
|
|
|
|
break;
|
|
|
|
case 'HemisphereLight':
|
|
|
|
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'Mesh':
|
|
|
|
var geometry = getGeometry( data.geometry );
|
|
var material = getMaterial( data.material );
|
|
|
|
if ( geometry.bones && geometry.bones.length > 0 ) {
|
|
|
|
object = new SkinnedMesh( geometry, material );
|
|
|
|
} else {
|
|
|
|
object = new Mesh( geometry, material );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'LOD':
|
|
|
|
object = new LOD();
|
|
|
|
break;
|
|
|
|
case 'Line':
|
|
|
|
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
|
|
|
|
break;
|
|
|
|
case 'LineSegments':
|
|
|
|
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'PointCloud':
|
|
case 'Points':
|
|
|
|
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'Sprite':
|
|
|
|
object = new Sprite( getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'Group':
|
|
|
|
object = new Group();
|
|
|
|
break;
|
|
|
|
case 'SkinnedMesh':
|
|
|
|
console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.' );
|
|
|
|
default:
|
|
|
|
object = new Object3D();
|
|
|
|
}
|
|
|
|
object.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) object.name = data.name;
|
|
if ( data.matrix !== undefined ) {
|
|
|
|
matrix.fromArray( data.matrix );
|
|
matrix.decompose( object.position, object.quaternion, object.scale );
|
|
|
|
} else {
|
|
|
|
if ( data.position !== undefined ) object.position.fromArray( data.position );
|
|
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
|
|
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
|
|
if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
|
|
|
|
}
|
|
|
|
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
|
|
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
|
|
|
|
if ( data.shadow ) {
|
|
|
|
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
|
|
if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
|
|
if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
|
|
if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
|
|
|
|
}
|
|
|
|
if ( data.visible !== undefined ) object.visible = data.visible;
|
|
if ( data.userData !== undefined ) object.userData = data.userData;
|
|
|
|
if ( data.children !== undefined ) {
|
|
|
|
for ( var child in data.children ) {
|
|
|
|
object.add( this.parseObject( data.children[ child ], geometries, materials ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( data.type === 'LOD' ) {
|
|
|
|
var levels = data.levels;
|
|
|
|
for ( var l = 0; l < levels.length; l ++ ) {
|
|
|
|
var level = levels[ l ];
|
|
var child = object.getObjectByProperty( 'uuid', level.object );
|
|
|
|
if ( child !== undefined ) {
|
|
|
|
object.addLevel( child, level.distance );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return object;
|
|
|
|
};
|
|
|
|
}()
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
*
|
|
* Bezier Curves formulas obtained from
|
|
* http://en.wikipedia.org/wiki/Bézier_curve
|
|
*/
|
|
|
|
function CatmullRom( t, p0, p1, p2, p3 ) {
|
|
|
|
var v0 = ( p2 - p0 ) * 0.5;
|
|
var v1 = ( p3 - p1 ) * 0.5;
|
|
var t2 = t * t;
|
|
var t3 = t * t2;
|
|
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function QuadraticBezierP0( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return k * k * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezierP1( t, p ) {
|
|
|
|
return 2 * ( 1 - t ) * t * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezierP2( t, p ) {
|
|
|
|
return t * t * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezier( t, p0, p1, p2 ) {
|
|
|
|
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
|
|
QuadraticBezierP2( t, p2 );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function CubicBezierP0( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return k * k * k * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP1( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return 3 * k * k * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP2( t, p ) {
|
|
|
|
return 3 * ( 1 - t ) * t * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP3( t, p ) {
|
|
|
|
return t * t * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezier( t, p0, p1, p2, p3 ) {
|
|
|
|
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
|
|
CubicBezierP3( t, p3 );
|
|
|
|
}
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* Extensible curve object
|
|
*
|
|
* Some common of Curve methods
|
|
* .getPoint(t), getTangent(t)
|
|
* .getPointAt(u), getTangentAt(u)
|
|
* .getPoints(), .getSpacedPoints()
|
|
* .getLength()
|
|
* .updateArcLengths()
|
|
*
|
|
* This following classes subclasses THREE.Curve:
|
|
*
|
|
* -- 2d classes --
|
|
* THREE.LineCurve
|
|
* THREE.QuadraticBezierCurve
|
|
* THREE.CubicBezierCurve
|
|
* THREE.SplineCurve
|
|
* THREE.ArcCurve
|
|
* THREE.EllipseCurve
|
|
*
|
|
* -- 3d classes --
|
|
* THREE.LineCurve3
|
|
* THREE.QuadraticBezierCurve3
|
|
* THREE.CubicBezierCurve3
|
|
* THREE.CatmullRomCurve3
|
|
*
|
|
* A series of curves can be represented as a THREE.CurvePath
|
|
*
|
|
**/
|
|
|
|
/**************************************************************
|
|
* Abstract Curve base class
|
|
**************************************************************/
|
|
|
|
function Curve() {}
|
|
|
|
Curve.prototype = {
|
|
|
|
constructor: Curve,
|
|
|
|
// Virtual base class method to overwrite and implement in subclasses
|
|
// - t [0 .. 1]
|
|
|
|
getPoint: function ( t ) {
|
|
|
|
console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
|
|
return null;
|
|
|
|
},
|
|
|
|
// Get point at relative position in curve according to arc length
|
|
// - u [0 .. 1]
|
|
|
|
getPointAt: function ( u ) {
|
|
|
|
var t = this.getUtoTmapping( u );
|
|
return this.getPoint( t );
|
|
|
|
},
|
|
|
|
// Get sequence of points using getPoint( t )
|
|
|
|
getPoints: function ( divisions ) {
|
|
|
|
if ( isNaN( divisions ) ) divisions = 5;
|
|
|
|
var points = [];
|
|
|
|
for ( var d = 0; d <= divisions; d ++ ) {
|
|
|
|
points.push( this.getPoint( d / divisions ) );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
// Get sequence of points using getPointAt( u )
|
|
|
|
getSpacedPoints: function ( divisions ) {
|
|
|
|
if ( isNaN( divisions ) ) divisions = 5;
|
|
|
|
var points = [];
|
|
|
|
for ( var d = 0; d <= divisions; d ++ ) {
|
|
|
|
points.push( this.getPointAt( d / divisions ) );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
// Get total curve arc length
|
|
|
|
getLength: function () {
|
|
|
|
var lengths = this.getLengths();
|
|
return lengths[ lengths.length - 1 ];
|
|
|
|
},
|
|
|
|
// Get list of cumulative segment lengths
|
|
|
|
getLengths: function ( divisions ) {
|
|
|
|
if ( isNaN( divisions ) ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
|
|
|
|
if ( this.cacheArcLengths
|
|
&& ( this.cacheArcLengths.length === divisions + 1 )
|
|
&& ! this.needsUpdate ) {
|
|
|
|
//console.log( "cached", this.cacheArcLengths );
|
|
return this.cacheArcLengths;
|
|
|
|
}
|
|
|
|
this.needsUpdate = false;
|
|
|
|
var cache = [];
|
|
var current, last = this.getPoint( 0 );
|
|
var p, sum = 0;
|
|
|
|
cache.push( 0 );
|
|
|
|
for ( p = 1; p <= divisions; p ++ ) {
|
|
|
|
current = this.getPoint ( p / divisions );
|
|
sum += current.distanceTo( last );
|
|
cache.push( sum );
|
|
last = current;
|
|
|
|
}
|
|
|
|
this.cacheArcLengths = cache;
|
|
|
|
return cache; // { sums: cache, sum:sum }; Sum is in the last element.
|
|
|
|
},
|
|
|
|
updateArcLengths: function() {
|
|
|
|
this.needsUpdate = true;
|
|
this.getLengths();
|
|
|
|
},
|
|
|
|
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
|
|
|
|
getUtoTmapping: function ( u, distance ) {
|
|
|
|
var arcLengths = this.getLengths();
|
|
|
|
var i = 0, il = arcLengths.length;
|
|
|
|
var targetArcLength; // The targeted u distance value to get
|
|
|
|
if ( distance ) {
|
|
|
|
targetArcLength = distance;
|
|
|
|
} else {
|
|
|
|
targetArcLength = u * arcLengths[ il - 1 ];
|
|
|
|
}
|
|
|
|
//var time = Date.now();
|
|
|
|
// binary search for the index with largest value smaller than target u distance
|
|
|
|
var low = 0, high = il - 1, comparison;
|
|
|
|
while ( low <= high ) {
|
|
|
|
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
|
|
|
|
comparison = arcLengths[ i ] - targetArcLength;
|
|
|
|
if ( comparison < 0 ) {
|
|
|
|
low = i + 1;
|
|
|
|
} else if ( comparison > 0 ) {
|
|
|
|
high = i - 1;
|
|
|
|
} else {
|
|
|
|
high = i;
|
|
break;
|
|
|
|
// DONE
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = high;
|
|
|
|
//console.log('b' , i, low, high, Date.now()- time);
|
|
|
|
if ( arcLengths[ i ] === targetArcLength ) {
|
|
|
|
var t = i / ( il - 1 );
|
|
return t;
|
|
|
|
}
|
|
|
|
// we could get finer grain at lengths, or use simple interpolation between two points
|
|
|
|
var lengthBefore = arcLengths[ i ];
|
|
var lengthAfter = arcLengths[ i + 1 ];
|
|
|
|
var segmentLength = lengthAfter - lengthBefore;
|
|
|
|
// determine where we are between the 'before' and 'after' points
|
|
|
|
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
|
|
|
|
// add that fractional amount to t
|
|
|
|
var t = ( i + segmentFraction ) / ( il - 1 );
|
|
|
|
return t;
|
|
|
|
},
|
|
|
|
// Returns a unit vector tangent at t
|
|
// In case any sub curve does not implement its tangent derivation,
|
|
// 2 points a small delta apart will be used to find its gradient
|
|
// which seems to give a reasonable approximation
|
|
|
|
getTangent: function( t ) {
|
|
|
|
var delta = 0.0001;
|
|
var t1 = t - delta;
|
|
var t2 = t + delta;
|
|
|
|
// Capping in case of danger
|
|
|
|
if ( t1 < 0 ) t1 = 0;
|
|
if ( t2 > 1 ) t2 = 1;
|
|
|
|
var pt1 = this.getPoint( t1 );
|
|
var pt2 = this.getPoint( t2 );
|
|
|
|
var vec = pt2.clone().sub( pt1 );
|
|
return vec.normalize();
|
|
|
|
},
|
|
|
|
getTangentAt: function ( u ) {
|
|
|
|
var t = this.getUtoTmapping( u );
|
|
return this.getTangent( t );
|
|
|
|
},
|
|
|
|
computeFrenetFrames: function ( segments, closed ) {
|
|
|
|
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
|
|
|
|
var normal = new Vector3();
|
|
|
|
var tangents = [];
|
|
var normals = [];
|
|
var binormals = [];
|
|
|
|
var vec = new Vector3();
|
|
var mat = new Matrix4();
|
|
|
|
var i, u, theta;
|
|
|
|
// compute the tangent vectors for each segment on the curve
|
|
|
|
for ( i = 0; i <= segments; i ++ ) {
|
|
|
|
u = i / segments;
|
|
|
|
tangents[ i ] = this.getTangentAt( u );
|
|
tangents[ i ].normalize();
|
|
|
|
}
|
|
|
|
// select an initial normal vector perpendicular to the first tangent vector,
|
|
// and in the direction of the minimum tangent xyz component
|
|
|
|
normals[ 0 ] = new Vector3();
|
|
binormals[ 0 ] = new Vector3();
|
|
var min = Number.MAX_VALUE;
|
|
var tx = Math.abs( tangents[ 0 ].x );
|
|
var ty = Math.abs( tangents[ 0 ].y );
|
|
var tz = Math.abs( tangents[ 0 ].z );
|
|
|
|
if ( tx <= min ) {
|
|
|
|
min = tx;
|
|
normal.set( 1, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( ty <= min ) {
|
|
|
|
min = ty;
|
|
normal.set( 0, 1, 0 );
|
|
|
|
}
|
|
|
|
if ( tz <= min ) {
|
|
|
|
normal.set( 0, 0, 1 );
|
|
|
|
}
|
|
|
|
vec.crossVectors( tangents[ 0 ], normal ).normalize();
|
|
|
|
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
|
|
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
|
|
|
|
|
|
// compute the slowly-varying normal and binormal vectors for each segment on the curve
|
|
|
|
for ( i = 1; i <= segments; i ++ ) {
|
|
|
|
normals[ i ] = normals[ i - 1 ].clone();
|
|
|
|
binormals[ i ] = binormals[ i - 1 ].clone();
|
|
|
|
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
|
|
|
|
if ( vec.length() > Number.EPSILON ) {
|
|
|
|
vec.normalize();
|
|
|
|
theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
|
|
|
|
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
|
|
|
|
}
|
|
|
|
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
|
|
|
}
|
|
|
|
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
|
|
|
|
if ( closed === true ) {
|
|
|
|
theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
|
|
theta /= segments;
|
|
|
|
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
|
|
|
|
theta = - theta;
|
|
|
|
}
|
|
|
|
for ( i = 1; i <= segments; i ++ ) {
|
|
|
|
// twist a little...
|
|
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
|
|
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
tangents: tangents,
|
|
normals: normals,
|
|
binormals: binormals
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function LineCurve( v1, v2 ) {
|
|
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
|
|
}
|
|
|
|
LineCurve.prototype = Object.create( Curve.prototype );
|
|
LineCurve.prototype.constructor = LineCurve;
|
|
|
|
LineCurve.prototype.isLineCurve = true;
|
|
|
|
LineCurve.prototype.getPoint = function ( t ) {
|
|
|
|
if ( t === 1 ) {
|
|
|
|
return this.v2.clone();
|
|
|
|
}
|
|
|
|
var point = this.v2.clone().sub( this.v1 );
|
|
point.multiplyScalar( t ).add( this.v1 );
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
// Line curve is linear, so we can overwrite default getPointAt
|
|
|
|
LineCurve.prototype.getPointAt = function ( u ) {
|
|
|
|
return this.getPoint( u );
|
|
|
|
};
|
|
|
|
LineCurve.prototype.getTangent = function ( t ) {
|
|
|
|
var tangent = this.v2.clone().sub( this.v1 );
|
|
|
|
return tangent.normalize();
|
|
|
|
};
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
*
|
|
**/
|
|
|
|
/**************************************************************
|
|
* Curved Path - a curve path is simply a array of connected
|
|
* curves, but retains the api of a curve
|
|
**************************************************************/
|
|
|
|
function CurvePath() {
|
|
|
|
this.curves = [];
|
|
|
|
this.autoClose = false; // Automatically closes the path
|
|
|
|
}
|
|
|
|
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
|
|
|
|
constructor: CurvePath,
|
|
|
|
add: function ( curve ) {
|
|
|
|
this.curves.push( curve );
|
|
|
|
},
|
|
|
|
closePath: function () {
|
|
|
|
// Add a line curve if start and end of lines are not connected
|
|
var startPoint = this.curves[ 0 ].getPoint( 0 );
|
|
var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
|
|
|
|
if ( ! startPoint.equals( endPoint ) ) {
|
|
|
|
this.curves.push( new LineCurve( endPoint, startPoint ) );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// To get accurate point with reference to
|
|
// entire path distance at time t,
|
|
// following has to be done:
|
|
|
|
// 1. Length of each sub path have to be known
|
|
// 2. Locate and identify type of curve
|
|
// 3. Get t for the curve
|
|
// 4. Return curve.getPointAt(t')
|
|
|
|
getPoint: function ( t ) {
|
|
|
|
var d = t * this.getLength();
|
|
var curveLengths = this.getCurveLengths();
|
|
var i = 0;
|
|
|
|
// To think about boundaries points.
|
|
|
|
while ( i < curveLengths.length ) {
|
|
|
|
if ( curveLengths[ i ] >= d ) {
|
|
|
|
var diff = curveLengths[ i ] - d;
|
|
var curve = this.curves[ i ];
|
|
|
|
var segmentLength = curve.getLength();
|
|
var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
|
|
|
|
return curve.getPointAt( u );
|
|
|
|
}
|
|
|
|
i ++;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
// loop where sum != 0, sum > d , sum+1 <d
|
|
|
|
},
|
|
|
|
// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
|
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
|
// getPoint() depends on getLength
|
|
|
|
getLength: function () {
|
|
|
|
var lens = this.getCurveLengths();
|
|
return lens[ lens.length - 1 ];
|
|
|
|
},
|
|
|
|
// cacheLengths must be recalculated.
|
|
updateArcLengths: function () {
|
|
|
|
this.needsUpdate = true;
|
|
this.cacheLengths = null;
|
|
this.getLengths();
|
|
|
|
},
|
|
|
|
// Compute lengths and cache them
|
|
// We cannot overwrite getLengths() because UtoT mapping uses it.
|
|
|
|
getCurveLengths: function () {
|
|
|
|
// We use cache values if curves and cache array are same length
|
|
|
|
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
|
|
|
|
return this.cacheLengths;
|
|
|
|
}
|
|
|
|
// Get length of sub-curve
|
|
// Push sums into cached array
|
|
|
|
var lengths = [], sums = 0;
|
|
|
|
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
|
|
|
|
sums += this.curves[ i ].getLength();
|
|
lengths.push( sums );
|
|
|
|
}
|
|
|
|
this.cacheLengths = lengths;
|
|
|
|
return lengths;
|
|
|
|
},
|
|
|
|
getSpacedPoints: function ( divisions ) {
|
|
|
|
if ( isNaN( divisions ) ) divisions = 40;
|
|
|
|
var points = [];
|
|
|
|
for ( var i = 0; i <= divisions; i ++ ) {
|
|
|
|
points.push( this.getPoint( i / divisions ) );
|
|
|
|
}
|
|
|
|
if ( this.autoClose ) {
|
|
|
|
points.push( points[ 0 ] );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
getPoints: function ( divisions ) {
|
|
|
|
divisions = divisions || 12;
|
|
|
|
var points = [], last;
|
|
|
|
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
|
|
|
|
var curve = curves[ i ];
|
|
var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
|
|
: (curve && curve.isLineCurve) ? 1
|
|
: (curve && curve.isSplineCurve) ? divisions * curve.points.length
|
|
: divisions;
|
|
|
|
var pts = curve.getPoints( resolution );
|
|
|
|
for ( var j = 0; j < pts.length; j++ ) {
|
|
|
|
var point = pts[ j ];
|
|
|
|
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
|
|
|
|
points.push( point );
|
|
last = point;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {
|
|
|
|
points.push( points[ 0 ] );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
/**************************************************************
|
|
* Create Geometries Helpers
|
|
**************************************************************/
|
|
|
|
/// Generate geometry from path points (for Line or Points objects)
|
|
|
|
createPointsGeometry: function ( divisions ) {
|
|
|
|
var pts = this.getPoints( divisions );
|
|
return this.createGeometry( pts );
|
|
|
|
},
|
|
|
|
// Generate geometry from equidistant sampling along the path
|
|
|
|
createSpacedPointsGeometry: function ( divisions ) {
|
|
|
|
var pts = this.getSpacedPoints( divisions );
|
|
return this.createGeometry( pts );
|
|
|
|
},
|
|
|
|
createGeometry: function ( points ) {
|
|
|
|
var geometry = new Geometry();
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
var point = points[ i ];
|
|
geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
this.aX = aX;
|
|
this.aY = aY;
|
|
|
|
this.xRadius = xRadius;
|
|
this.yRadius = yRadius;
|
|
|
|
this.aStartAngle = aStartAngle;
|
|
this.aEndAngle = aEndAngle;
|
|
|
|
this.aClockwise = aClockwise;
|
|
|
|
this.aRotation = aRotation || 0;
|
|
|
|
}
|
|
|
|
EllipseCurve.prototype = Object.create( Curve.prototype );
|
|
EllipseCurve.prototype.constructor = EllipseCurve;
|
|
|
|
EllipseCurve.prototype.isEllipseCurve = true;
|
|
|
|
EllipseCurve.prototype.getPoint = function ( t ) {
|
|
|
|
var twoPi = Math.PI * 2;
|
|
var deltaAngle = this.aEndAngle - this.aStartAngle;
|
|
var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
|
|
|
|
// ensures that deltaAngle is 0 .. 2 PI
|
|
while ( deltaAngle < 0 ) deltaAngle += twoPi;
|
|
while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
|
|
|
|
if ( deltaAngle < Number.EPSILON ) {
|
|
|
|
if ( samePoints ) {
|
|
|
|
deltaAngle = 0;
|
|
|
|
} else {
|
|
|
|
deltaAngle = twoPi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.aClockwise === true && ! samePoints ) {
|
|
|
|
if ( deltaAngle === twoPi ) {
|
|
|
|
deltaAngle = - twoPi;
|
|
|
|
} else {
|
|
|
|
deltaAngle = deltaAngle - twoPi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var angle = this.aStartAngle + t * deltaAngle;
|
|
var x = this.aX + this.xRadius * Math.cos( angle );
|
|
var y = this.aY + this.yRadius * Math.sin( angle );
|
|
|
|
if ( this.aRotation !== 0 ) {
|
|
|
|
var cos = Math.cos( this.aRotation );
|
|
var sin = Math.sin( this.aRotation );
|
|
|
|
var tx = x - this.aX;
|
|
var ty = y - this.aY;
|
|
|
|
// Rotate the point about the center of the ellipse.
|
|
x = tx * cos - ty * sin + this.aX;
|
|
y = tx * sin + ty * cos + this.aY;
|
|
|
|
}
|
|
|
|
return new Vector2( x, y );
|
|
|
|
};
|
|
|
|
function SplineCurve( points /* array of Vector2 */ ) {
|
|
|
|
this.points = ( points === undefined ) ? [] : points;
|
|
|
|
}
|
|
|
|
SplineCurve.prototype = Object.create( Curve.prototype );
|
|
SplineCurve.prototype.constructor = SplineCurve;
|
|
|
|
SplineCurve.prototype.isSplineCurve = true;
|
|
|
|
SplineCurve.prototype.getPoint = function ( t ) {
|
|
|
|
var points = this.points;
|
|
var point = ( points.length - 1 ) * t;
|
|
|
|
var intPoint = Math.floor( point );
|
|
var weight = point - intPoint;
|
|
|
|
var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
|
|
var point1 = points[ intPoint ];
|
|
var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
|
|
var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
|
|
|
|
return new Vector2(
|
|
CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
|
|
CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
|
|
);
|
|
|
|
};
|
|
|
|
function CubicBezierCurve( v0, v1, v2, v3 ) {
|
|
|
|
this.v0 = v0;
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
this.v3 = v3;
|
|
|
|
}
|
|
|
|
CubicBezierCurve.prototype = Object.create( Curve.prototype );
|
|
CubicBezierCurve.prototype.constructor = CubicBezierCurve;
|
|
|
|
CubicBezierCurve.prototype.getPoint = function ( t ) {
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
|
|
|
return new Vector2(
|
|
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
|
CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
|
|
);
|
|
|
|
};
|
|
|
|
function QuadraticBezierCurve( v0, v1, v2 ) {
|
|
|
|
this.v0 = v0;
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
|
|
}
|
|
|
|
QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
|
|
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
|
|
|
|
QuadraticBezierCurve.prototype.getPoint = function ( t ) {
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
|
|
|
|
return new Vector2(
|
|
QuadraticBezier( t, v0.x, v1.x, v2.x ),
|
|
QuadraticBezier( t, v0.y, v1.y, v2.y )
|
|
);
|
|
|
|
};
|
|
|
|
var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {
|
|
|
|
fromPoints: function ( vectors ) {
|
|
|
|
this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
|
|
|
|
for ( var i = 1, l = vectors.length; i < l; i ++ ) {
|
|
|
|
this.lineTo( vectors[ i ].x, vectors[ i ].y );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
moveTo: function ( x, y ) {
|
|
|
|
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
|
|
|
|
},
|
|
|
|
lineTo: function ( x, y ) {
|
|
|
|
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( x, y );
|
|
|
|
},
|
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
|
|
|
var curve = new QuadraticBezierCurve(
|
|
this.currentPoint.clone(),
|
|
new Vector2( aCPx, aCPy ),
|
|
new Vector2( aX, aY )
|
|
);
|
|
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( aX, aY );
|
|
|
|
},
|
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
|
|
|
var curve = new CubicBezierCurve(
|
|
this.currentPoint.clone(),
|
|
new Vector2( aCP1x, aCP1y ),
|
|
new Vector2( aCP2x, aCP2y ),
|
|
new Vector2( aX, aY )
|
|
);
|
|
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( aX, aY );
|
|
|
|
},
|
|
|
|
splineThru: function ( pts /*Array of Vector*/ ) {
|
|
|
|
var npts = [ this.currentPoint.clone() ].concat( pts );
|
|
|
|
var curve = new SplineCurve( npts );
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.copy( pts[ pts.length - 1 ] );
|
|
|
|
},
|
|
|
|
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
var x0 = this.currentPoint.x;
|
|
var y0 = this.currentPoint.y;
|
|
|
|
this.absarc( aX + x0, aY + y0, aRadius,
|
|
aStartAngle, aEndAngle, aClockwise );
|
|
|
|
},
|
|
|
|
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
|
|
|
},
|
|
|
|
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
var x0 = this.currentPoint.x;
|
|
var y0 = this.currentPoint.y;
|
|
|
|
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
|
|
|
},
|
|
|
|
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
|
|
|
if ( this.curves.length > 0 ) {
|
|
|
|
// if a previous curve is present, attempt to join
|
|
var firstPoint = curve.getPoint( 0 );
|
|
|
|
if ( ! firstPoint.equals( this.currentPoint ) ) {
|
|
|
|
this.lineTo( firstPoint.x, firstPoint.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.curves.push( curve );
|
|
|
|
var lastPoint = curve.getPoint( 1 );
|
|
this.currentPoint.copy( lastPoint );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* Creates free form 2d path using series of points, lines or curves.
|
|
**/
|
|
|
|
function Path( points ) {
|
|
|
|
CurvePath.call( this );
|
|
this.currentPoint = new Vector2();
|
|
|
|
if ( points ) {
|
|
|
|
this.fromPoints( points );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Path.prototype = PathPrototype;
|
|
PathPrototype.constructor = Path;
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* Defines a 2d shape plane using paths.
|
|
**/
|
|
|
|
// STEP 1 Create a path.
|
|
// STEP 2 Turn path into shape.
|
|
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
|
|
// STEP 3a - Extract points from each shape, turn to vertices
|
|
// STEP 3b - Triangulate each shape, add faces.
|
|
|
|
function Shape() {
|
|
|
|
Path.apply( this, arguments );
|
|
|
|
this.holes = [];
|
|
|
|
}
|
|
|
|
Shape.prototype = Object.assign( Object.create( PathPrototype ), {
|
|
|
|
constructor: Shape,
|
|
|
|
getPointsHoles: function ( divisions ) {
|
|
|
|
var holesPts = [];
|
|
|
|
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
|
|
|
|
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
|
|
|
|
}
|
|
|
|
return holesPts;
|
|
|
|
},
|
|
|
|
// Get points of shape and holes (keypoints based on segments parameter)
|
|
|
|
extractAllPoints: function ( divisions ) {
|
|
|
|
return {
|
|
|
|
shape: this.getPoints( divisions ),
|
|
holes: this.getPointsHoles( divisions )
|
|
|
|
};
|
|
|
|
},
|
|
|
|
extractPoints: function ( divisions ) {
|
|
|
|
return this.extractAllPoints( divisions );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
|
|
**/
|
|
|
|
function ShapePath() {
|
|
|
|
this.subPaths = [];
|
|
this.currentPath = null;
|
|
|
|
}
|
|
|
|
ShapePath.prototype = {
|
|
|
|
moveTo: function ( x, y ) {
|
|
|
|
this.currentPath = new Path();
|
|
this.subPaths.push( this.currentPath );
|
|
this.currentPath.moveTo( x, y );
|
|
|
|
},
|
|
|
|
lineTo: function ( x, y ) {
|
|
|
|
this.currentPath.lineTo( x, y );
|
|
|
|
},
|
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
|
|
|
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
|
|
|
|
},
|
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
|
|
|
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
|
|
|
|
},
|
|
|
|
splineThru: function ( pts ) {
|
|
|
|
this.currentPath.splineThru( pts );
|
|
|
|
},
|
|
|
|
toShapes: function ( isCCW, noHoles ) {
|
|
|
|
function toShapesNoHoles( inSubpaths ) {
|
|
|
|
var shapes = [];
|
|
|
|
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
|
|
|
|
var tmpPath = inSubpaths[ i ];
|
|
|
|
var tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
|
|
shapes.push( tmpShape );
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
function isPointInsidePolygon( inPt, inPolygon ) {
|
|
|
|
var polyLen = inPolygon.length;
|
|
|
|
// inPt on polygon contour => immediate success or
|
|
// toggling of inside/outside at every single! intersection point of an edge
|
|
// with the horizontal line through inPt, left of inPt
|
|
// not counting lowerY endpoints of edges and whole edges on that line
|
|
var inside = false;
|
|
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
|
|
|
|
var edgeLowPt = inPolygon[ p ];
|
|
var edgeHighPt = inPolygon[ q ];
|
|
|
|
var edgeDx = edgeHighPt.x - edgeLowPt.x;
|
|
var edgeDy = edgeHighPt.y - edgeLowPt.y;
|
|
|
|
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
|
|
|
|
// not parallel
|
|
if ( edgeDy < 0 ) {
|
|
|
|
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
|
|
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
|
|
|
|
}
|
|
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
|
|
|
|
if ( inPt.y === edgeLowPt.y ) {
|
|
|
|
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
|
|
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
|
|
|
} else {
|
|
|
|
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
|
|
if ( perpEdge === 0 ) return true; // inPt is on contour ?
|
|
if ( perpEdge < 0 ) continue;
|
|
inside = ! inside; // true intersection left of inPt
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// parallel or collinear
|
|
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
|
|
// edge lies on the same horizontal line as inPt
|
|
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
|
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
|
|
// continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return inside;
|
|
|
|
}
|
|
|
|
var isClockWise = ShapeUtils.isClockWise;
|
|
|
|
var subPaths = this.subPaths;
|
|
if ( subPaths.length === 0 ) return [];
|
|
|
|
if ( noHoles === true ) return toShapesNoHoles( subPaths );
|
|
|
|
|
|
var solid, tmpPath, tmpShape, shapes = [];
|
|
|
|
if ( subPaths.length === 1 ) {
|
|
|
|
tmpPath = subPaths[ 0 ];
|
|
tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
shapes.push( tmpShape );
|
|
return shapes;
|
|
|
|
}
|
|
|
|
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
|
|
holesFirst = isCCW ? ! holesFirst : holesFirst;
|
|
|
|
// console.log("Holes first", holesFirst);
|
|
|
|
var betterShapeHoles = [];
|
|
var newShapes = [];
|
|
var newShapeHoles = [];
|
|
var mainIdx = 0;
|
|
var tmpPoints;
|
|
|
|
newShapes[ mainIdx ] = undefined;
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
|
|
|
|
tmpPath = subPaths[ i ];
|
|
tmpPoints = tmpPath.getPoints();
|
|
solid = isClockWise( tmpPoints );
|
|
solid = isCCW ? ! solid : solid;
|
|
|
|
if ( solid ) {
|
|
|
|
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
|
|
|
|
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
|
|
newShapes[ mainIdx ].s.curves = tmpPath.curves;
|
|
|
|
if ( holesFirst ) mainIdx ++;
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
//console.log('cw', i);
|
|
|
|
} else {
|
|
|
|
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
|
|
|
|
//console.log('ccw', i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// only Holes? -> probably all Shapes with wrong orientation
|
|
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
|
|
|
|
|
|
if ( newShapes.length > 1 ) {
|
|
|
|
var ambiguous = false;
|
|
var toChange = [];
|
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
|
|
|
betterShapeHoles[ sIdx ] = [];
|
|
|
|
}
|
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
|
|
|
var sho = newShapeHoles[ sIdx ];
|
|
|
|
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
|
|
|
|
var ho = sho[ hIdx ];
|
|
var hole_unassigned = true;
|
|
|
|
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
|
|
|
|
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
|
|
|
|
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
|
|
if ( hole_unassigned ) {
|
|
|
|
hole_unassigned = false;
|
|
betterShapeHoles[ s2Idx ].push( ho );
|
|
|
|
} else {
|
|
|
|
ambiguous = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
if ( hole_unassigned ) {
|
|
|
|
betterShapeHoles[ sIdx ].push( ho );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
// console.log("ambiguous: ", ambiguous);
|
|
if ( toChange.length > 0 ) {
|
|
|
|
// console.log("to change: ", toChange);
|
|
if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var tmpHoles;
|
|
|
|
for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
|
|
|
|
tmpShape = newShapes[ i ].s;
|
|
shapes.push( tmpShape );
|
|
tmpHoles = newShapeHoles[ i ];
|
|
|
|
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
|
|
|
tmpShape.holes.push( tmpHoles[ j ].h );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//console.log("shape", shapes);
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Font( data ) {
|
|
|
|
this.data = data;
|
|
|
|
}
|
|
|
|
Object.assign( Font.prototype, {
|
|
|
|
isFont: true,
|
|
|
|
generateShapes: function ( text, size, divisions ) {
|
|
|
|
function createPaths( text ) {
|
|
|
|
var chars = String( text ).split( '' );
|
|
var scale = size / data.resolution;
|
|
var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
|
|
|
|
var offsetX = 0, offsetY = 0;
|
|
|
|
var paths = [];
|
|
|
|
for ( var i = 0; i < chars.length; i ++ ) {
|
|
|
|
var char = chars[ i ];
|
|
|
|
if ( char === '\n' ) {
|
|
|
|
offsetX = 0;
|
|
offsetY -= line_height;
|
|
|
|
} else {
|
|
|
|
var ret = createPath( char, scale, offsetX, offsetY );
|
|
offsetX += ret.offsetX;
|
|
paths.push( ret.path );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return paths;
|
|
|
|
}
|
|
|
|
function createPath( c, scale, offsetX, offsetY ) {
|
|
|
|
var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
|
|
|
|
if ( ! glyph ) return;
|
|
|
|
var path = new ShapePath();
|
|
|
|
var pts = [];
|
|
var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
|
|
|
|
if ( glyph.o ) {
|
|
|
|
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
|
|
|
|
for ( var i = 0, l = outline.length; i < l; ) {
|
|
|
|
var action = outline[ i ++ ];
|
|
|
|
switch ( action ) {
|
|
|
|
case 'm': // moveTo
|
|
|
|
x = outline[ i ++ ] * scale + offsetX;
|
|
y = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.moveTo( x, y );
|
|
|
|
break;
|
|
|
|
case 'l': // lineTo
|
|
|
|
x = outline[ i ++ ] * scale + offsetX;
|
|
y = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.lineTo( x, y );
|
|
|
|
break;
|
|
|
|
case 'q': // quadraticCurveTo
|
|
|
|
cpx = outline[ i ++ ] * scale + offsetX;
|
|
cpy = outline[ i ++ ] * scale + offsetY;
|
|
cpx1 = outline[ i ++ ] * scale + offsetX;
|
|
cpy1 = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
|
|
|
|
laste = pts[ pts.length - 1 ];
|
|
|
|
if ( laste ) {
|
|
|
|
cpx0 = laste.x;
|
|
cpy0 = laste.y;
|
|
|
|
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
|
|
|
|
var t = i2 / divisions;
|
|
QuadraticBezier( t, cpx0, cpx1, cpx );
|
|
QuadraticBezier( t, cpy0, cpy1, cpy );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'b': // bezierCurveTo
|
|
|
|
cpx = outline[ i ++ ] * scale + offsetX;
|
|
cpy = outline[ i ++ ] * scale + offsetY;
|
|
cpx1 = outline[ i ++ ] * scale + offsetX;
|
|
cpy1 = outline[ i ++ ] * scale + offsetY;
|
|
cpx2 = outline[ i ++ ] * scale + offsetX;
|
|
cpy2 = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
|
|
|
|
laste = pts[ pts.length - 1 ];
|
|
|
|
if ( laste ) {
|
|
|
|
cpx0 = laste.x;
|
|
cpy0 = laste.y;
|
|
|
|
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
|
|
|
|
var t = i2 / divisions;
|
|
CubicBezier( t, cpx0, cpx1, cpx2, cpx );
|
|
CubicBezier( t, cpy0, cpy1, cpy2, cpy );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return { offsetX: glyph.ha * scale, path: path };
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( size === undefined ) size = 100;
|
|
if ( divisions === undefined ) divisions = 4;
|
|
|
|
var data = this.data;
|
|
|
|
var paths = createPaths( text );
|
|
var shapes = [];
|
|
|
|
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
|
|
|
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function FontLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( FontLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.load( url, function ( text ) {
|
|
|
|
var json;
|
|
|
|
try {
|
|
|
|
json = JSON.parse( text );
|
|
|
|
} catch ( e ) {
|
|
|
|
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
|
|
json = JSON.parse( text.substring( 65, text.length - 2 ) );
|
|
|
|
}
|
|
|
|
var font = scope.parse( json );
|
|
|
|
if ( onLoad ) onLoad( font );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
return new Font( json );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var context;
|
|
|
|
var AudioContext = {
|
|
|
|
getContext: function () {
|
|
|
|
if ( context === undefined ) {
|
|
|
|
context = new ( window.AudioContext || window.webkitAudioContext )();
|
|
|
|
}
|
|
|
|
return context;
|
|
|
|
},
|
|
|
|
setContext: function ( value ) {
|
|
|
|
context = value;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author Reece Aaron Lecrivain / http://reecenotes.com/
|
|
*/
|
|
|
|
function AudioLoader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
}
|
|
|
|
Object.assign( AudioLoader.prototype, {
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
var context = AudioContext.getContext();
|
|
|
|
context.decodeAudioData( buffer, function ( audioBuffer ) {
|
|
|
|
onLoad( audioBuffer );
|
|
|
|
} );
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author abelnation / http://github.com/abelnation
|
|
*/
|
|
|
|
function RectAreaLight ( color, intensity, width, height ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'RectAreaLight';
|
|
|
|
this.position.set( 0, 1, 0 );
|
|
this.updateMatrix();
|
|
|
|
this.width = ( width !== undefined ) ? width : 10;
|
|
this.height = ( height !== undefined ) ? height : 10;
|
|
|
|
// TODO (abelnation): distance/decay
|
|
|
|
// TODO (abelnation): update method for RectAreaLight to update transform to lookat target
|
|
|
|
// TODO (abelnation): shadows
|
|
// this.shadow = new THREE.RectAreaLightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
// TODO (abelnation): RectAreaLight update when light shape is changed
|
|
RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: RectAreaLight,
|
|
|
|
isRectAreaLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.width = source.width;
|
|
this.height = source.height;
|
|
|
|
// this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function StereoCamera() {
|
|
|
|
this.type = 'StereoCamera';
|
|
|
|
this.aspect = 1;
|
|
|
|
this.eyeSep = 0.064;
|
|
|
|
this.cameraL = new PerspectiveCamera();
|
|
this.cameraL.layers.enable( 1 );
|
|
this.cameraL.matrixAutoUpdate = false;
|
|
|
|
this.cameraR = new PerspectiveCamera();
|
|
this.cameraR.layers.enable( 2 );
|
|
this.cameraR.matrixAutoUpdate = false;
|
|
|
|
}
|
|
|
|
Object.assign( StereoCamera.prototype, {
|
|
|
|
update: ( function () {
|
|
|
|
var instance, focus, fov, aspect, near, far, zoom;
|
|
|
|
var eyeRight = new Matrix4();
|
|
var eyeLeft = new Matrix4();
|
|
|
|
return function update( camera ) {
|
|
|
|
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
|
|
aspect !== camera.aspect * this.aspect || near !== camera.near ||
|
|
far !== camera.far || zoom !== camera.zoom;
|
|
|
|
if ( needsUpdate ) {
|
|
|
|
instance = this;
|
|
focus = camera.focus;
|
|
fov = camera.fov;
|
|
aspect = camera.aspect * this.aspect;
|
|
near = camera.near;
|
|
far = camera.far;
|
|
zoom = camera.zoom;
|
|
|
|
// Off-axis stereoscopic effect based on
|
|
// http://paulbourke.net/stereographics/stereorender/
|
|
|
|
var projectionMatrix = camera.projectionMatrix.clone();
|
|
var eyeSep = this.eyeSep / 2;
|
|
var eyeSepOnProjection = eyeSep * near / focus;
|
|
var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
|
|
var xmin, xmax;
|
|
|
|
// translate xOffset
|
|
|
|
eyeLeft.elements[ 12 ] = - eyeSep;
|
|
eyeRight.elements[ 12 ] = eyeSep;
|
|
|
|
// for left eye
|
|
|
|
xmin = - ymax * aspect + eyeSepOnProjection;
|
|
xmax = ymax * aspect + eyeSepOnProjection;
|
|
|
|
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
|
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
|
|
|
this.cameraL.projectionMatrix.copy( projectionMatrix );
|
|
|
|
// for right eye
|
|
|
|
xmin = - ymax * aspect - eyeSepOnProjection;
|
|
xmax = ymax * aspect - eyeSepOnProjection;
|
|
|
|
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
|
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
|
|
|
this.cameraR.projectionMatrix.copy( projectionMatrix );
|
|
|
|
}
|
|
|
|
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
|
|
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
|
|
|
|
};
|
|
|
|
} )()
|
|
|
|
} );
|
|
|
|
/**
|
|
* Camera for rendering cube maps
|
|
* - renders scene into axis-aligned cube
|
|
*
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function CubeCamera( near, far, cubeResolution ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'CubeCamera';
|
|
|
|
var fov = 90, aspect = 1;
|
|
|
|
var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPX.up.set( 0, - 1, 0 );
|
|
cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
|
|
this.add( cameraPX );
|
|
|
|
var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNX.up.set( 0, - 1, 0 );
|
|
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
|
|
this.add( cameraNX );
|
|
|
|
var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPY.up.set( 0, 0, 1 );
|
|
cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
|
|
this.add( cameraPY );
|
|
|
|
var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNY.up.set( 0, 0, - 1 );
|
|
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
|
|
this.add( cameraNY );
|
|
|
|
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPZ.up.set( 0, - 1, 0 );
|
|
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
|
|
this.add( cameraPZ );
|
|
|
|
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNZ.up.set( 0, - 1, 0 );
|
|
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
|
|
this.add( cameraNZ );
|
|
|
|
var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
|
|
|
|
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
|
|
|
|
this.updateCubeMap = function ( renderer, scene ) {
|
|
|
|
if ( this.parent === null ) this.updateMatrixWorld();
|
|
|
|
var renderTarget = this.renderTarget;
|
|
var generateMipmaps = renderTarget.texture.generateMipmaps;
|
|
|
|
renderTarget.texture.generateMipmaps = false;
|
|
|
|
renderTarget.activeCubeFace = 0;
|
|
renderer.render( scene, cameraPX, renderTarget );
|
|
|
|
renderTarget.activeCubeFace = 1;
|
|
renderer.render( scene, cameraNX, renderTarget );
|
|
|
|
renderTarget.activeCubeFace = 2;
|
|
renderer.render( scene, cameraPY, renderTarget );
|
|
|
|
renderTarget.activeCubeFace = 3;
|
|
renderer.render( scene, cameraNY, renderTarget );
|
|
|
|
renderTarget.activeCubeFace = 4;
|
|
renderer.render( scene, cameraPZ, renderTarget );
|
|
|
|
renderTarget.texture.generateMipmaps = generateMipmaps;
|
|
|
|
renderTarget.activeCubeFace = 5;
|
|
renderer.render( scene, cameraNZ, renderTarget );
|
|
|
|
renderer.setRenderTarget( null );
|
|
|
|
};
|
|
|
|
}
|
|
|
|
CubeCamera.prototype = Object.create( Object3D.prototype );
|
|
CubeCamera.prototype.constructor = CubeCamera;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function AudioListener() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'AudioListener';
|
|
|
|
this.context = AudioContext.getContext();
|
|
|
|
this.gain = this.context.createGain();
|
|
this.gain.connect( this.context.destination );
|
|
|
|
this.filter = null;
|
|
|
|
}
|
|
|
|
AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: AudioListener,
|
|
|
|
getInput: function () {
|
|
|
|
return this.gain;
|
|
|
|
},
|
|
|
|
removeFilter: function ( ) {
|
|
|
|
if ( this.filter !== null ) {
|
|
|
|
this.gain.disconnect( this.filter );
|
|
this.filter.disconnect( this.context.destination );
|
|
this.gain.connect( this.context.destination );
|
|
this.filter = null;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getFilter: function () {
|
|
|
|
return this.filter;
|
|
|
|
},
|
|
|
|
setFilter: function ( value ) {
|
|
|
|
if ( this.filter !== null ) {
|
|
|
|
this.gain.disconnect( this.filter );
|
|
this.filter.disconnect( this.context.destination );
|
|
|
|
} else {
|
|
|
|
this.gain.disconnect( this.context.destination );
|
|
|
|
}
|
|
|
|
this.filter = value;
|
|
this.gain.connect( this.filter );
|
|
this.filter.connect( this.context.destination );
|
|
|
|
},
|
|
|
|
getMasterVolume: function () {
|
|
|
|
return this.gain.gain.value;
|
|
|
|
},
|
|
|
|
setMasterVolume: function ( value ) {
|
|
|
|
this.gain.gain.value = value;
|
|
|
|
},
|
|
|
|
updateMatrixWorld: ( function () {
|
|
|
|
var position = new Vector3();
|
|
var quaternion = new Quaternion();
|
|
var scale = new Vector3();
|
|
|
|
var orientation = new Vector3();
|
|
|
|
return function updateMatrixWorld( force ) {
|
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
var listener = this.context.listener;
|
|
var up = this.up;
|
|
|
|
this.matrixWorld.decompose( position, quaternion, scale );
|
|
|
|
orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
|
|
|
|
if ( listener.positionX ) {
|
|
|
|
listener.positionX.setValueAtTime( position.x, this.context.currentTime );
|
|
listener.positionY.setValueAtTime( position.y, this.context.currentTime );
|
|
listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
|
|
listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
|
|
listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
|
|
listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
|
|
listener.upX.setValueAtTime( up.x, this.context.currentTime );
|
|
listener.upY.setValueAtTime( up.y, this.context.currentTime );
|
|
listener.upZ.setValueAtTime( up.z, this.context.currentTime );
|
|
|
|
} else {
|
|
|
|
listener.setPosition( position.x, position.y, position.z );
|
|
listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
} )()
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author Reece Aaron Lecrivain / http://reecenotes.com/
|
|
*/
|
|
|
|
function Audio( listener ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Audio';
|
|
|
|
this.context = listener.context;
|
|
|
|
this.gain = this.context.createGain();
|
|
this.gain.connect( listener.getInput() );
|
|
|
|
this.autoplay = false;
|
|
|
|
this.buffer = null;
|
|
this.loop = false;
|
|
this.startTime = 0;
|
|
this.playbackRate = 1;
|
|
this.isPlaying = false;
|
|
this.hasPlaybackControl = true;
|
|
this.sourceType = 'empty';
|
|
|
|
this.filters = [];
|
|
|
|
}
|
|
|
|
Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Audio,
|
|
|
|
getOutput: function () {
|
|
|
|
return this.gain;
|
|
|
|
},
|
|
|
|
setNodeSource: function ( audioNode ) {
|
|
|
|
this.hasPlaybackControl = false;
|
|
this.sourceType = 'audioNode';
|
|
this.source = audioNode;
|
|
this.connect();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setBuffer: function ( audioBuffer ) {
|
|
|
|
this.buffer = audioBuffer;
|
|
this.sourceType = 'buffer';
|
|
|
|
if ( this.autoplay ) this.play();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
play: function () {
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
console.warn( 'THREE.Audio: Audio is already playing.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
var source = this.context.createBufferSource();
|
|
|
|
source.buffer = this.buffer;
|
|
source.loop = this.loop;
|
|
source.onended = this.onEnded.bind( this );
|
|
source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
|
|
source.start( 0, this.startTime );
|
|
|
|
this.isPlaying = true;
|
|
|
|
this.source = source;
|
|
|
|
return this.connect();
|
|
|
|
},
|
|
|
|
pause: function () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.source.stop();
|
|
this.startTime = this.context.currentTime;
|
|
this.isPlaying = false;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
stop: function () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.source.stop();
|
|
this.startTime = 0;
|
|
this.isPlaying = false;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
connect: function () {
|
|
|
|
if ( this.filters.length > 0 ) {
|
|
|
|
this.source.connect( this.filters[ 0 ] );
|
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
|
|
|
this.filters[ i - 1 ].connect( this.filters[ i ] );
|
|
|
|
}
|
|
|
|
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
|
|
|
|
} else {
|
|
|
|
this.source.connect( this.getOutput() );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
disconnect: function () {
|
|
|
|
if ( this.filters.length > 0 ) {
|
|
|
|
this.source.disconnect( this.filters[ 0 ] );
|
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
|
|
|
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
|
|
|
|
}
|
|
|
|
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
|
|
|
|
} else {
|
|
|
|
this.source.disconnect( this.getOutput() );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getFilters: function () {
|
|
|
|
return this.filters;
|
|
|
|
},
|
|
|
|
setFilters: function ( value ) {
|
|
|
|
if ( ! value ) value = [];
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.disconnect();
|
|
this.filters = value;
|
|
this.connect();
|
|
|
|
} else {
|
|
|
|
this.filters = value;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getFilter: function () {
|
|
|
|
return this.getFilters()[ 0 ];
|
|
|
|
},
|
|
|
|
setFilter: function ( filter ) {
|
|
|
|
return this.setFilters( filter ? [ filter ] : [] );
|
|
|
|
},
|
|
|
|
setPlaybackRate: function ( value ) {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.playbackRate = value;
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getPlaybackRate: function () {
|
|
|
|
return this.playbackRate;
|
|
|
|
},
|
|
|
|
onEnded: function () {
|
|
|
|
this.isPlaying = false;
|
|
|
|
},
|
|
|
|
getLoop: function () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return false;
|
|
|
|
}
|
|
|
|
return this.loop;
|
|
|
|
},
|
|
|
|
setLoop: function ( value ) {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.loop = value;
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.source.loop = this.loop;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getVolume: function () {
|
|
|
|
return this.gain.gain.value;
|
|
|
|
},
|
|
|
|
|
|
setVolume: function ( value ) {
|
|
|
|
this.gain.gain.value = value;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function PositionalAudio( listener ) {
|
|
|
|
Audio.call( this, listener );
|
|
|
|
this.panner = this.context.createPanner();
|
|
this.panner.connect( this.gain );
|
|
|
|
}
|
|
|
|
PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
|
|
|
|
constructor: PositionalAudio,
|
|
|
|
getOutput: function () {
|
|
|
|
return this.panner;
|
|
|
|
},
|
|
|
|
getRefDistance: function () {
|
|
|
|
return this.panner.refDistance;
|
|
|
|
},
|
|
|
|
setRefDistance: function ( value ) {
|
|
|
|
this.panner.refDistance = value;
|
|
|
|
},
|
|
|
|
getRolloffFactor: function () {
|
|
|
|
return this.panner.rolloffFactor;
|
|
|
|
},
|
|
|
|
setRolloffFactor: function ( value ) {
|
|
|
|
this.panner.rolloffFactor = value;
|
|
|
|
},
|
|
|
|
getDistanceModel: function () {
|
|
|
|
return this.panner.distanceModel;
|
|
|
|
},
|
|
|
|
setDistanceModel: function ( value ) {
|
|
|
|
this.panner.distanceModel = value;
|
|
|
|
},
|
|
|
|
getMaxDistance: function () {
|
|
|
|
return this.panner.maxDistance;
|
|
|
|
},
|
|
|
|
setMaxDistance: function ( value ) {
|
|
|
|
this.panner.maxDistance = value;
|
|
|
|
},
|
|
|
|
updateMatrixWorld: ( function () {
|
|
|
|
var position = new Vector3();
|
|
|
|
return function updateMatrixWorld( force ) {
|
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
position.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
this.panner.setPosition( position.x, position.y, position.z );
|
|
|
|
};
|
|
|
|
} )()
|
|
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function AudioAnalyser( audio, fftSize ) {
|
|
|
|
this.analyser = audio.context.createAnalyser();
|
|
this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
|
|
|
|
this.data = new Uint8Array( this.analyser.frequencyBinCount );
|
|
|
|
audio.getOutput().connect( this.analyser );
|
|
|
|
}
|
|
|
|
Object.assign( AudioAnalyser.prototype, {
|
|
|
|
getFrequencyData: function () {
|
|
|
|
this.analyser.getByteFrequencyData( this.data );
|
|
|
|
return this.data;
|
|
|
|
},
|
|
|
|
getAverageFrequency: function () {
|
|
|
|
var value = 0, data = this.getFrequencyData();
|
|
|
|
for ( var i = 0; i < data.length; i ++ ) {
|
|
|
|
value += data[ i ];
|
|
|
|
}
|
|
|
|
return value / data.length;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* Buffered scene graph property that allows weighted accumulation.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function PropertyMixer( binding, typeName, valueSize ) {
|
|
|
|
this.binding = binding;
|
|
this.valueSize = valueSize;
|
|
|
|
var bufferType = Float64Array,
|
|
mixFunction;
|
|
|
|
switch ( typeName ) {
|
|
|
|
case 'quaternion':
|
|
mixFunction = this._slerp;
|
|
break;
|
|
|
|
case 'string':
|
|
case 'bool':
|
|
bufferType = Array;
|
|
mixFunction = this._select;
|
|
break;
|
|
|
|
default:
|
|
mixFunction = this._lerp;
|
|
|
|
}
|
|
|
|
this.buffer = new bufferType( valueSize * 4 );
|
|
// layout: [ incoming | accu0 | accu1 | orig ]
|
|
//
|
|
// interpolators can use .buffer as their .result
|
|
// the data then goes to 'incoming'
|
|
//
|
|
// 'accu0' and 'accu1' are used frame-interleaved for
|
|
// the cumulative result and are compared to detect
|
|
// changes
|
|
//
|
|
// 'orig' stores the original state of the property
|
|
|
|
this._mixBufferRegion = mixFunction;
|
|
|
|
this.cumulativeWeight = 0;
|
|
|
|
this.useCount = 0;
|
|
this.referenceCount = 0;
|
|
|
|
}
|
|
|
|
PropertyMixer.prototype = {
|
|
|
|
constructor: PropertyMixer,
|
|
|
|
// accumulate data in the 'incoming' region into 'accu<i>'
|
|
accumulate: function( accuIndex, weight ) {
|
|
|
|
// note: happily accumulating nothing when weight = 0, the caller knows
|
|
// the weight and shouldn't have made the call in the first place
|
|
|
|
var buffer = this.buffer,
|
|
stride = this.valueSize,
|
|
offset = accuIndex * stride + stride,
|
|
|
|
currentWeight = this.cumulativeWeight;
|
|
|
|
if ( currentWeight === 0 ) {
|
|
|
|
// accuN := incoming * weight
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
buffer[ offset + i ] = buffer[ i ];
|
|
|
|
}
|
|
|
|
currentWeight = weight;
|
|
|
|
} else {
|
|
|
|
// accuN := accuN + incoming * weight
|
|
|
|
currentWeight += weight;
|
|
var mix = weight / currentWeight;
|
|
this._mixBufferRegion( buffer, offset, 0, mix, stride );
|
|
|
|
}
|
|
|
|
this.cumulativeWeight = currentWeight;
|
|
|
|
},
|
|
|
|
// apply the state of 'accu<i>' to the binding when accus differ
|
|
apply: function( accuIndex ) {
|
|
|
|
var stride = this.valueSize,
|
|
buffer = this.buffer,
|
|
offset = accuIndex * stride + stride,
|
|
|
|
weight = this.cumulativeWeight,
|
|
|
|
binding = this.binding;
|
|
|
|
this.cumulativeWeight = 0;
|
|
|
|
if ( weight < 1 ) {
|
|
|
|
// accuN := accuN + original * ( 1 - cumulativeWeight )
|
|
|
|
var originalValueOffset = stride * 3;
|
|
|
|
this._mixBufferRegion(
|
|
buffer, offset, originalValueOffset, 1 - weight, stride );
|
|
|
|
}
|
|
|
|
for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
|
|
|
|
if ( buffer[ i ] !== buffer[ i + stride ] ) {
|
|
|
|
// value has changed -> update scene graph
|
|
|
|
binding.setValue( buffer, offset );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// remember the state of the bound property and copy it to both accus
|
|
saveOriginalState: function() {
|
|
|
|
var binding = this.binding;
|
|
|
|
var buffer = this.buffer,
|
|
stride = this.valueSize,
|
|
|
|
originalValueOffset = stride * 3;
|
|
|
|
binding.getValue( buffer, originalValueOffset );
|
|
|
|
// accu[0..1] := orig -- initially detect changes against the original
|
|
for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
|
|
|
|
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
|
|
|
|
}
|
|
|
|
this.cumulativeWeight = 0;
|
|
|
|
},
|
|
|
|
// apply the state previously taken via 'saveOriginalState' to the binding
|
|
restoreOriginalState: function() {
|
|
|
|
var originalValueOffset = this.valueSize * 3;
|
|
this.binding.setValue( this.buffer, originalValueOffset );
|
|
|
|
},
|
|
|
|
|
|
// mix functions
|
|
|
|
_select: function( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
if ( t >= 0.5 ) {
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_slerp: function( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
Quaternion.slerpFlat( buffer, dstOffset,
|
|
buffer, dstOffset, buffer, srcOffset, t );
|
|
|
|
},
|
|
|
|
_lerp: function( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
var s = 1 - t;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
var j = dstOffset + i;
|
|
|
|
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
*
|
|
* A reference to a real property in the scene graph.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function PropertyBinding( rootNode, path, parsedPath ) {
|
|
|
|
this.path = path;
|
|
this.parsedPath = parsedPath ||
|
|
PropertyBinding.parseTrackName( path );
|
|
|
|
this.node = PropertyBinding.findNode(
|
|
rootNode, this.parsedPath.nodeName ) || rootNode;
|
|
|
|
this.rootNode = rootNode;
|
|
|
|
}
|
|
|
|
PropertyBinding.prototype = {
|
|
|
|
constructor: PropertyBinding,
|
|
|
|
getValue: function getValue_unbound( targetArray, offset ) {
|
|
|
|
this.bind();
|
|
this.getValue( targetArray, offset );
|
|
|
|
// Note: This class uses a State pattern on a per-method basis:
|
|
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
|
|
// prototype version of these methods with one that represents
|
|
// the bound state. When the property is not found, the methods
|
|
// become no-ops.
|
|
|
|
},
|
|
|
|
setValue: function getValue_unbound( sourceArray, offset ) {
|
|
|
|
this.bind();
|
|
this.setValue( sourceArray, offset );
|
|
|
|
},
|
|
|
|
// create getter / setter pair for a property in the scene graph
|
|
bind: function() {
|
|
|
|
var targetObject = this.node,
|
|
parsedPath = this.parsedPath,
|
|
|
|
objectName = parsedPath.objectName,
|
|
propertyName = parsedPath.propertyName,
|
|
propertyIndex = parsedPath.propertyIndex;
|
|
|
|
if ( ! targetObject ) {
|
|
|
|
targetObject = PropertyBinding.findNode(
|
|
this.rootNode, parsedPath.nodeName ) || this.rootNode;
|
|
|
|
this.node = targetObject;
|
|
|
|
}
|
|
|
|
// set fail state so we can just 'return' on error
|
|
this.getValue = this._getValue_unavailable;
|
|
this.setValue = this._setValue_unavailable;
|
|
|
|
// ensure there is a value node
|
|
if ( ! targetObject ) {
|
|
|
|
console.error( " trying to update node for track: " + this.path + " but it wasn't found." );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( objectName ) {
|
|
|
|
var objectIndex = parsedPath.objectIndex;
|
|
|
|
// special cases were we need to reach deeper into the hierarchy to get the face materials....
|
|
switch ( objectName ) {
|
|
|
|
case 'materials':
|
|
|
|
if ( ! targetObject.material ) {
|
|
|
|
console.error( ' can not bind to material as node does not have a material', this );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ! targetObject.material.materials ) {
|
|
|
|
console.error( ' can not bind to material.materials as node.material does not have a materials array', this );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject.material.materials;
|
|
|
|
break;
|
|
|
|
case 'bones':
|
|
|
|
if ( ! targetObject.skeleton ) {
|
|
|
|
console.error( ' can not bind to bones as node does not have a skeleton', this );
|
|
return;
|
|
|
|
}
|
|
|
|
// potential future optimization: skip this if propertyIndex is already an integer
|
|
// and convert the integer string to a true integer.
|
|
|
|
targetObject = targetObject.skeleton.bones;
|
|
|
|
// support resolving morphTarget names into indices.
|
|
for ( var i = 0; i < targetObject.length; i ++ ) {
|
|
|
|
if ( targetObject[ i ].name === objectIndex ) {
|
|
|
|
objectIndex = i;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if ( targetObject[ objectName ] === undefined ) {
|
|
|
|
console.error( ' can not bind to objectName of node, undefined', this );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject[ objectName ];
|
|
|
|
}
|
|
|
|
|
|
if ( objectIndex !== undefined ) {
|
|
|
|
if ( targetObject[ objectIndex ] === undefined ) {
|
|
|
|
console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject[ objectIndex ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// resolve property
|
|
var nodeProperty = targetObject[ propertyName ];
|
|
|
|
if ( nodeProperty === undefined ) {
|
|
|
|
var nodeName = parsedPath.nodeName;
|
|
|
|
console.error( " trying to update property for track: " + nodeName +
|
|
'.' + propertyName + " but it wasn't found.", targetObject );
|
|
return;
|
|
|
|
}
|
|
|
|
// determine versioning scheme
|
|
var versioning = this.Versioning.None;
|
|
|
|
if ( targetObject.needsUpdate !== undefined ) { // material
|
|
|
|
versioning = this.Versioning.NeedsUpdate;
|
|
this.targetObject = targetObject;
|
|
|
|
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
|
|
|
|
versioning = this.Versioning.MatrixWorldNeedsUpdate;
|
|
this.targetObject = targetObject;
|
|
|
|
}
|
|
|
|
// determine how the property gets bound
|
|
var bindingType = this.BindingType.Direct;
|
|
|
|
if ( propertyIndex !== undefined ) {
|
|
// access a sub element of the property array (only primitives are supported right now)
|
|
|
|
if ( propertyName === "morphTargetInfluences" ) {
|
|
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
|
|
|
|
// support resolving morphTarget names into indices.
|
|
if ( ! targetObject.geometry ) {
|
|
|
|
console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ! targetObject.geometry.morphTargets ) {
|
|
|
|
console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
|
|
return;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
|
|
|
|
if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
|
|
|
|
propertyIndex = i;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bindingType = this.BindingType.ArrayElement;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
this.propertyIndex = propertyIndex;
|
|
|
|
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
|
|
// must use copy for Object3D.Euler/Quaternion
|
|
|
|
bindingType = this.BindingType.HasFromToArray;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
|
|
} else if ( nodeProperty.length !== undefined ) {
|
|
|
|
bindingType = this.BindingType.EntireArray;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
|
|
} else {
|
|
|
|
this.propertyName = propertyName;
|
|
|
|
}
|
|
|
|
// select getter / setter
|
|
this.getValue = this.GetterByBindingType[ bindingType ];
|
|
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
|
|
|
|
},
|
|
|
|
unbind: function() {
|
|
|
|
this.node = null;
|
|
|
|
// back to the prototype version of getValue / setValue
|
|
// note: avoiding to mutate the shape of 'this' via 'delete'
|
|
this.getValue = this._getValue_unbound;
|
|
this.setValue = this._setValue_unbound;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.assign( PropertyBinding.prototype, { // prototype, continued
|
|
|
|
// these are used to "bind" a nonexistent property
|
|
_getValue_unavailable: function() {},
|
|
_setValue_unavailable: function() {},
|
|
|
|
// initial state of these methods that calls 'bind'
|
|
_getValue_unbound: PropertyBinding.prototype.getValue,
|
|
_setValue_unbound: PropertyBinding.prototype.setValue,
|
|
|
|
BindingType: {
|
|
Direct: 0,
|
|
EntireArray: 1,
|
|
ArrayElement: 2,
|
|
HasFromToArray: 3
|
|
},
|
|
|
|
Versioning: {
|
|
None: 0,
|
|
NeedsUpdate: 1,
|
|
MatrixWorldNeedsUpdate: 2
|
|
},
|
|
|
|
GetterByBindingType: [
|
|
|
|
function getValue_direct( buffer, offset ) {
|
|
|
|
buffer[ offset ] = this.node[ this.propertyName ];
|
|
|
|
},
|
|
|
|
function getValue_array( buffer, offset ) {
|
|
|
|
var source = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = source.length; i !== n; ++ i ) {
|
|
|
|
buffer[ offset ++ ] = source[ i ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
function getValue_arrayElement( buffer, offset ) {
|
|
|
|
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
|
|
|
|
},
|
|
|
|
function getValue_toArray( buffer, offset ) {
|
|
|
|
this.resolvedProperty.toArray( buffer, offset );
|
|
|
|
}
|
|
|
|
],
|
|
|
|
SetterByBindingTypeAndVersioning: [
|
|
|
|
[
|
|
// Direct
|
|
|
|
function setValue_direct( buffer, offset ) {
|
|
|
|
this.node[ this.propertyName ] = buffer[ offset ];
|
|
|
|
},
|
|
|
|
function setValue_direct_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.node[ this.propertyName ] = buffer[ offset ];
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.node[ this.propertyName ] = buffer[ offset ];
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// EntireArray
|
|
|
|
function setValue_array( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
function setValue_array_setNeedsUpdate( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// ArrayElement
|
|
|
|
function setValue_arrayElement( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
|
|
},
|
|
|
|
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// HasToFromArray
|
|
|
|
function setValue_fromArray( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
|
|
},
|
|
|
|
function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
]
|
|
|
|
]
|
|
|
|
} );
|
|
|
|
PropertyBinding.Composite =
|
|
function( targetGroup, path, optionalParsedPath ) {
|
|
|
|
var parsedPath = optionalParsedPath ||
|
|
PropertyBinding.parseTrackName( path );
|
|
|
|
this._targetGroup = targetGroup;
|
|
this._bindings = targetGroup.subscribe_( path, parsedPath );
|
|
|
|
};
|
|
|
|
PropertyBinding.Composite.prototype = {
|
|
|
|
constructor: PropertyBinding.Composite,
|
|
|
|
getValue: function( array, offset ) {
|
|
|
|
this.bind(); // bind all binding
|
|
|
|
var firstValidIndex = this._targetGroup.nCachedObjects_,
|
|
binding = this._bindings[ firstValidIndex ];
|
|
|
|
// and only call .getValue on the first
|
|
if ( binding !== undefined ) binding.getValue( array, offset );
|
|
|
|
},
|
|
|
|
setValue: function( array, offset ) {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_,
|
|
n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].setValue( array, offset );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
bind: function() {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_,
|
|
n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].bind();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
unbind: function() {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_,
|
|
n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].unbind();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
PropertyBinding.create = function( root, path, parsedPath ) {
|
|
|
|
if ( ! ( root && root.isAnimationObjectGroup ) ) {
|
|
|
|
return new PropertyBinding( root, path, parsedPath );
|
|
|
|
} else {
|
|
|
|
return new PropertyBinding.Composite( root, path, parsedPath );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
PropertyBinding.parseTrackName = function( trackName ) {
|
|
|
|
// matches strings in the form of:
|
|
// nodeName.property
|
|
// nodeName.property[accessor]
|
|
// nodeName.material.property[accessor]
|
|
// uuid.property[accessor]
|
|
// uuid.objectName[objectIndex].propertyName[propertyIndex]
|
|
// parentName/nodeName.property
|
|
// parentName/parentName/nodeName.property[index]
|
|
// .bone[Armature.DEF_cog].position
|
|
// scene:helium_balloon_model:helium_balloon_model.position
|
|
// created and tested via https://regex101.com/#javascript
|
|
|
|
var re = /^((?:[\w-]+[\/:])*)([\w-]+)?(?:\.([\w-]+)(?:\[(.+)\])?)?\.([\w-]+)(?:\[(.+)\])?$/;
|
|
var matches = re.exec( trackName );
|
|
|
|
if ( ! matches ) {
|
|
|
|
throw new Error( "cannot parse trackName at all: " + trackName );
|
|
|
|
}
|
|
|
|
var results = {
|
|
// directoryName: matches[ 1 ], // (tschw) currently unused
|
|
nodeName: matches[ 2 ], // allowed to be null, specified root node.
|
|
objectName: matches[ 3 ],
|
|
objectIndex: matches[ 4 ],
|
|
propertyName: matches[ 5 ],
|
|
propertyIndex: matches[ 6 ] // allowed to be null, specifies that the whole property is set.
|
|
};
|
|
|
|
if ( results.propertyName === null || results.propertyName.length === 0 ) {
|
|
|
|
throw new Error( "can not parse propertyName from trackName: " + trackName );
|
|
|
|
}
|
|
|
|
return results;
|
|
|
|
};
|
|
|
|
PropertyBinding.findNode = function( root, nodeName ) {
|
|
|
|
if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
|
|
|
|
return root;
|
|
|
|
}
|
|
|
|
// search into skeleton bones.
|
|
if ( root.skeleton ) {
|
|
|
|
var searchSkeleton = function( skeleton ) {
|
|
|
|
for( var i = 0; i < skeleton.bones.length; i ++ ) {
|
|
|
|
var bone = skeleton.bones[ i ];
|
|
|
|
if ( bone.name === nodeName ) {
|
|
|
|
return bone;
|
|
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
var bone = searchSkeleton( root.skeleton );
|
|
|
|
if ( bone ) {
|
|
|
|
return bone;
|
|
|
|
}
|
|
}
|
|
|
|
// search into node subtree.
|
|
if ( root.children ) {
|
|
|
|
var searchNodeSubtree = function( children ) {
|
|
|
|
for( var i = 0; i < children.length; i ++ ) {
|
|
|
|
var childNode = children[ i ];
|
|
|
|
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
|
|
|
|
return childNode;
|
|
|
|
}
|
|
|
|
var result = searchNodeSubtree( childNode.children );
|
|
|
|
if ( result ) return result;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
var subTreeNode = searchNodeSubtree( root.children );
|
|
|
|
if ( subTreeNode ) {
|
|
|
|
return subTreeNode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
/**
|
|
*
|
|
* A group of objects that receives a shared animation state.
|
|
*
|
|
* Usage:
|
|
*
|
|
* - Add objects you would otherwise pass as 'root' to the
|
|
* constructor or the .clipAction method of AnimationMixer.
|
|
*
|
|
* - Instead pass this object as 'root'.
|
|
*
|
|
* - You can also add and remove objects later when the mixer
|
|
* is running.
|
|
*
|
|
* Note:
|
|
*
|
|
* Objects of this class appear as one object to the mixer,
|
|
* so cache control of the individual objects must be done
|
|
* on the group.
|
|
*
|
|
* Limitation:
|
|
*
|
|
* - The animated properties must be compatible among the
|
|
* all objects in the group.
|
|
*
|
|
* - A single property can either be controlled through a
|
|
* target group or directly, but not both.
|
|
*
|
|
* @author tschw
|
|
*/
|
|
|
|
function AnimationObjectGroup( var_args ) {
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
// cached objects followed by the active ones
|
|
this._objects = Array.prototype.slice.call( arguments );
|
|
|
|
this.nCachedObjects_ = 0; // threshold
|
|
// note: read by PropertyBinding.Composite
|
|
|
|
var indices = {};
|
|
this._indicesByUUID = indices; // for bookkeeping
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
indices[ arguments[ i ].uuid ] = i;
|
|
|
|
}
|
|
|
|
this._paths = []; // inside: string
|
|
this._parsedPaths = []; // inside: { we don't care, here }
|
|
this._bindings = []; // inside: Array< PropertyBinding >
|
|
this._bindingsIndicesByPath = {}; // inside: indices in these arrays
|
|
|
|
var scope = this;
|
|
|
|
this.stats = {
|
|
|
|
objects: {
|
|
get total() { return scope._objects.length; },
|
|
get inUse() { return this.total - scope.nCachedObjects_; }
|
|
},
|
|
|
|
get bindingsPerObject() { return scope._bindings.length; }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
AnimationObjectGroup.prototype = {
|
|
|
|
constructor: AnimationObjectGroup,
|
|
|
|
isAnimationObjectGroup: true,
|
|
|
|
add: function( var_args ) {
|
|
|
|
var objects = this._objects,
|
|
nObjects = objects.length,
|
|
nCachedObjects = this.nCachedObjects_,
|
|
indicesByUUID = this._indicesByUUID,
|
|
paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid,
|
|
index = indicesByUUID[ uuid ],
|
|
knownObject = undefined;
|
|
|
|
if ( index === undefined ) {
|
|
|
|
// unknown object -> add it to the ACTIVE region
|
|
|
|
index = nObjects ++;
|
|
indicesByUUID[ uuid ] = index;
|
|
objects.push( object );
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
bindings[ j ].push(
|
|
new PropertyBinding(
|
|
object, paths[ j ], parsedPaths[ j ] ) );
|
|
|
|
}
|
|
|
|
} else if ( index < nCachedObjects ) {
|
|
|
|
knownObject = objects[ index ];
|
|
|
|
// move existing object to the ACTIVE region
|
|
|
|
var firstActiveIndex = -- nCachedObjects,
|
|
lastCachedObject = objects[ firstActiveIndex ];
|
|
|
|
indicesByUUID[ lastCachedObject.uuid ] = index;
|
|
objects[ index ] = lastCachedObject;
|
|
|
|
indicesByUUID[ uuid ] = firstActiveIndex;
|
|
objects[ firstActiveIndex ] = object;
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ],
|
|
lastCached = bindingsForPath[ firstActiveIndex ],
|
|
binding = bindingsForPath[ index ];
|
|
|
|
bindingsForPath[ index ] = lastCached;
|
|
|
|
if ( binding === undefined ) {
|
|
|
|
// since we do not bother to create new bindings
|
|
// for objects that are cached, the binding may
|
|
// or may not exist
|
|
|
|
binding = new PropertyBinding(
|
|
object, paths[ j ], parsedPaths[ j ] );
|
|
|
|
}
|
|
|
|
bindingsForPath[ firstActiveIndex ] = binding;
|
|
|
|
}
|
|
|
|
} else if ( objects[ index ] !== knownObject) {
|
|
|
|
console.error( "Different objects with the same UUID " +
|
|
"detected. Clean the caches or recreate your " +
|
|
"infrastructure when reloading scenes..." );
|
|
|
|
} // else the object is already where we want it to be
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
remove: function( var_args ) {
|
|
|
|
var objects = this._objects,
|
|
nCachedObjects = this.nCachedObjects_,
|
|
indicesByUUID = this._indicesByUUID,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid,
|
|
index = indicesByUUID[ uuid ];
|
|
|
|
if ( index !== undefined && index >= nCachedObjects ) {
|
|
|
|
// move existing object into the CACHED region
|
|
|
|
var lastCachedIndex = nCachedObjects ++,
|
|
firstActiveObject = objects[ lastCachedIndex ];
|
|
|
|
indicesByUUID[ firstActiveObject.uuid ] = index;
|
|
objects[ index ] = firstActiveObject;
|
|
|
|
indicesByUUID[ uuid ] = lastCachedIndex;
|
|
objects[ lastCachedIndex ] = object;
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ],
|
|
firstActive = bindingsForPath[ lastCachedIndex ],
|
|
binding = bindingsForPath[ index ];
|
|
|
|
bindingsForPath[ index ] = firstActive;
|
|
bindingsForPath[ lastCachedIndex ] = binding;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
// remove & forget
|
|
uncache: function( var_args ) {
|
|
|
|
var objects = this._objects,
|
|
nObjects = objects.length,
|
|
nCachedObjects = this.nCachedObjects_,
|
|
indicesByUUID = this._indicesByUUID,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid,
|
|
index = indicesByUUID[ uuid ];
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
delete indicesByUUID[ uuid ];
|
|
|
|
if ( index < nCachedObjects ) {
|
|
|
|
// object is cached, shrink the CACHED region
|
|
|
|
var firstActiveIndex = -- nCachedObjects,
|
|
lastCachedObject = objects[ firstActiveIndex ],
|
|
lastIndex = -- nObjects,
|
|
lastObject = objects[ lastIndex ];
|
|
|
|
// last cached object takes this object's place
|
|
indicesByUUID[ lastCachedObject.uuid ] = index;
|
|
objects[ index ] = lastCachedObject;
|
|
|
|
// last object goes to the activated slot and pop
|
|
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
|
|
objects[ firstActiveIndex ] = lastObject;
|
|
objects.pop();
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ],
|
|
lastCached = bindingsForPath[ firstActiveIndex ],
|
|
last = bindingsForPath[ lastIndex ];
|
|
|
|
bindingsForPath[ index ] = lastCached;
|
|
bindingsForPath[ firstActiveIndex ] = last;
|
|
bindingsForPath.pop();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// object is active, just swap with the last and pop
|
|
|
|
var lastIndex = -- nObjects,
|
|
lastObject = objects[ lastIndex ];
|
|
|
|
indicesByUUID[ lastObject.uuid ] = index;
|
|
objects[ index ] = lastObject;
|
|
objects.pop();
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ];
|
|
|
|
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
|
|
bindingsForPath.pop();
|
|
|
|
}
|
|
|
|
} // cached or active
|
|
|
|
} // if object is known
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
// Internal interface used by befriended PropertyBinding.Composite:
|
|
|
|
subscribe_: function( path, parsedPath ) {
|
|
// returns an array of bindings for the given path that is changed
|
|
// according to the contained objects in the group
|
|
|
|
var indicesByPath = this._bindingsIndicesByPath,
|
|
index = indicesByPath[ path ],
|
|
bindings = this._bindings;
|
|
|
|
if ( index !== undefined ) return bindings[ index ];
|
|
|
|
var paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
objects = this._objects,
|
|
nObjects = objects.length,
|
|
nCachedObjects = this.nCachedObjects_,
|
|
bindingsForPath = new Array( nObjects );
|
|
|
|
index = bindings.length;
|
|
|
|
indicesByPath[ path ] = index;
|
|
|
|
paths.push( path );
|
|
parsedPaths.push( parsedPath );
|
|
bindings.push( bindingsForPath );
|
|
|
|
for ( var i = nCachedObjects,
|
|
n = objects.length; i !== n; ++ i ) {
|
|
|
|
var object = objects[ i ];
|
|
|
|
bindingsForPath[ i ] =
|
|
new PropertyBinding( object, path, parsedPath );
|
|
|
|
}
|
|
|
|
return bindingsForPath;
|
|
|
|
},
|
|
|
|
unsubscribe_: function( path ) {
|
|
// tells the group to forget about a property path and no longer
|
|
// update the array previously obtained with 'subscribe_'
|
|
|
|
var indicesByPath = this._bindingsIndicesByPath,
|
|
index = indicesByPath[ path ];
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
var paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
bindings = this._bindings,
|
|
lastBindingsIndex = bindings.length - 1,
|
|
lastBindings = bindings[ lastBindingsIndex ],
|
|
lastBindingsPath = path[ lastBindingsIndex ];
|
|
|
|
indicesByPath[ lastBindingsPath ] = index;
|
|
|
|
bindings[ index ] = lastBindings;
|
|
bindings.pop();
|
|
|
|
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
|
|
parsedPaths.pop();
|
|
|
|
paths[ index ] = paths[ lastBindingsIndex ];
|
|
paths.pop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
*
|
|
* Action provided by AnimationMixer for scheduling clip playback on specific
|
|
* objects.
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*
|
|
*/
|
|
|
|
function AnimationAction( mixer, clip, localRoot ) {
|
|
|
|
this._mixer = mixer;
|
|
this._clip = clip;
|
|
this._localRoot = localRoot || null;
|
|
|
|
var tracks = clip.tracks,
|
|
nTracks = tracks.length,
|
|
interpolants = new Array( nTracks );
|
|
|
|
var interpolantSettings = {
|
|
endingStart: ZeroCurvatureEnding,
|
|
endingEnd: ZeroCurvatureEnding
|
|
};
|
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) {
|
|
|
|
var interpolant = tracks[ i ].createInterpolant( null );
|
|
interpolants[ i ] = interpolant;
|
|
interpolant.settings = interpolantSettings;
|
|
|
|
}
|
|
|
|
this._interpolantSettings = interpolantSettings;
|
|
|
|
this._interpolants = interpolants; // bound by the mixer
|
|
|
|
// inside: PropertyMixer (managed by the mixer)
|
|
this._propertyBindings = new Array( nTracks );
|
|
|
|
this._cacheIndex = null; // for the memory manager
|
|
this._byClipCacheIndex = null; // for the memory manager
|
|
|
|
this._timeScaleInterpolant = null;
|
|
this._weightInterpolant = null;
|
|
|
|
this.loop = LoopRepeat;
|
|
this._loopCount = -1;
|
|
|
|
// global mixer time when the action is to be started
|
|
// it's set back to 'null' upon start of the action
|
|
this._startTime = null;
|
|
|
|
// scaled local time of the action
|
|
// gets clamped or wrapped to 0..clip.duration according to loop
|
|
this.time = 0;
|
|
|
|
this.timeScale = 1;
|
|
this._effectiveTimeScale = 1;
|
|
|
|
this.weight = 1;
|
|
this._effectiveWeight = 1;
|
|
|
|
this.repetitions = Infinity; // no. of repetitions when looping
|
|
|
|
this.paused = false; // false -> zero effective time scale
|
|
this.enabled = true; // true -> zero effective weight
|
|
|
|
this.clampWhenFinished = false; // keep feeding the last frame?
|
|
|
|
this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
|
|
this.zeroSlopeAtEnd = true; // clips for start, loop and end
|
|
|
|
}
|
|
|
|
AnimationAction.prototype = {
|
|
|
|
constructor: AnimationAction,
|
|
|
|
// State & Scheduling
|
|
|
|
play: function() {
|
|
|
|
this._mixer._activateAction( this );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
stop: function() {
|
|
|
|
this._mixer._deactivateAction( this );
|
|
|
|
return this.reset();
|
|
|
|
},
|
|
|
|
reset: function() {
|
|
|
|
this.paused = false;
|
|
this.enabled = true;
|
|
|
|
this.time = 0; // restart clip
|
|
this._loopCount = -1; // forget previous loops
|
|
this._startTime = null; // forget scheduling
|
|
|
|
return this.stopFading().stopWarping();
|
|
|
|
},
|
|
|
|
isRunning: function() {
|
|
|
|
return this.enabled && ! this.paused && this.timeScale !== 0 &&
|
|
this._startTime === null && this._mixer._isActiveAction( this );
|
|
|
|
},
|
|
|
|
// return true when play has been called
|
|
isScheduled: function() {
|
|
|
|
return this._mixer._isActiveAction( this );
|
|
|
|
},
|
|
|
|
startAt: function( time ) {
|
|
|
|
this._startTime = time;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setLoop: function( mode, repetitions ) {
|
|
|
|
this.loop = mode;
|
|
this.repetitions = repetitions;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// Weight
|
|
|
|
// set the weight stopping any scheduled fading
|
|
// although .enabled = false yields an effective weight of zero, this
|
|
// method does *not* change .enabled, because it would be confusing
|
|
setEffectiveWeight: function( weight ) {
|
|
|
|
this.weight = weight;
|
|
|
|
// note: same logic as when updated at runtime
|
|
this._effectiveWeight = this.enabled ? weight : 0;
|
|
|
|
return this.stopFading();
|
|
|
|
},
|
|
|
|
// return the weight considering fading and .enabled
|
|
getEffectiveWeight: function() {
|
|
|
|
return this._effectiveWeight;
|
|
|
|
},
|
|
|
|
fadeIn: function( duration ) {
|
|
|
|
return this._scheduleFading( duration, 0, 1 );
|
|
|
|
},
|
|
|
|
fadeOut: function( duration ) {
|
|
|
|
return this._scheduleFading( duration, 1, 0 );
|
|
|
|
},
|
|
|
|
crossFadeFrom: function( fadeOutAction, duration, warp ) {
|
|
|
|
fadeOutAction.fadeOut( duration );
|
|
this.fadeIn( duration );
|
|
|
|
if( warp ) {
|
|
|
|
var fadeInDuration = this._clip.duration,
|
|
fadeOutDuration = fadeOutAction._clip.duration,
|
|
|
|
startEndRatio = fadeOutDuration / fadeInDuration,
|
|
endStartRatio = fadeInDuration / fadeOutDuration;
|
|
|
|
fadeOutAction.warp( 1.0, startEndRatio, duration );
|
|
this.warp( endStartRatio, 1.0, duration );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
crossFadeTo: function( fadeInAction, duration, warp ) {
|
|
|
|
return fadeInAction.crossFadeFrom( this, duration, warp );
|
|
|
|
},
|
|
|
|
stopFading: function() {
|
|
|
|
var weightInterpolant = this._weightInterpolant;
|
|
|
|
if ( weightInterpolant !== null ) {
|
|
|
|
this._weightInterpolant = null;
|
|
this._mixer._takeBackControlInterpolant( weightInterpolant );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// Time Scale Control
|
|
|
|
// set the weight stopping any scheduled warping
|
|
// although .paused = true yields an effective time scale of zero, this
|
|
// method does *not* change .paused, because it would be confusing
|
|
setEffectiveTimeScale: function( timeScale ) {
|
|
|
|
this.timeScale = timeScale;
|
|
this._effectiveTimeScale = this.paused ? 0 :timeScale;
|
|
|
|
return this.stopWarping();
|
|
|
|
},
|
|
|
|
// return the time scale considering warping and .paused
|
|
getEffectiveTimeScale: function() {
|
|
|
|
return this._effectiveTimeScale;
|
|
|
|
},
|
|
|
|
setDuration: function( duration ) {
|
|
|
|
this.timeScale = this._clip.duration / duration;
|
|
|
|
return this.stopWarping();
|
|
|
|
},
|
|
|
|
syncWith: function( action ) {
|
|
|
|
this.time = action.time;
|
|
this.timeScale = action.timeScale;
|
|
|
|
return this.stopWarping();
|
|
|
|
},
|
|
|
|
halt: function( duration ) {
|
|
|
|
return this.warp( this._effectiveTimeScale, 0, duration );
|
|
|
|
},
|
|
|
|
warp: function( startTimeScale, endTimeScale, duration ) {
|
|
|
|
var mixer = this._mixer, now = mixer.time,
|
|
interpolant = this._timeScaleInterpolant,
|
|
|
|
timeScale = this.timeScale;
|
|
|
|
if ( interpolant === null ) {
|
|
|
|
interpolant = mixer._lendControlInterpolant();
|
|
this._timeScaleInterpolant = interpolant;
|
|
|
|
}
|
|
|
|
var times = interpolant.parameterPositions,
|
|
values = interpolant.sampleValues;
|
|
|
|
times[ 0 ] = now;
|
|
times[ 1 ] = now + duration;
|
|
|
|
values[ 0 ] = startTimeScale / timeScale;
|
|
values[ 1 ] = endTimeScale / timeScale;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
stopWarping: function() {
|
|
|
|
var timeScaleInterpolant = this._timeScaleInterpolant;
|
|
|
|
if ( timeScaleInterpolant !== null ) {
|
|
|
|
this._timeScaleInterpolant = null;
|
|
this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// Object Accessors
|
|
|
|
getMixer: function() {
|
|
|
|
return this._mixer;
|
|
|
|
},
|
|
|
|
getClip: function() {
|
|
|
|
return this._clip;
|
|
|
|
},
|
|
|
|
getRoot: function() {
|
|
|
|
return this._localRoot || this._mixer._root;
|
|
|
|
},
|
|
|
|
// Interna
|
|
|
|
_update: function( time, deltaTime, timeDirection, accuIndex ) {
|
|
// called by the mixer
|
|
|
|
var startTime = this._startTime;
|
|
|
|
if ( startTime !== null ) {
|
|
|
|
// check for scheduled start of action
|
|
|
|
var timeRunning = ( time - startTime ) * timeDirection;
|
|
if ( timeRunning < 0 || timeDirection === 0 ) {
|
|
|
|
return; // yet to come / don't decide when delta = 0
|
|
|
|
}
|
|
|
|
// start
|
|
|
|
this._startTime = null; // unschedule
|
|
deltaTime = timeDirection * timeRunning;
|
|
|
|
}
|
|
|
|
// apply time scale and advance time
|
|
|
|
deltaTime *= this._updateTimeScale( time );
|
|
var clipTime = this._updateTime( deltaTime );
|
|
|
|
// note: _updateTime may disable the action resulting in
|
|
// an effective weight of 0
|
|
|
|
var weight = this._updateWeight( time );
|
|
|
|
if ( weight > 0 ) {
|
|
|
|
var interpolants = this._interpolants;
|
|
var propertyMixers = this._propertyBindings;
|
|
|
|
for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
|
|
|
|
interpolants[ j ].evaluate( clipTime );
|
|
propertyMixers[ j ].accumulate( accuIndex, weight );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_updateWeight: function( time ) {
|
|
|
|
var weight = 0;
|
|
|
|
if ( this.enabled ) {
|
|
|
|
weight = this.weight;
|
|
var interpolant = this._weightInterpolant;
|
|
|
|
if ( interpolant !== null ) {
|
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
|
|
|
weight *= interpolantValue;
|
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
|
|
|
this.stopFading();
|
|
|
|
if ( interpolantValue === 0 ) {
|
|
|
|
// faded out, disable
|
|
this.enabled = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._effectiveWeight = weight;
|
|
return weight;
|
|
|
|
},
|
|
|
|
_updateTimeScale: function( time ) {
|
|
|
|
var timeScale = 0;
|
|
|
|
if ( ! this.paused ) {
|
|
|
|
timeScale = this.timeScale;
|
|
|
|
var interpolant = this._timeScaleInterpolant;
|
|
|
|
if ( interpolant !== null ) {
|
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
|
|
|
timeScale *= interpolantValue;
|
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
|
|
|
this.stopWarping();
|
|
|
|
if ( timeScale === 0 ) {
|
|
|
|
// motion has halted, pause
|
|
this.paused = true;
|
|
|
|
} else {
|
|
|
|
// warp done - apply final time scale
|
|
this.timeScale = timeScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._effectiveTimeScale = timeScale;
|
|
return timeScale;
|
|
|
|
},
|
|
|
|
_updateTime: function( deltaTime ) {
|
|
|
|
var time = this.time + deltaTime;
|
|
|
|
if ( deltaTime === 0 ) return time;
|
|
|
|
var duration = this._clip.duration,
|
|
|
|
loop = this.loop,
|
|
loopCount = this._loopCount;
|
|
|
|
if ( loop === LoopOnce ) {
|
|
|
|
if ( loopCount === -1 ) {
|
|
// just started
|
|
|
|
this._loopCount = 0;
|
|
this._setEndings( true, true, false );
|
|
|
|
}
|
|
|
|
handle_stop: {
|
|
|
|
if ( time >= duration ) {
|
|
|
|
time = duration;
|
|
|
|
} else if ( time < 0 ) {
|
|
|
|
time = 0;
|
|
|
|
} else break handle_stop;
|
|
|
|
if ( this.clampWhenFinished ) this.paused = true;
|
|
else this.enabled = false;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'finished', action: this,
|
|
direction: deltaTime < 0 ? -1 : 1
|
|
} );
|
|
|
|
}
|
|
|
|
} else { // repetitive Repeat or PingPong
|
|
|
|
var pingPong = ( loop === LoopPingPong );
|
|
|
|
if ( loopCount === -1 ) {
|
|
// just started
|
|
|
|
if ( deltaTime >= 0 ) {
|
|
|
|
loopCount = 0;
|
|
|
|
this._setEndings(
|
|
true, this.repetitions === 0, pingPong );
|
|
|
|
} else {
|
|
|
|
// when looping in reverse direction, the initial
|
|
// transition through zero counts as a repetition,
|
|
// so leave loopCount at -1
|
|
|
|
this._setEndings(
|
|
this.repetitions === 0, true, pingPong );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( time >= duration || time < 0 ) {
|
|
// wrap around
|
|
|
|
var loopDelta = Math.floor( time / duration ); // signed
|
|
time -= duration * loopDelta;
|
|
|
|
loopCount += Math.abs( loopDelta );
|
|
|
|
var pending = this.repetitions - loopCount;
|
|
|
|
if ( pending < 0 ) {
|
|
// have to stop (switch state, clamp time, fire event)
|
|
|
|
if ( this.clampWhenFinished ) this.paused = true;
|
|
else this.enabled = false;
|
|
|
|
time = deltaTime > 0 ? duration : 0;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'finished', action: this,
|
|
direction: deltaTime > 0 ? 1 : -1
|
|
} );
|
|
|
|
} else {
|
|
// keep running
|
|
|
|
if ( pending === 0 ) {
|
|
// entering the last round
|
|
|
|
var atStart = deltaTime < 0;
|
|
this._setEndings( atStart, ! atStart, pingPong );
|
|
|
|
} else {
|
|
|
|
this._setEndings( false, false, pingPong );
|
|
|
|
}
|
|
|
|
this._loopCount = loopCount;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'loop', action: this, loopDelta: loopDelta
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( pingPong && ( loopCount & 1 ) === 1 ) {
|
|
// invert time for the "pong round"
|
|
|
|
this.time = time;
|
|
return duration - time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.time = time;
|
|
return time;
|
|
|
|
},
|
|
|
|
_setEndings: function( atStart, atEnd, pingPong ) {
|
|
|
|
var settings = this._interpolantSettings;
|
|
|
|
if ( pingPong ) {
|
|
|
|
settings.endingStart = ZeroSlopeEnding;
|
|
settings.endingEnd = ZeroSlopeEnding;
|
|
|
|
} else {
|
|
|
|
// assuming for LoopOnce atStart == atEnd == true
|
|
|
|
if ( atStart ) {
|
|
|
|
settings.endingStart = this.zeroSlopeAtStart ?
|
|
ZeroSlopeEnding : ZeroCurvatureEnding;
|
|
|
|
} else {
|
|
|
|
settings.endingStart = WrapAroundEnding;
|
|
|
|
}
|
|
|
|
if ( atEnd ) {
|
|
|
|
settings.endingEnd = this.zeroSlopeAtEnd ?
|
|
ZeroSlopeEnding : ZeroCurvatureEnding;
|
|
|
|
} else {
|
|
|
|
settings.endingEnd = WrapAroundEnding;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_scheduleFading: function( duration, weightNow, weightThen ) {
|
|
|
|
var mixer = this._mixer, now = mixer.time,
|
|
interpolant = this._weightInterpolant;
|
|
|
|
if ( interpolant === null ) {
|
|
|
|
interpolant = mixer._lendControlInterpolant();
|
|
this._weightInterpolant = interpolant;
|
|
|
|
}
|
|
|
|
var times = interpolant.parameterPositions,
|
|
values = interpolant.sampleValues;
|
|
|
|
times[ 0 ] = now; values[ 0 ] = weightNow;
|
|
times[ 1 ] = now + duration; values[ 1 ] = weightThen;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
*
|
|
* Player for AnimationClips.
|
|
*
|
|
*
|
|
* @author Ben Houston / http://clara.io/
|
|
* @author David Sarno / http://lighthaus.us/
|
|
* @author tschw
|
|
*/
|
|
|
|
function AnimationMixer( root ) {
|
|
|
|
this._root = root;
|
|
this._initMemoryManager();
|
|
this._accuIndex = 0;
|
|
|
|
this.time = 0;
|
|
|
|
this.timeScale = 1.0;
|
|
|
|
}
|
|
|
|
AnimationMixer.prototype = {
|
|
|
|
constructor: AnimationMixer,
|
|
|
|
// return an action for a clip optionally using a custom root target
|
|
// object (this method allocates a lot of dynamic memory in case a
|
|
// previously unknown clip/root combination is specified)
|
|
clipAction: function ( clip, optionalRoot ) {
|
|
|
|
var root = optionalRoot || this._root,
|
|
rootUuid = root.uuid,
|
|
|
|
clipObject = typeof clip === 'string' ?
|
|
AnimationClip.findByName( root, clip ) : clip,
|
|
|
|
clipUuid = clipObject !== null ? clipObject.uuid : clip,
|
|
|
|
actionsForClip = this._actionsByClip[ clipUuid ],
|
|
prototypeAction = null;
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
var existingAction =
|
|
actionsForClip.actionByRoot[ rootUuid ];
|
|
|
|
if ( existingAction !== undefined ) {
|
|
|
|
return existingAction;
|
|
|
|
}
|
|
|
|
// we know the clip, so we don't have to parse all
|
|
// the bindings again but can just copy
|
|
prototypeAction = actionsForClip.knownActions[ 0 ];
|
|
|
|
// also, take the clip from the prototype action
|
|
if ( clipObject === null )
|
|
clipObject = prototypeAction._clip;
|
|
|
|
}
|
|
|
|
// clip must be known when specified via string
|
|
if ( clipObject === null ) return null;
|
|
|
|
// allocate all resources required to run it
|
|
var newAction = new AnimationAction( this, clipObject, optionalRoot );
|
|
|
|
this._bindAction( newAction, prototypeAction );
|
|
|
|
// and make the action known to the memory manager
|
|
this._addInactiveAction( newAction, clipUuid, rootUuid );
|
|
|
|
return newAction;
|
|
|
|
},
|
|
|
|
// get an existing action
|
|
existingAction: function ( clip, optionalRoot ) {
|
|
|
|
var root = optionalRoot || this._root,
|
|
rootUuid = root.uuid,
|
|
|
|
clipObject = typeof clip === 'string' ?
|
|
AnimationClip.findByName( root, clip ) : clip,
|
|
|
|
clipUuid = clipObject ? clipObject.uuid : clip,
|
|
|
|
actionsForClip = this._actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
return actionsForClip.actionByRoot[ rootUuid ] || null;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
// deactivates all previously scheduled actions
|
|
stopAllAction: function () {
|
|
|
|
var actions = this._actions,
|
|
nActions = this._nActiveActions,
|
|
bindings = this._bindings,
|
|
nBindings = this._nActiveBindings;
|
|
|
|
this._nActiveActions = 0;
|
|
this._nActiveBindings = 0;
|
|
|
|
for ( var i = 0; i !== nActions; ++ i ) {
|
|
|
|
actions[ i ].reset();
|
|
|
|
}
|
|
|
|
for ( var i = 0; i !== nBindings; ++ i ) {
|
|
|
|
bindings[ i ].useCount = 0;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// advance the time and update apply the animation
|
|
update: function ( deltaTime ) {
|
|
|
|
deltaTime *= this.timeScale;
|
|
|
|
var actions = this._actions,
|
|
nActions = this._nActiveActions,
|
|
|
|
time = this.time += deltaTime,
|
|
timeDirection = Math.sign( deltaTime ),
|
|
|
|
accuIndex = this._accuIndex ^= 1;
|
|
|
|
// run active actions
|
|
|
|
for ( var i = 0; i !== nActions; ++ i ) {
|
|
|
|
var action = actions[ i ];
|
|
|
|
if ( action.enabled ) {
|
|
|
|
action._update( time, deltaTime, timeDirection, accuIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// update scene graph
|
|
|
|
var bindings = this._bindings,
|
|
nBindings = this._nActiveBindings;
|
|
|
|
for ( var i = 0; i !== nBindings; ++ i ) {
|
|
|
|
bindings[ i ].apply( accuIndex );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// return this mixer's root target object
|
|
getRoot: function () {
|
|
|
|
return this._root;
|
|
|
|
},
|
|
|
|
// free all resources specific to a particular clip
|
|
uncacheClip: function ( clip ) {
|
|
|
|
var actions = this._actions,
|
|
clipUuid = clip.uuid,
|
|
actionsByClip = this._actionsByClip,
|
|
actionsForClip = actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
// note: just calling _removeInactiveAction would mess up the
|
|
// iteration state and also require updating the state we can
|
|
// just throw away
|
|
|
|
var actionsToRemove = actionsForClip.knownActions;
|
|
|
|
for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
|
|
|
|
var action = actionsToRemove[ i ];
|
|
|
|
this._deactivateAction( action );
|
|
|
|
var cacheIndex = action._cacheIndex,
|
|
lastInactiveAction = actions[ actions.length - 1 ];
|
|
|
|
action._cacheIndex = null;
|
|
action._byClipCacheIndex = null;
|
|
|
|
lastInactiveAction._cacheIndex = cacheIndex;
|
|
actions[ cacheIndex ] = lastInactiveAction;
|
|
actions.pop();
|
|
|
|
this._removeInactiveBindingsForAction( action );
|
|
|
|
}
|
|
|
|
delete actionsByClip[ clipUuid ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// free all resources specific to a particular root target object
|
|
uncacheRoot: function ( root ) {
|
|
|
|
var rootUuid = root.uuid,
|
|
actionsByClip = this._actionsByClip;
|
|
|
|
for ( var clipUuid in actionsByClip ) {
|
|
|
|
var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
|
|
action = actionByRoot[ rootUuid ];
|
|
|
|
if ( action !== undefined ) {
|
|
|
|
this._deactivateAction( action );
|
|
this._removeInactiveAction( action );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingByName = bindingsByRoot[ rootUuid ];
|
|
|
|
if ( bindingByName !== undefined ) {
|
|
|
|
for ( var trackName in bindingByName ) {
|
|
|
|
var binding = bindingByName[ trackName ];
|
|
binding.restoreOriginalState();
|
|
this._removeInactiveBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// remove a targeted clip from the cache
|
|
uncacheAction: function ( clip, optionalRoot ) {
|
|
|
|
var action = this.existingAction( clip, optionalRoot );
|
|
|
|
if ( action !== null ) {
|
|
|
|
this._deactivateAction( action );
|
|
this._removeInactiveAction( action );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Implementation details:
|
|
|
|
Object.assign( AnimationMixer.prototype, {
|
|
|
|
_bindAction: function ( action, prototypeAction ) {
|
|
|
|
var root = action._localRoot || this._root,
|
|
tracks = action._clip.tracks,
|
|
nTracks = tracks.length,
|
|
bindings = action._propertyBindings,
|
|
interpolants = action._interpolants,
|
|
rootUuid = root.uuid,
|
|
bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingsByName = bindingsByRoot[ rootUuid ];
|
|
|
|
if ( bindingsByName === undefined ) {
|
|
|
|
bindingsByName = {};
|
|
bindingsByRoot[ rootUuid ] = bindingsByName;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) {
|
|
|
|
var track = tracks[ i ],
|
|
trackName = track.name,
|
|
binding = bindingsByName[ trackName ];
|
|
|
|
if ( binding !== undefined ) {
|
|
|
|
bindings[ i ] = binding;
|
|
|
|
} else {
|
|
|
|
binding = bindings[ i ];
|
|
|
|
if ( binding !== undefined ) {
|
|
|
|
// existing binding, make sure the cache knows
|
|
|
|
if ( binding._cacheIndex === null ) {
|
|
|
|
++ binding.referenceCount;
|
|
this._addInactiveBinding( binding, rootUuid, trackName );
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
var path = prototypeAction && prototypeAction.
|
|
_propertyBindings[ i ].binding.parsedPath;
|
|
|
|
binding = new PropertyMixer(
|
|
PropertyBinding.create( root, trackName, path ),
|
|
track.ValueTypeName, track.getValueSize() );
|
|
|
|
++ binding.referenceCount;
|
|
this._addInactiveBinding( binding, rootUuid, trackName );
|
|
|
|
bindings[ i ] = binding;
|
|
|
|
}
|
|
|
|
interpolants[ i ].resultBuffer = binding.buffer;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_activateAction: function ( action ) {
|
|
|
|
if ( ! this._isActiveAction( action ) ) {
|
|
|
|
if ( action._cacheIndex === null ) {
|
|
|
|
// this action has been forgotten by the cache, but the user
|
|
// appears to be still using it -> rebind
|
|
|
|
var rootUuid = ( action._localRoot || this._root ).uuid,
|
|
clipUuid = action._clip.uuid,
|
|
actionsForClip = this._actionsByClip[ clipUuid ];
|
|
|
|
this._bindAction( action,
|
|
actionsForClip && actionsForClip.knownActions[ 0 ] );
|
|
|
|
this._addInactiveAction( action, clipUuid, rootUuid );
|
|
|
|
}
|
|
|
|
var bindings = action._propertyBindings;
|
|
|
|
// increment reference counts / sort out state
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( binding.useCount ++ === 0 ) {
|
|
|
|
this._lendBinding( binding );
|
|
binding.saveOriginalState();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._lendAction( action );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_deactivateAction: function ( action ) {
|
|
|
|
if ( this._isActiveAction( action ) ) {
|
|
|
|
var bindings = action._propertyBindings;
|
|
|
|
// decrement reference counts / sort out state
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( -- binding.useCount === 0 ) {
|
|
|
|
binding.restoreOriginalState();
|
|
this._takeBackBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._takeBackAction( action );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// Memory manager
|
|
|
|
_initMemoryManager: function () {
|
|
|
|
this._actions = []; // 'nActiveActions' followed by inactive ones
|
|
this._nActiveActions = 0;
|
|
|
|
this._actionsByClip = {};
|
|
// inside:
|
|
// {
|
|
// knownActions: Array< AnimationAction > - used as prototypes
|
|
// actionByRoot: AnimationAction - lookup
|
|
// }
|
|
|
|
|
|
this._bindings = []; // 'nActiveBindings' followed by inactive ones
|
|
this._nActiveBindings = 0;
|
|
|
|
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
|
|
|
|
|
|
this._controlInterpolants = []; // same game as above
|
|
this._nActiveControlInterpolants = 0;
|
|
|
|
var scope = this;
|
|
|
|
this.stats = {
|
|
|
|
actions: {
|
|
get total() { return scope._actions.length; },
|
|
get inUse() { return scope._nActiveActions; }
|
|
},
|
|
bindings: {
|
|
get total() { return scope._bindings.length; },
|
|
get inUse() { return scope._nActiveBindings; }
|
|
},
|
|
controlInterpolants: {
|
|
get total() { return scope._controlInterpolants.length; },
|
|
get inUse() { return scope._nActiveControlInterpolants; }
|
|
}
|
|
|
|
};
|
|
|
|
},
|
|
|
|
// Memory management for AnimationAction objects
|
|
|
|
_isActiveAction: function ( action ) {
|
|
|
|
var index = action._cacheIndex;
|
|
return index !== null && index < this._nActiveActions;
|
|
|
|
},
|
|
|
|
_addInactiveAction: function ( action, clipUuid, rootUuid ) {
|
|
|
|
var actions = this._actions,
|
|
actionsByClip = this._actionsByClip,
|
|
actionsForClip = actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip === undefined ) {
|
|
|
|
actionsForClip = {
|
|
|
|
knownActions: [ action ],
|
|
actionByRoot: {}
|
|
|
|
};
|
|
|
|
action._byClipCacheIndex = 0;
|
|
|
|
actionsByClip[ clipUuid ] = actionsForClip;
|
|
|
|
} else {
|
|
|
|
var knownActions = actionsForClip.knownActions;
|
|
|
|
action._byClipCacheIndex = knownActions.length;
|
|
knownActions.push( action );
|
|
|
|
}
|
|
|
|
action._cacheIndex = actions.length;
|
|
actions.push( action );
|
|
|
|
actionsForClip.actionByRoot[ rootUuid ] = action;
|
|
|
|
},
|
|
|
|
_removeInactiveAction: function ( action ) {
|
|
|
|
var actions = this._actions,
|
|
lastInactiveAction = actions[ actions.length - 1 ],
|
|
cacheIndex = action._cacheIndex;
|
|
|
|
lastInactiveAction._cacheIndex = cacheIndex;
|
|
actions[ cacheIndex ] = lastInactiveAction;
|
|
actions.pop();
|
|
|
|
action._cacheIndex = null;
|
|
|
|
|
|
var clipUuid = action._clip.uuid,
|
|
actionsByClip = this._actionsByClip,
|
|
actionsForClip = actionsByClip[ clipUuid ],
|
|
knownActionsForClip = actionsForClip.knownActions,
|
|
|
|
lastKnownAction =
|
|
knownActionsForClip[ knownActionsForClip.length - 1 ],
|
|
|
|
byClipCacheIndex = action._byClipCacheIndex;
|
|
|
|
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
|
|
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
|
|
knownActionsForClip.pop();
|
|
|
|
action._byClipCacheIndex = null;
|
|
|
|
|
|
var actionByRoot = actionsForClip.actionByRoot,
|
|
rootUuid = ( actions._localRoot || this._root ).uuid;
|
|
|
|
delete actionByRoot[ rootUuid ];
|
|
|
|
if ( knownActionsForClip.length === 0 ) {
|
|
|
|
delete actionsByClip[ clipUuid ];
|
|
|
|
}
|
|
|
|
this._removeInactiveBindingsForAction( action );
|
|
|
|
},
|
|
|
|
_removeInactiveBindingsForAction: function ( action ) {
|
|
|
|
var bindings = action._propertyBindings;
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( -- binding.referenceCount === 0 ) {
|
|
|
|
this._removeInactiveBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_lendAction: function ( action ) {
|
|
|
|
// [ active actions | inactive actions ]
|
|
// [ active actions >| inactive actions ]
|
|
// s a
|
|
// <-swap->
|
|
// a s
|
|
|
|
var actions = this._actions,
|
|
prevIndex = action._cacheIndex,
|
|
|
|
lastActiveIndex = this._nActiveActions ++,
|
|
|
|
firstInactiveAction = actions[ lastActiveIndex ];
|
|
|
|
action._cacheIndex = lastActiveIndex;
|
|
actions[ lastActiveIndex ] = action;
|
|
|
|
firstInactiveAction._cacheIndex = prevIndex;
|
|
actions[ prevIndex ] = firstInactiveAction;
|
|
|
|
},
|
|
|
|
_takeBackAction: function ( action ) {
|
|
|
|
// [ active actions | inactive actions ]
|
|
// [ active actions |< inactive actions ]
|
|
// a s
|
|
// <-swap->
|
|
// s a
|
|
|
|
var actions = this._actions,
|
|
prevIndex = action._cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveActions,
|
|
|
|
lastActiveAction = actions[ firstInactiveIndex ];
|
|
|
|
action._cacheIndex = firstInactiveIndex;
|
|
actions[ firstInactiveIndex ] = action;
|
|
|
|
lastActiveAction._cacheIndex = prevIndex;
|
|
actions[ prevIndex ] = lastActiveAction;
|
|
|
|
},
|
|
|
|
// Memory management for PropertyMixer objects
|
|
|
|
_addInactiveBinding: function ( binding, rootUuid, trackName ) {
|
|
|
|
var bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingByName = bindingsByRoot[ rootUuid ],
|
|
|
|
bindings = this._bindings;
|
|
|
|
if ( bindingByName === undefined ) {
|
|
|
|
bindingByName = {};
|
|
bindingsByRoot[ rootUuid ] = bindingByName;
|
|
|
|
}
|
|
|
|
bindingByName[ trackName ] = binding;
|
|
|
|
binding._cacheIndex = bindings.length;
|
|
bindings.push( binding );
|
|
|
|
},
|
|
|
|
_removeInactiveBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
propBinding = binding.binding,
|
|
rootUuid = propBinding.rootNode.uuid,
|
|
trackName = propBinding.path,
|
|
bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingByName = bindingsByRoot[ rootUuid ],
|
|
|
|
lastInactiveBinding = bindings[ bindings.length - 1 ],
|
|
cacheIndex = binding._cacheIndex;
|
|
|
|
lastInactiveBinding._cacheIndex = cacheIndex;
|
|
bindings[ cacheIndex ] = lastInactiveBinding;
|
|
bindings.pop();
|
|
|
|
delete bindingByName[ trackName ];
|
|
|
|
remove_empty_map: {
|
|
|
|
for ( var _ in bindingByName ) break remove_empty_map;
|
|
|
|
delete bindingsByRoot[ rootUuid ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_lendBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
prevIndex = binding._cacheIndex,
|
|
|
|
lastActiveIndex = this._nActiveBindings ++,
|
|
|
|
firstInactiveBinding = bindings[ lastActiveIndex ];
|
|
|
|
binding._cacheIndex = lastActiveIndex;
|
|
bindings[ lastActiveIndex ] = binding;
|
|
|
|
firstInactiveBinding._cacheIndex = prevIndex;
|
|
bindings[ prevIndex ] = firstInactiveBinding;
|
|
|
|
},
|
|
|
|
_takeBackBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
prevIndex = binding._cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveBindings,
|
|
|
|
lastActiveBinding = bindings[ firstInactiveIndex ];
|
|
|
|
binding._cacheIndex = firstInactiveIndex;
|
|
bindings[ firstInactiveIndex ] = binding;
|
|
|
|
lastActiveBinding._cacheIndex = prevIndex;
|
|
bindings[ prevIndex ] = lastActiveBinding;
|
|
|
|
},
|
|
|
|
|
|
// Memory management of Interpolants for weight and time scale
|
|
|
|
_lendControlInterpolant: function () {
|
|
|
|
var interpolants = this._controlInterpolants,
|
|
lastActiveIndex = this._nActiveControlInterpolants ++,
|
|
interpolant = interpolants[ lastActiveIndex ];
|
|
|
|
if ( interpolant === undefined ) {
|
|
|
|
interpolant = new LinearInterpolant(
|
|
new Float32Array( 2 ), new Float32Array( 2 ),
|
|
1, this._controlInterpolantsResultBuffer );
|
|
|
|
interpolant.__cacheIndex = lastActiveIndex;
|
|
interpolants[ lastActiveIndex ] = interpolant;
|
|
|
|
}
|
|
|
|
return interpolant;
|
|
|
|
},
|
|
|
|
_takeBackControlInterpolant: function ( interpolant ) {
|
|
|
|
var interpolants = this._controlInterpolants,
|
|
prevIndex = interpolant.__cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveControlInterpolants,
|
|
|
|
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
|
|
|
|
interpolant.__cacheIndex = firstInactiveIndex;
|
|
interpolants[ firstInactiveIndex ] = interpolant;
|
|
|
|
lastActiveInterpolant.__cacheIndex = prevIndex;
|
|
interpolants[ prevIndex ] = lastActiveInterpolant;
|
|
|
|
},
|
|
|
|
_controlInterpolantsResultBuffer: new Float32Array( 1 )
|
|
|
|
} );
|
|
|
|
Object.assign( AnimationMixer.prototype, EventDispatcher.prototype );
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Uniform( value ) {
|
|
|
|
if ( typeof value === 'string' ) {
|
|
|
|
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
|
|
value = arguments[ 1 ];
|
|
|
|
}
|
|
|
|
this.value = value;
|
|
|
|
}
|
|
|
|
Uniform.prototype.clone = function () {
|
|
|
|
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
|
|
|
|
};
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
*/
|
|
|
|
function InstancedBufferGeometry() {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'InstancedBufferGeometry';
|
|
this.maxInstancedCount = undefined;
|
|
|
|
}
|
|
|
|
InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry;
|
|
|
|
InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
|
|
|
|
InstancedBufferGeometry.prototype.addGroup = function ( start, count, materialIndex ) {
|
|
|
|
this.groups.push( {
|
|
|
|
start: start,
|
|
count: count,
|
|
materialIndex: materialIndex
|
|
|
|
} );
|
|
|
|
};
|
|
|
|
InstancedBufferGeometry.prototype.copy = function ( source ) {
|
|
|
|
var index = source.index;
|
|
|
|
if ( index !== null ) {
|
|
|
|
this.setIndex( index.clone() );
|
|
|
|
}
|
|
|
|
var attributes = source.attributes;
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
var attribute = attributes[ name ];
|
|
this.addAttribute( name, attribute.clone() );
|
|
|
|
}
|
|
|
|
var groups = source.groups;
|
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
this.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
*/
|
|
|
|
function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.data = interleavedBuffer;
|
|
this.itemSize = itemSize;
|
|
this.offset = offset;
|
|
|
|
this.normalized = normalized === true;
|
|
|
|
}
|
|
|
|
|
|
InterleavedBufferAttribute.prototype = {
|
|
|
|
constructor: InterleavedBufferAttribute,
|
|
|
|
isInterleavedBufferAttribute: true,
|
|
|
|
get count() {
|
|
|
|
return this.data.count;
|
|
|
|
},
|
|
|
|
get array() {
|
|
|
|
return this.data.array;
|
|
|
|
},
|
|
|
|
setX: function ( index, x ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset ] = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( index, y ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( index, z ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setW: function ( index, w ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getX: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset ];
|
|
|
|
},
|
|
|
|
getY: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 1 ];
|
|
|
|
},
|
|
|
|
getZ: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 2 ];
|
|
|
|
},
|
|
|
|
getW: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 3 ];
|
|
|
|
},
|
|
|
|
setXY: function ( index, x, y ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZ: function ( index, x, y, z ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
this.data.array[ index + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZW: function ( index, x, y, z, w ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
this.data.array[ index + 2 ] = z;
|
|
this.data.array[ index + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
*/
|
|
|
|
function InterleavedBuffer( array, stride ) {
|
|
|
|
this.uuid = _Math.generateUUID();
|
|
|
|
this.array = array;
|
|
this.stride = stride;
|
|
this.count = array !== undefined ? array.length / stride : 0;
|
|
|
|
this.dynamic = false;
|
|
this.updateRange = { offset: 0, count: - 1 };
|
|
|
|
this.onUploadCallback = function () {};
|
|
|
|
this.version = 0;
|
|
|
|
}
|
|
|
|
InterleavedBuffer.prototype = {
|
|
|
|
constructor: InterleavedBuffer,
|
|
|
|
isInterleavedBuffer: true,
|
|
|
|
set needsUpdate( value ) {
|
|
|
|
if ( value === true ) this.version ++;
|
|
|
|
},
|
|
|
|
setArray: function ( array ) {
|
|
|
|
if ( Array.isArray( array ) ) {
|
|
|
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
|
|
|
}
|
|
|
|
this.count = array !== undefined ? array.length / this.stride : 0;
|
|
this.array = array;
|
|
|
|
},
|
|
|
|
setDynamic: function ( value ) {
|
|
|
|
this.dynamic = value;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.array = new source.array.constructor( source.array );
|
|
this.count = source.count;
|
|
this.stride = source.stride;
|
|
this.dynamic = source.dynamic;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyAt: function ( index1, attribute, index2 ) {
|
|
|
|
index1 *= this.stride;
|
|
index2 *= attribute.stride;
|
|
|
|
for ( var i = 0, l = this.stride; i < l; i ++ ) {
|
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
set: function ( value, offset ) {
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
this.array.set( value, offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
onUpload: function ( callback ) {
|
|
|
|
this.onUploadCallback = callback;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
*/
|
|
|
|
function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
|
|
|
|
InterleavedBuffer.call( this, array, stride );
|
|
|
|
this.meshPerAttribute = meshPerAttribute || 1;
|
|
|
|
}
|
|
|
|
InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype );
|
|
InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer;
|
|
|
|
InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
|
|
|
|
InstancedInterleavedBuffer.prototype.copy = function ( source ) {
|
|
|
|
InterleavedBuffer.prototype.copy.call( this, source );
|
|
|
|
this.meshPerAttribute = source.meshPerAttribute;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author benaadams / https://twitter.com/ben_a_adams
|
|
*/
|
|
|
|
function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {
|
|
|
|
BufferAttribute.call( this, array, itemSize );
|
|
|
|
this.meshPerAttribute = meshPerAttribute || 1;
|
|
|
|
}
|
|
|
|
InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute;
|
|
|
|
InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
|
|
|
|
InstancedBufferAttribute.prototype.copy = function ( source ) {
|
|
|
|
BufferAttribute.prototype.copy.call( this, source );
|
|
|
|
this.meshPerAttribute = source.meshPerAttribute;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author bhouston / http://clara.io/
|
|
* @author stephomi / http://stephaneginier.com/
|
|
*/
|
|
|
|
function Raycaster( origin, direction, near, far ) {
|
|
|
|
this.ray = new Ray( origin, direction );
|
|
// direction is assumed to be normalized (for accurate distance calculations)
|
|
|
|
this.near = near || 0;
|
|
this.far = far || Infinity;
|
|
|
|
this.params = {
|
|
Mesh: {},
|
|
Line: {},
|
|
LOD: {},
|
|
Points: { threshold: 1 },
|
|
Sprite: {}
|
|
};
|
|
|
|
Object.defineProperties( this.params, {
|
|
PointCloud: {
|
|
get: function () {
|
|
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
|
|
return this.Points;
|
|
}
|
|
}
|
|
} );
|
|
|
|
}
|
|
|
|
function ascSort( a, b ) {
|
|
|
|
return a.distance - b.distance;
|
|
|
|
}
|
|
|
|
function intersectObject( object, raycaster, intersects, recursive ) {
|
|
|
|
if ( object.visible === false ) return;
|
|
|
|
object.raycast( raycaster, intersects );
|
|
|
|
if ( recursive === true ) {
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
intersectObject( children[ i ], raycaster, intersects, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Raycaster.prototype = {
|
|
|
|
constructor: Raycaster,
|
|
|
|
linePrecision: 1,
|
|
|
|
set: function ( origin, direction ) {
|
|
|
|
// direction is assumed to be normalized (for accurate distance calculations)
|
|
|
|
this.ray.set( origin, direction );
|
|
|
|
},
|
|
|
|
setFromCamera: function ( coords, camera ) {
|
|
|
|
if ( (camera && camera.isPerspectiveCamera) ) {
|
|
|
|
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
|
|
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
|
|
|
|
} else if ( (camera && camera.isOrthographicCamera) ) {
|
|
|
|
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
|
|
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.Raycaster: Unsupported camera type.' );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
intersectObject: function ( object, recursive ) {
|
|
|
|
var intersects = [];
|
|
|
|
intersectObject( object, this, intersects, recursive );
|
|
|
|
intersects.sort( ascSort );
|
|
|
|
return intersects;
|
|
|
|
},
|
|
|
|
intersectObjects: function ( objects, recursive ) {
|
|
|
|
var intersects = [];
|
|
|
|
if ( Array.isArray( objects ) === false ) {
|
|
|
|
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
|
|
return intersects;
|
|
|
|
}
|
|
|
|
for ( var i = 0, l = objects.length; i < l; i ++ ) {
|
|
|
|
intersectObject( objects[ i ], this, intersects, recursive );
|
|
|
|
}
|
|
|
|
intersects.sort( ascSort );
|
|
|
|
return intersects;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function Clock( autoStart ) {
|
|
|
|
this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
|
|
|
|
this.startTime = 0;
|
|
this.oldTime = 0;
|
|
this.elapsedTime = 0;
|
|
|
|
this.running = false;
|
|
|
|
}
|
|
|
|
Clock.prototype = {
|
|
|
|
constructor: Clock,
|
|
|
|
start: function () {
|
|
|
|
this.startTime = ( performance || Date ).now();
|
|
|
|
this.oldTime = this.startTime;
|
|
this.elapsedTime = 0;
|
|
this.running = true;
|
|
|
|
},
|
|
|
|
stop: function () {
|
|
|
|
this.getElapsedTime();
|
|
this.running = false;
|
|
|
|
},
|
|
|
|
getElapsedTime: function () {
|
|
|
|
this.getDelta();
|
|
return this.elapsedTime;
|
|
|
|
},
|
|
|
|
getDelta: function () {
|
|
|
|
var diff = 0;
|
|
|
|
if ( this.autoStart && ! this.running ) {
|
|
|
|
this.start();
|
|
|
|
}
|
|
|
|
if ( this.running ) {
|
|
|
|
var newTime = ( performance || Date ).now();
|
|
|
|
diff = ( newTime - this.oldTime ) / 1000;
|
|
this.oldTime = newTime;
|
|
|
|
this.elapsedTime += diff;
|
|
|
|
}
|
|
|
|
return diff;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author bhouston / http://clara.io
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*
|
|
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
|
*
|
|
* The poles (phi) are at the positive and negative y axis.
|
|
* The equator starts at positive z.
|
|
*/
|
|
|
|
function Spherical( radius, phi, theta ) {
|
|
|
|
this.radius = ( radius !== undefined ) ? radius : 1.0;
|
|
this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
|
|
this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
Spherical.prototype = {
|
|
|
|
constructor: Spherical,
|
|
|
|
set: function ( radius, phi, theta ) {
|
|
|
|
this.radius = radius;
|
|
this.phi = phi;
|
|
this.theta = theta;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( other ) {
|
|
|
|
this.radius = other.radius;
|
|
this.phi = other.phi;
|
|
this.theta = other.theta;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// restrict phi to be betwee EPS and PI-EPS
|
|
makeSafe: function() {
|
|
|
|
var EPS = 0.000001;
|
|
this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromVector3: function( vec3 ) {
|
|
|
|
this.radius = vec3.length();
|
|
|
|
if ( this.radius === 0 ) {
|
|
|
|
this.theta = 0;
|
|
this.phi = 0;
|
|
|
|
} else {
|
|
|
|
this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
|
|
this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*
|
|
* Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
|
|
*
|
|
*/
|
|
|
|
function Cylindrical( radius, theta, y ) {
|
|
|
|
this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
|
|
this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
|
|
this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
Cylindrical.prototype = {
|
|
|
|
constructor: Cylindrical,
|
|
|
|
set: function ( radius, theta, y ) {
|
|
|
|
this.radius = radius;
|
|
this.theta = theta;
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( other ) {
|
|
|
|
this.radius = other.radius;
|
|
this.theta = other.theta;
|
|
this.y = other.y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromVector3: function( vec3 ) {
|
|
|
|
this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
|
|
this.theta = Math.atan2( vec3.x, vec3.z );
|
|
this.y = vec3.y;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function MorphBlendMesh( geometry, material ) {
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.animationsMap = {};
|
|
this.animationsList = [];
|
|
|
|
// prepare default animation
|
|
// (all frames played together in 1 second)
|
|
|
|
var numFrames = this.geometry.morphTargets.length;
|
|
|
|
var name = "__default";
|
|
|
|
var startFrame = 0;
|
|
var endFrame = numFrames - 1;
|
|
|
|
var fps = numFrames / 1;
|
|
|
|
this.createAnimation( name, startFrame, endFrame, fps );
|
|
this.setAnimationWeight( name, 1 );
|
|
|
|
}
|
|
|
|
MorphBlendMesh.prototype = Object.create( Mesh.prototype );
|
|
MorphBlendMesh.prototype.constructor = MorphBlendMesh;
|
|
|
|
MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
|
|
|
|
var animation = {
|
|
|
|
start: start,
|
|
end: end,
|
|
|
|
length: end - start + 1,
|
|
|
|
fps: fps,
|
|
duration: ( end - start ) / fps,
|
|
|
|
lastFrame: 0,
|
|
currentFrame: 0,
|
|
|
|
active: false,
|
|
|
|
time: 0,
|
|
direction: 1,
|
|
weight: 1,
|
|
|
|
directionBackwards: false,
|
|
mirroredLoop: false
|
|
|
|
};
|
|
|
|
this.animationsMap[ name ] = animation;
|
|
this.animationsList.push( animation );
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
|
|
|
|
var pattern = /([a-z]+)_?(\d+)/i;
|
|
|
|
var firstAnimation, frameRanges = {};
|
|
|
|
var geometry = this.geometry;
|
|
|
|
for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
|
|
|
|
var morph = geometry.morphTargets[ i ];
|
|
var chunks = morph.name.match( pattern );
|
|
|
|
if ( chunks && chunks.length > 1 ) {
|
|
|
|
var name = chunks[ 1 ];
|
|
|
|
if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
|
|
|
|
var range = frameRanges[ name ];
|
|
|
|
if ( i < range.start ) range.start = i;
|
|
if ( i > range.end ) range.end = i;
|
|
|
|
if ( ! firstAnimation ) firstAnimation = name;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var name in frameRanges ) {
|
|
|
|
var range = frameRanges[ name ];
|
|
this.createAnimation( name, range.start, range.end, fps );
|
|
|
|
}
|
|
|
|
this.firstAnimation = firstAnimation;
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.direction = 1;
|
|
animation.directionBackwards = false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.direction = - 1;
|
|
animation.directionBackwards = true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.fps = fps;
|
|
animation.duration = ( animation.end - animation.start ) / animation.fps;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.duration = duration;
|
|
animation.fps = ( animation.end - animation.start ) / animation.duration;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.weight = weight;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.time = time;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
|
|
|
|
var time = 0;
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
time = animation.time;
|
|
|
|
}
|
|
|
|
return time;
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
|
|
|
|
var duration = - 1;
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
duration = animation.duration;
|
|
|
|
}
|
|
|
|
return duration;
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.playAnimation = function ( name ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.time = 0;
|
|
animation.active = true;
|
|
|
|
} else {
|
|
|
|
console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.stopAnimation = function ( name ) {
|
|
|
|
var animation = this.animationsMap[ name ];
|
|
|
|
if ( animation ) {
|
|
|
|
animation.active = false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
MorphBlendMesh.prototype.update = function ( delta ) {
|
|
|
|
for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
|
|
|
|
var animation = this.animationsList[ i ];
|
|
|
|
if ( ! animation.active ) continue;
|
|
|
|
var frameTime = animation.duration / animation.length;
|
|
|
|
animation.time += animation.direction * delta;
|
|
|
|
if ( animation.mirroredLoop ) {
|
|
|
|
if ( animation.time > animation.duration || animation.time < 0 ) {
|
|
|
|
animation.direction *= - 1;
|
|
|
|
if ( animation.time > animation.duration ) {
|
|
|
|
animation.time = animation.duration;
|
|
animation.directionBackwards = true;
|
|
|
|
}
|
|
|
|
if ( animation.time < 0 ) {
|
|
|
|
animation.time = 0;
|
|
animation.directionBackwards = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
animation.time = animation.time % animation.duration;
|
|
|
|
if ( animation.time < 0 ) animation.time += animation.duration;
|
|
|
|
}
|
|
|
|
var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
|
|
var weight = animation.weight;
|
|
|
|
if ( keyframe !== animation.currentFrame ) {
|
|
|
|
this.morphTargetInfluences[ animation.lastFrame ] = 0;
|
|
this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
|
|
|
|
this.morphTargetInfluences[ keyframe ] = 0;
|
|
|
|
animation.lastFrame = animation.currentFrame;
|
|
animation.currentFrame = keyframe;
|
|
|
|
}
|
|
|
|
var mix = ( animation.time % frameTime ) / frameTime;
|
|
|
|
if ( animation.directionBackwards ) mix = 1 - mix;
|
|
|
|
if ( animation.currentFrame !== animation.lastFrame ) {
|
|
|
|
this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
|
|
this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
|
|
|
|
} else {
|
|
|
|
this.morphTargetInfluences[ animation.currentFrame ] = weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
function ImmediateRenderObject( material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.material = material;
|
|
this.render = function ( renderCallback ) {};
|
|
|
|
}
|
|
|
|
ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
|
|
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
|
|
|
|
ImmediateRenderObject.prototype.isImmediateRenderObject = true;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function VertexNormalsHelper( object, size, hex, linewidth ) {
|
|
|
|
this.object = object;
|
|
|
|
this.size = ( size !== undefined ) ? size : 1;
|
|
|
|
var color = ( hex !== undefined ) ? hex : 0xff0000;
|
|
|
|
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
|
|
|
//
|
|
|
|
var nNormals = 0;
|
|
|
|
var objGeometry = this.object.geometry;
|
|
|
|
if ( objGeometry && objGeometry.isGeometry ) {
|
|
|
|
nNormals = objGeometry.faces.length * 3;
|
|
|
|
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
|
|
|
|
nNormals = objGeometry.attributes.normal.count;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
|
|
|
|
geometry.addAttribute( 'position', positions );
|
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
|
|
|
|
//
|
|
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
|
|
VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
|
|
|
|
VertexNormalsHelper.prototype.update = ( function () {
|
|
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
var normalMatrix = new Matrix3();
|
|
|
|
return function update() {
|
|
|
|
var keys = [ 'a', 'b', 'c' ];
|
|
|
|
this.object.updateMatrixWorld( true );
|
|
|
|
normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
|
|
|
var matrixWorld = this.object.matrixWorld;
|
|
|
|
var position = this.geometry.attributes.position;
|
|
|
|
//
|
|
|
|
var objGeometry = this.object.geometry;
|
|
|
|
if ( objGeometry && objGeometry.isGeometry ) {
|
|
|
|
var vertices = objGeometry.vertices;
|
|
|
|
var faces = objGeometry.faces;
|
|
|
|
var idx = 0;
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
|
|
|
var vertex = vertices[ face[ keys[ j ] ] ];
|
|
|
|
var normal = face.vertexNormals[ j ];
|
|
|
|
v1.copy( vertex ).applyMatrix4( matrixWorld );
|
|
|
|
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
|
|
|
|
var objPos = objGeometry.attributes.position;
|
|
|
|
var objNorm = objGeometry.attributes.normal;
|
|
|
|
var idx = 0;
|
|
|
|
// for simplicity, ignore index and drawcalls, and render every normal
|
|
|
|
for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
|
|
|
|
v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
|
|
|
|
v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
|
|
|
|
v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
position.needsUpdate = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function SpotLightHelper( light ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var positions = [
|
|
0, 0, 0, 0, 0, 1,
|
|
0, 0, 0, 1, 0, 1,
|
|
0, 0, 0, - 1, 0, 1,
|
|
0, 0, 0, 0, 1, 1,
|
|
0, 0, 0, 0, - 1, 1
|
|
];
|
|
|
|
for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
|
|
|
|
var p1 = ( i / l ) * Math.PI * 2;
|
|
var p2 = ( j / l ) * Math.PI * 2;
|
|
|
|
positions.push(
|
|
Math.cos( p1 ), Math.sin( p1 ), 1,
|
|
Math.cos( p2 ), Math.sin( p2 ), 1
|
|
);
|
|
|
|
}
|
|
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { fog: false } );
|
|
|
|
this.cone = new LineSegments( geometry, material );
|
|
this.add( this.cone );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
SpotLightHelper.prototype = Object.create( Object3D.prototype );
|
|
SpotLightHelper.prototype.constructor = SpotLightHelper;
|
|
|
|
SpotLightHelper.prototype.dispose = function () {
|
|
|
|
this.cone.geometry.dispose();
|
|
this.cone.material.dispose();
|
|
|
|
};
|
|
|
|
SpotLightHelper.prototype.update = function () {
|
|
|
|
var vector = new Vector3();
|
|
var vector2 = new Vector3();
|
|
|
|
return function update() {
|
|
|
|
var coneLength = this.light.distance ? this.light.distance : 1000;
|
|
var coneWidth = coneLength * Math.tan( this.light.angle );
|
|
|
|
this.cone.scale.set( coneWidth, coneWidth, coneLength );
|
|
|
|
vector.setFromMatrixPosition( this.light.matrixWorld );
|
|
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
|
|
|
|
this.cone.lookAt( vector2.sub( vector ) );
|
|
|
|
this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author Sean Griffin / http://twitter.com/sgrif
|
|
* @author Michael Guerrero / http://realitymeltdown.com
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author ikerr / http://verold.com
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function SkeletonHelper( object ) {
|
|
|
|
this.bones = this.getBoneList( object );
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
var color1 = new Color( 0, 0, 1 );
|
|
var color2 = new Color( 0, 1, 0 );
|
|
|
|
for ( var i = 0; i < this.bones.length; i ++ ) {
|
|
|
|
var bone = this.bones[ i ];
|
|
|
|
if ( bone.parent && bone.parent.isBone ) {
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
vertices.push( 0, 0, 0 );
|
|
colors.push( color1.r, color1.g, color1.b );
|
|
colors.push( color2.r, color2.g, color2.b );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.root = object;
|
|
|
|
this.matrix = object.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
|
|
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
|
|
SkeletonHelper.prototype.constructor = SkeletonHelper;
|
|
|
|
SkeletonHelper.prototype.getBoneList = function( object ) {
|
|
|
|
var boneList = [];
|
|
|
|
if ( object && object.isBone ) {
|
|
|
|
boneList.push( object );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < object.children.length; i ++ ) {
|
|
|
|
boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
|
|
|
|
}
|
|
|
|
return boneList;
|
|
|
|
};
|
|
|
|
SkeletonHelper.prototype.update = function () {
|
|
|
|
var vector = new Vector3();
|
|
|
|
var boneMatrix = new Matrix4();
|
|
var matrixWorldInv = new Matrix4();
|
|
|
|
return function update() {
|
|
|
|
var geometry = this.geometry;
|
|
var position = geometry.getAttribute( 'position' );
|
|
|
|
matrixWorldInv.getInverse( this.root.matrixWorld );
|
|
|
|
for ( var i = 0, j = 0; i < this.bones.length; i ++ ) {
|
|
|
|
var bone = this.bones[ i ];
|
|
|
|
if ( bone.parent && bone.parent.isBone ) {
|
|
|
|
boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
|
|
vector.setFromMatrixPosition( boneMatrix );
|
|
position.setXYZ( j, vector.x, vector.y, vector.z );
|
|
|
|
boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
|
|
vector.setFromMatrixPosition( boneMatrix );
|
|
position.setXYZ( j + 1, vector.x, vector.y, vector.z );
|
|
|
|
j += 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.getAttribute( 'position' ).needsUpdate = true;
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function PointLightHelper( light, sphereSize ) {
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
|
|
var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
|
|
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.matrix = this.light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
/*
|
|
var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
|
|
var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
|
|
|
|
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
|
|
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
|
|
|
|
var d = light.distance;
|
|
|
|
if ( d === 0.0 ) {
|
|
|
|
this.lightDistance.visible = false;
|
|
|
|
} else {
|
|
|
|
this.lightDistance.scale.set( d, d, d );
|
|
|
|
}
|
|
|
|
this.add( this.lightDistance );
|
|
*/
|
|
|
|
}
|
|
|
|
PointLightHelper.prototype = Object.create( Mesh.prototype );
|
|
PointLightHelper.prototype.constructor = PointLightHelper;
|
|
|
|
PointLightHelper.prototype.dispose = function () {
|
|
|
|
this.geometry.dispose();
|
|
this.material.dispose();
|
|
|
|
};
|
|
|
|
PointLightHelper.prototype.update = function () {
|
|
|
|
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
|
/*
|
|
var d = this.light.distance;
|
|
|
|
if ( d === 0.0 ) {
|
|
|
|
this.lightDistance.visible = false;
|
|
|
|
} else {
|
|
|
|
this.lightDistance.visible = true;
|
|
this.lightDistance.scale.set( d, d, d );
|
|
|
|
}
|
|
*/
|
|
|
|
};
|
|
|
|
/**
|
|
* @author abelnation / http://github.com/abelnation
|
|
* @author Mugen87 / http://github.com/Mugen87
|
|
*/
|
|
|
|
function RectAreaLightHelper( light ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
var materialFront = new MeshBasicMaterial( {
|
|
color: light.color,
|
|
fog: false
|
|
} );
|
|
|
|
var materialBack = new MeshBasicMaterial( {
|
|
color: light.color,
|
|
fog: false,
|
|
wireframe: true
|
|
} );
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
|
|
|
|
// shows the "front" of the light, e.g. where light comes from
|
|
|
|
this.add( new Mesh( geometry, materialFront ) );
|
|
|
|
// shows the "back" of the light, which does not emit light
|
|
|
|
this.add( new Mesh( geometry, materialBack ) );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
|
|
RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
|
|
|
|
RectAreaLightHelper.prototype.dispose = function () {
|
|
|
|
this.children[ 0 ].geometry.dispose();
|
|
this.children[ 0 ].material.dispose();
|
|
this.children[ 1 ].geometry.dispose();
|
|
this.children[ 1 ].material.dispose();
|
|
|
|
};
|
|
|
|
RectAreaLightHelper.prototype.update = function () {
|
|
|
|
var vector1 = new Vector3();
|
|
var vector2 = new Vector3();
|
|
|
|
return function update() {
|
|
|
|
var mesh1 = this.children[ 0 ];
|
|
var mesh2 = this.children[ 1 ];
|
|
|
|
if ( this.light.target ) {
|
|
|
|
vector1.setFromMatrixPosition( this.light.matrixWorld );
|
|
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
|
|
|
|
var lookVec = vector2.clone().sub( vector1 );
|
|
mesh1.lookAt( lookVec );
|
|
mesh2.lookAt( lookVec );
|
|
|
|
}
|
|
|
|
// update materials
|
|
|
|
mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
|
// calculate new dimensions of the helper
|
|
|
|
var hx = this.light.width * 0.5;
|
|
var hy = this.light.height * 0.5;
|
|
|
|
// because the buffer attribute is shared over both geometries, we only have to update once
|
|
|
|
var position = mesh1.geometry.getAttribute( 'position' );
|
|
var array = position.array;
|
|
|
|
// first face
|
|
|
|
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
|
|
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
|
|
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
|
|
|
|
// second face
|
|
|
|
array[ 9 ] = - hx; array[ 10 ] = hy; array[ 11 ] = 0;
|
|
array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
|
|
array[ 15 ] = hx; array[ 16 ] = - hy; array[ 17 ] = 0;
|
|
|
|
position.needsUpdate = true;
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*/
|
|
|
|
function HemisphereLightHelper( light, size ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
var geometry = new OctahedronBufferGeometry( size );
|
|
geometry.rotateY( Math.PI * 0.5 );
|
|
|
|
var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
|
|
|
|
var position = geometry.getAttribute( 'position' );
|
|
var colors = new Float32Array( position.count * 3 );
|
|
|
|
geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
|
|
|
|
this.add( new Mesh( geometry, material ) );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
|
|
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
|
|
|
|
HemisphereLightHelper.prototype.dispose = function () {
|
|
|
|
this.children[ 0 ].geometry.dispose();
|
|
this.children[ 0 ].material.dispose();
|
|
|
|
};
|
|
|
|
HemisphereLightHelper.prototype.update = function () {
|
|
|
|
var vector = new Vector3();
|
|
|
|
var color1 = new Color();
|
|
var color2 = new Color();
|
|
|
|
return function update() {
|
|
|
|
var mesh = this.children[ 0 ];
|
|
|
|
var colors = mesh.geometry.getAttribute( 'color' );
|
|
|
|
color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
|
|
|
|
for ( var i = 0, l = colors.count; i < l; i ++ ) {
|
|
|
|
var color = ( i < ( l / 2 ) ) ? color1 : color2;
|
|
|
|
colors.setXYZ( i, color.r, color.g, color.b );
|
|
|
|
}
|
|
|
|
mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
|
|
|
|
colors.needsUpdate = true;
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function GridHelper( size, divisions, color1, color2 ) {
|
|
|
|
size = size || 10;
|
|
divisions = divisions || 10;
|
|
color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
|
|
color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
|
|
|
|
var center = divisions / 2;
|
|
var step = size / divisions;
|
|
var halfSize = size / 2;
|
|
|
|
var vertices = [], colors = [];
|
|
|
|
for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
|
|
|
|
vertices.push( - halfSize, 0, k, halfSize, 0, k );
|
|
vertices.push( k, 0, - halfSize, k, 0, halfSize );
|
|
|
|
var color = i === center ? color1 : color2;
|
|
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
|
|
}
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
}
|
|
|
|
GridHelper.prototype = Object.create( LineSegments.prototype );
|
|
GridHelper.prototype.constructor = GridHelper;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author Mugen87 / http://github.com/Mugen87
|
|
* @author Hectate / http://www.github.com/Hectate
|
|
*/
|
|
|
|
function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
|
|
|
|
radius = radius || 10;
|
|
radials = radials || 16;
|
|
circles = circles || 8;
|
|
divisions = divisions || 64;
|
|
color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
|
|
color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
var x, z;
|
|
var v, i, j, r, color;
|
|
|
|
// create the radials
|
|
|
|
for ( i = 0; i <= radials; i ++ ) {
|
|
|
|
v = ( i / radials ) * ( Math.PI * 2 );
|
|
|
|
x = Math.sin( v ) * radius;
|
|
z = Math.cos( v ) * radius;
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
vertices.push( x, 0, z );
|
|
|
|
color = ( i & 1 ) ? color1 : color2;
|
|
|
|
colors.push( color.r, color.g, color.b );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
}
|
|
|
|
// create the circles
|
|
|
|
for ( i = 0; i <= circles; i ++ ) {
|
|
|
|
color = ( i & 1 ) ? color1 : color2;
|
|
|
|
r = radius - ( radius / circles * i );
|
|
|
|
for ( j = 0; j < divisions; j ++ ) {
|
|
|
|
// first vertex
|
|
|
|
v = ( j / divisions ) * ( Math.PI * 2 );
|
|
|
|
x = Math.sin( v ) * r;
|
|
z = Math.cos( v ) * r;
|
|
|
|
vertices.push( x, 0, z );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
// second vertex
|
|
|
|
v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
|
|
|
|
x = Math.sin( v ) * r;
|
|
z = Math.cos( v ) * r;
|
|
|
|
vertices.push( x, 0, z );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
}
|
|
|
|
PolarGridHelper.prototype = Object.create( LineSegments.prototype );
|
|
PolarGridHelper.prototype.constructor = PolarGridHelper;
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function FaceNormalsHelper( object, size, hex, linewidth ) {
|
|
|
|
// FaceNormalsHelper only supports THREE.Geometry
|
|
|
|
this.object = object;
|
|
|
|
this.size = ( size !== undefined ) ? size : 1;
|
|
|
|
var color = ( hex !== undefined ) ? hex : 0xffff00;
|
|
|
|
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
|
|
|
//
|
|
|
|
var nNormals = 0;
|
|
|
|
var objGeometry = this.object.geometry;
|
|
|
|
if ( objGeometry && objGeometry.isGeometry ) {
|
|
|
|
nNormals = objGeometry.faces.length;
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
|
|
|
|
geometry.addAttribute( 'position', positions );
|
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
|
|
|
|
//
|
|
|
|
this.matrixAutoUpdate = false;
|
|
this.update();
|
|
|
|
}
|
|
|
|
FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
|
|
FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
|
|
|
|
FaceNormalsHelper.prototype.update = ( function () {
|
|
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
var normalMatrix = new Matrix3();
|
|
|
|
return function update() {
|
|
|
|
this.object.updateMatrixWorld( true );
|
|
|
|
normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
|
|
|
var matrixWorld = this.object.matrixWorld;
|
|
|
|
var position = this.geometry.attributes.position;
|
|
|
|
//
|
|
|
|
var objGeometry = this.object.geometry;
|
|
|
|
var vertices = objGeometry.vertices;
|
|
|
|
var faces = objGeometry.faces;
|
|
|
|
var idx = 0;
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
var normal = face.normal;
|
|
|
|
v1.copy( vertices[ face.a ] )
|
|
.add( vertices[ face.b ] )
|
|
.add( vertices[ face.c ] )
|
|
.divideScalar( 3 )
|
|
.applyMatrix4( matrixWorld );
|
|
|
|
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
|
|
|
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
|
|
|
idx = idx + 1;
|
|
|
|
}
|
|
|
|
position.needsUpdate = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
*/
|
|
|
|
function DirectionalLightHelper( light, size ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
if ( size === undefined ) size = 1;
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( [
|
|
- size, size, 0,
|
|
size, size, 0,
|
|
size, - size, 0,
|
|
- size, - size, 0,
|
|
- size, size, 0
|
|
], 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { fog: false } );
|
|
|
|
this.add( new Line( geometry, material ) );
|
|
|
|
geometry = new BufferGeometry();
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
|
|
|
|
this.add( new Line( geometry, material ));
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
|
|
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
|
|
|
|
DirectionalLightHelper.prototype.dispose = function () {
|
|
|
|
var lightPlane = this.children[ 0 ];
|
|
var targetLine = this.children[ 1 ];
|
|
|
|
lightPlane.geometry.dispose();
|
|
lightPlane.material.dispose();
|
|
targetLine.geometry.dispose();
|
|
targetLine.material.dispose();
|
|
|
|
};
|
|
|
|
DirectionalLightHelper.prototype.update = function () {
|
|
|
|
var v1 = new Vector3();
|
|
var v2 = new Vector3();
|
|
var v3 = new Vector3();
|
|
|
|
return function update() {
|
|
|
|
v1.setFromMatrixPosition( this.light.matrixWorld );
|
|
v2.setFromMatrixPosition( this.light.target.matrixWorld );
|
|
v3.subVectors( v2, v1 );
|
|
|
|
var lightPlane = this.children[ 0 ];
|
|
var targetLine = this.children[ 1 ];
|
|
|
|
lightPlane.lookAt( v3 );
|
|
lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
|
targetLine.lookAt( v3 );
|
|
targetLine.scale.z = v3.length();
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author Mugen87 / https://github.com/Mugen87
|
|
*
|
|
* - shows frustum, line of sight and up of the camera
|
|
* - suitable for fast updates
|
|
* - based on frustum visualization in lightgl.js shadowmap example
|
|
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
|
|
*/
|
|
|
|
function CameraHelper( camera ) {
|
|
|
|
var geometry = new BufferGeometry();
|
|
var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
var pointMap = {};
|
|
|
|
// colors
|
|
|
|
var colorFrustum = new Color( 0xffaa00 );
|
|
var colorCone = new Color( 0xff0000 );
|
|
var colorUp = new Color( 0x00aaff );
|
|
var colorTarget = new Color( 0xffffff );
|
|
var colorCross = new Color( 0x333333 );
|
|
|
|
// near
|
|
|
|
addLine( "n1", "n2", colorFrustum );
|
|
addLine( "n2", "n4", colorFrustum );
|
|
addLine( "n4", "n3", colorFrustum );
|
|
addLine( "n3", "n1", colorFrustum );
|
|
|
|
// far
|
|
|
|
addLine( "f1", "f2", colorFrustum );
|
|
addLine( "f2", "f4", colorFrustum );
|
|
addLine( "f4", "f3", colorFrustum );
|
|
addLine( "f3", "f1", colorFrustum );
|
|
|
|
// sides
|
|
|
|
addLine( "n1", "f1", colorFrustum );
|
|
addLine( "n2", "f2", colorFrustum );
|
|
addLine( "n3", "f3", colorFrustum );
|
|
addLine( "n4", "f4", colorFrustum );
|
|
|
|
// cone
|
|
|
|
addLine( "p", "n1", colorCone );
|
|
addLine( "p", "n2", colorCone );
|
|
addLine( "p", "n3", colorCone );
|
|
addLine( "p", "n4", colorCone );
|
|
|
|
// up
|
|
|
|
addLine( "u1", "u2", colorUp );
|
|
addLine( "u2", "u3", colorUp );
|
|
addLine( "u3", "u1", colorUp );
|
|
|
|
// target
|
|
|
|
addLine( "c", "t", colorTarget );
|
|
addLine( "p", "c", colorCross );
|
|
|
|
// cross
|
|
|
|
addLine( "cn1", "cn2", colorCross );
|
|
addLine( "cn3", "cn4", colorCross );
|
|
|
|
addLine( "cf1", "cf2", colorCross );
|
|
addLine( "cf3", "cf4", colorCross );
|
|
|
|
function addLine( a, b, color ) {
|
|
|
|
addPoint( a, color );
|
|
addPoint( b, color );
|
|
|
|
}
|
|
|
|
function addPoint( id, color ) {
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
if ( pointMap[ id ] === undefined ) {
|
|
|
|
pointMap[ id ] = [];
|
|
|
|
}
|
|
|
|
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
|
|
|
|
}
|
|
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.camera = camera;
|
|
if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
|
|
|
|
this.matrix = camera.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.pointMap = pointMap;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
CameraHelper.prototype = Object.create( LineSegments.prototype );
|
|
CameraHelper.prototype.constructor = CameraHelper;
|
|
|
|
CameraHelper.prototype.update = function () {
|
|
|
|
var geometry, pointMap;
|
|
|
|
var vector = new Vector3();
|
|
var camera = new Camera();
|
|
|
|
function setPoint( point, x, y, z ) {
|
|
|
|
vector.set( x, y, z ).unproject( camera );
|
|
|
|
var points = pointMap[ point ];
|
|
|
|
if ( points !== undefined ) {
|
|
|
|
var position = geometry.getAttribute( 'position' );
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return function update() {
|
|
|
|
geometry = this.geometry;
|
|
pointMap = this.pointMap;
|
|
|
|
var w = 1, h = 1;
|
|
|
|
// we need just camera projection matrix
|
|
// world matrix must be identity
|
|
|
|
camera.projectionMatrix.copy( this.camera.projectionMatrix );
|
|
|
|
// center / target
|
|
|
|
setPoint( "c", 0, 0, - 1 );
|
|
setPoint( "t", 0, 0, 1 );
|
|
|
|
// near
|
|
|
|
setPoint( "n1", - w, - h, - 1 );
|
|
setPoint( "n2", w, - h, - 1 );
|
|
setPoint( "n3", - w, h, - 1 );
|
|
setPoint( "n4", w, h, - 1 );
|
|
|
|
// far
|
|
|
|
setPoint( "f1", - w, - h, 1 );
|
|
setPoint( "f2", w, - h, 1 );
|
|
setPoint( "f3", - w, h, 1 );
|
|
setPoint( "f4", w, h, 1 );
|
|
|
|
// up
|
|
|
|
setPoint( "u1", w * 0.7, h * 1.1, - 1 );
|
|
setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
|
|
setPoint( "u3", 0, h * 2, - 1 );
|
|
|
|
// cross
|
|
|
|
setPoint( "cf1", - w, 0, 1 );
|
|
setPoint( "cf2", w, 0, 1 );
|
|
setPoint( "cf3", 0, - h, 1 );
|
|
setPoint( "cf4", 0, h, 1 );
|
|
|
|
setPoint( "cn1", - w, 0, - 1 );
|
|
setPoint( "cn2", w, 0, - 1 );
|
|
setPoint( "cn3", 0, - h, - 1 );
|
|
setPoint( "cn4", 0, h, - 1 );
|
|
|
|
geometry.getAttribute( 'position' ).needsUpdate = true;
|
|
|
|
};
|
|
|
|
}();
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function BoxHelper( object, color ) {
|
|
|
|
if ( color === undefined ) color = 0xffff00;
|
|
|
|
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
|
|
var positions = new Float32Array( 8 * 3 );
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setIndex( new BufferAttribute( indices, 1 ) );
|
|
geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
|
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
|
|
|
|
if ( object !== undefined ) {
|
|
|
|
this.update( object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BoxHelper.prototype = Object.create( LineSegments.prototype );
|
|
BoxHelper.prototype.constructor = BoxHelper;
|
|
|
|
BoxHelper.prototype.update = ( function () {
|
|
|
|
var box = new Box3();
|
|
|
|
return function update( object ) {
|
|
|
|
if ( object && object.isBox3 ) {
|
|
|
|
box.copy( object );
|
|
|
|
} else {
|
|
|
|
box.setFromObject( object );
|
|
|
|
}
|
|
|
|
if ( box.isEmpty() ) return;
|
|
|
|
var min = box.min;
|
|
var max = box.max;
|
|
|
|
/*
|
|
5____4
|
|
1/___0/|
|
|
| 6__|_7
|
|
2/___3/
|
|
|
|
0: max.x, max.y, max.z
|
|
1: min.x, max.y, max.z
|
|
2: min.x, min.y, max.z
|
|
3: max.x, min.y, max.z
|
|
4: max.x, max.y, min.z
|
|
5: min.x, max.y, min.z
|
|
6: min.x, min.y, min.z
|
|
7: max.x, min.y, min.z
|
|
*/
|
|
|
|
var position = this.geometry.attributes.position;
|
|
var array = position.array;
|
|
|
|
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
|
|
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
|
|
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
|
|
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
|
|
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
|
|
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
|
|
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
|
|
array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
|
|
|
|
position.needsUpdate = true;
|
|
|
|
this.geometry.computeBoundingSphere();
|
|
|
|
};
|
|
|
|
} )();
|
|
|
|
/**
|
|
* @author WestLangley / http://github.com/WestLangley
|
|
* @author zz85 / http://github.com/zz85
|
|
* @author bhouston / http://clara.io
|
|
*
|
|
* Creates an arrow for visualizing directions
|
|
*
|
|
* Parameters:
|
|
* dir - Vector3
|
|
* origin - Vector3
|
|
* length - Number
|
|
* color - color in hex value
|
|
* headLength - Number
|
|
* headWidth - Number
|
|
*/
|
|
|
|
var lineGeometry;
|
|
var coneGeometry;
|
|
|
|
function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
|
|
|
|
// dir is assumed to be normalized
|
|
|
|
Object3D.call( this );
|
|
|
|
if ( color === undefined ) color = 0xffff00;
|
|
if ( length === undefined ) length = 1;
|
|
if ( headLength === undefined ) headLength = 0.2 * length;
|
|
if ( headWidth === undefined ) headWidth = 0.2 * headLength;
|
|
|
|
if ( lineGeometry === undefined ) {
|
|
|
|
lineGeometry = new BufferGeometry();
|
|
lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
|
|
|
|
coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
|
|
coneGeometry.translate( 0, - 0.5, 0 );
|
|
|
|
}
|
|
|
|
this.position.copy( origin );
|
|
|
|
this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
|
|
this.line.matrixAutoUpdate = false;
|
|
this.add( this.line );
|
|
|
|
this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
|
|
this.cone.matrixAutoUpdate = false;
|
|
this.add( this.cone );
|
|
|
|
this.setDirection( dir );
|
|
this.setLength( length, headLength, headWidth );
|
|
|
|
}
|
|
|
|
ArrowHelper.prototype = Object.create( Object3D.prototype );
|
|
ArrowHelper.prototype.constructor = ArrowHelper;
|
|
|
|
ArrowHelper.prototype.setDirection = ( function () {
|
|
|
|
var axis = new Vector3();
|
|
var radians;
|
|
|
|
return function setDirection( dir ) {
|
|
|
|
// dir is assumed to be normalized
|
|
|
|
if ( dir.y > 0.99999 ) {
|
|
|
|
this.quaternion.set( 0, 0, 0, 1 );
|
|
|
|
} else if ( dir.y < - 0.99999 ) {
|
|
|
|
this.quaternion.set( 1, 0, 0, 0 );
|
|
|
|
} else {
|
|
|
|
axis.set( dir.z, 0, - dir.x ).normalize();
|
|
|
|
radians = Math.acos( dir.y );
|
|
|
|
this.quaternion.setFromAxisAngle( axis, radians );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}() );
|
|
|
|
ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
|
|
|
|
if ( headLength === undefined ) headLength = 0.2 * length;
|
|
if ( headWidth === undefined ) headWidth = 0.2 * headLength;
|
|
|
|
this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
|
|
this.line.updateMatrix();
|
|
|
|
this.cone.scale.set( headWidth, headLength, headWidth );
|
|
this.cone.position.y = length;
|
|
this.cone.updateMatrix();
|
|
|
|
};
|
|
|
|
ArrowHelper.prototype.setColor = function ( color ) {
|
|
|
|
this.line.material.color.copy( color );
|
|
this.cone.material.color.copy( color );
|
|
|
|
};
|
|
|
|
/**
|
|
* @author sroucheray / http://sroucheray.org/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function AxisHelper( size ) {
|
|
|
|
size = size || 1;
|
|
|
|
var vertices = [
|
|
0, 0, 0, size, 0, 0,
|
|
0, 0, 0, 0, size, 0,
|
|
0, 0, 0, 0, 0, size
|
|
];
|
|
|
|
var colors = [
|
|
1, 0, 0, 1, 0.6, 0,
|
|
0, 1, 0, 0.6, 1, 0,
|
|
0, 0, 1, 0, 0.6, 1
|
|
];
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
}
|
|
|
|
AxisHelper.prototype = Object.create( LineSegments.prototype );
|
|
AxisHelper.prototype.constructor = AxisHelper;
|
|
|
|
/**
|
|
* @author zz85 https://github.com/zz85
|
|
*
|
|
* Centripetal CatmullRom Curve - which is useful for avoiding
|
|
* cusps and self-intersections in non-uniform catmull rom curves.
|
|
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
|
|
*
|
|
* curve.type accepts centripetal(default), chordal and catmullrom
|
|
* curve.tension is used for catmullrom which defaults to 0.5
|
|
*/
|
|
|
|
|
|
/*
|
|
Based on an optimized c++ solution in
|
|
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
|
|
- http://ideone.com/NoEbVM
|
|
|
|
This CubicPoly class could be used for reusing some variables and calculations,
|
|
but for three.js curve use, it could be possible inlined and flatten into a single function call
|
|
which can be placed in CurveUtils.
|
|
*/
|
|
|
|
function CubicPoly() {
|
|
|
|
var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
|
|
|
|
/*
|
|
* Compute coefficients for a cubic polynomial
|
|
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3
|
|
* such that
|
|
* p(0) = x0, p(1) = x1
|
|
* and
|
|
* p'(0) = t0, p'(1) = t1.
|
|
*/
|
|
function init( x0, x1, t0, t1 ) {
|
|
|
|
c0 = x0;
|
|
c1 = t0;
|
|
c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
|
|
c3 = 2 * x0 - 2 * x1 + t0 + t1;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
|
|
|
|
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
|
|
|
|
},
|
|
|
|
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
|
|
|
|
// compute tangents when parameterized in [t1,t2]
|
|
var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
|
|
var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
|
|
|
|
// rescale tangents for parametrization in [0,1]
|
|
t1 *= dt1;
|
|
t2 *= dt1;
|
|
|
|
init( x1, x2, t1, t2 );
|
|
|
|
},
|
|
|
|
calc: function ( t ) {
|
|
|
|
var t2 = t * t;
|
|
var t3 = t2 * t;
|
|
return c0 + c1 * t + c2 * t2 + c3 * t3;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var tmp = new Vector3();
|
|
var px = new CubicPoly();
|
|
var py = new CubicPoly();
|
|
var pz = new CubicPoly();
|
|
|
|
function CatmullRomCurve3( p /* array of Vector3 */ ) {
|
|
|
|
this.points = p || [];
|
|
this.closed = false;
|
|
|
|
}
|
|
|
|
CatmullRomCurve3.prototype = Object.create( Curve.prototype );
|
|
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
|
|
|
|
CatmullRomCurve3.prototype.getPoint = function ( t ) {
|
|
|
|
var points = this.points;
|
|
var l = points.length;
|
|
|
|
if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
|
|
|
|
var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
|
|
var intPoint = Math.floor( point );
|
|
var weight = point - intPoint;
|
|
|
|
if ( this.closed ) {
|
|
|
|
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
|
|
|
|
} else if ( weight === 0 && intPoint === l - 1 ) {
|
|
|
|
intPoint = l - 2;
|
|
weight = 1;
|
|
|
|
}
|
|
|
|
var p0, p1, p2, p3; // 4 points
|
|
|
|
if ( this.closed || intPoint > 0 ) {
|
|
|
|
p0 = points[ ( intPoint - 1 ) % l ];
|
|
|
|
} else {
|
|
|
|
// extrapolate first point
|
|
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
|
|
p0 = tmp;
|
|
|
|
}
|
|
|
|
p1 = points[ intPoint % l ];
|
|
p2 = points[ ( intPoint + 1 ) % l ];
|
|
|
|
if ( this.closed || intPoint + 2 < l ) {
|
|
|
|
p3 = points[ ( intPoint + 2 ) % l ];
|
|
|
|
} else {
|
|
|
|
// extrapolate last point
|
|
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
|
|
p3 = tmp;
|
|
|
|
}
|
|
|
|
if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
|
|
|
|
// init Centripetal / Chordal Catmull-Rom
|
|
var pow = this.type === 'chordal' ? 0.5 : 0.25;
|
|
var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
|
|
var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
|
|
var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
|
|
|
|
// safety check for repeated points
|
|
if ( dt1 < 1e-4 ) dt1 = 1.0;
|
|
if ( dt0 < 1e-4 ) dt0 = dt1;
|
|
if ( dt2 < 1e-4 ) dt2 = dt1;
|
|
|
|
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
|
|
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
|
|
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
|
|
|
|
} else if ( this.type === 'catmullrom' ) {
|
|
|
|
var tension = this.tension !== undefined ? this.tension : 0.5;
|
|
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
|
|
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
|
|
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
|
|
|
|
}
|
|
|
|
return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
|
|
|
|
};
|
|
|
|
function CubicBezierCurve3( v0, v1, v2, v3 ) {
|
|
|
|
this.v0 = v0;
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
this.v3 = v3;
|
|
|
|
}
|
|
|
|
CubicBezierCurve3.prototype = Object.create( Curve.prototype );
|
|
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
|
|
|
|
CubicBezierCurve3.prototype.getPoint = function ( t ) {
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
|
|
|
return new Vector3(
|
|
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
|
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
|
|
CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
|
|
);
|
|
|
|
};
|
|
|
|
function QuadraticBezierCurve3( v0, v1, v2 ) {
|
|
|
|
this.v0 = v0;
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
|
|
}
|
|
|
|
QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
|
|
QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
|
|
|
|
QuadraticBezierCurve3.prototype.getPoint = function ( t ) {
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
|
|
|
|
return new Vector3(
|
|
QuadraticBezier( t, v0.x, v1.x, v2.x ),
|
|
QuadraticBezier( t, v0.y, v1.y, v2.y ),
|
|
QuadraticBezier( t, v0.z, v1.z, v2.z )
|
|
);
|
|
|
|
};
|
|
|
|
function LineCurve3( v1, v2 ) {
|
|
|
|
this.v1 = v1;
|
|
this.v2 = v2;
|
|
|
|
}
|
|
|
|
LineCurve3.prototype = Object.create( Curve.prototype );
|
|
LineCurve3.prototype.constructor = LineCurve3;
|
|
|
|
LineCurve3.prototype.getPoint = function ( t ) {
|
|
|
|
if ( t === 1 ) {
|
|
|
|
return this.v2.clone();
|
|
|
|
}
|
|
|
|
var vector = new Vector3();
|
|
|
|
vector.subVectors( this.v2, this.v1 ); // diff
|
|
vector.multiplyScalar( t );
|
|
vector.add( this.v1 );
|
|
|
|
return vector;
|
|
|
|
};
|
|
|
|
function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
|
|
|
}
|
|
|
|
ArcCurve.prototype = Object.create( EllipseCurve.prototype );
|
|
ArcCurve.prototype.constructor = ArcCurve;
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
var SceneUtils = {
|
|
|
|
createMultiMaterialObject: function ( geometry, materials ) {
|
|
|
|
var group = new Group();
|
|
|
|
for ( var i = 0, l = materials.length; i < l; i ++ ) {
|
|
|
|
group.add( new 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 Matrix4();
|
|
matrixWorldInverse.getInverse( parent.matrixWorld );
|
|
child.applyMatrix( matrixWorldInverse );
|
|
|
|
scene.remove( child );
|
|
parent.add( child );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
*/
|
|
|
|
function Face4( a, b, c, d, normal, color, materialIndex ) {
|
|
|
|
console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
|
|
return new Face3( a, b, c, normal, color, materialIndex );
|
|
|
|
}
|
|
|
|
var LineStrip = 0;
|
|
|
|
var LinePieces = 1;
|
|
|
|
function MeshFaceMaterial( materials ) {
|
|
|
|
console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
|
|
return new MultiMaterial( materials );
|
|
|
|
}
|
|
|
|
function PointCloud( geometry, material ) {
|
|
|
|
console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
|
|
return new Points( geometry, material );
|
|
|
|
}
|
|
|
|
function Particle( material ) {
|
|
|
|
console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
|
|
return new Sprite( material );
|
|
|
|
}
|
|
|
|
function ParticleSystem( geometry, material ) {
|
|
|
|
console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
|
|
return new Points( geometry, material );
|
|
|
|
}
|
|
|
|
function PointCloudMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function ParticleBasicMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function ParticleSystemMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function Vertex( x, y, z ) {
|
|
|
|
console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
|
|
return new Vector3( x, y, z );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function DynamicBufferAttribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
|
|
return new BufferAttribute( array, itemSize ).setDynamic( true );
|
|
|
|
}
|
|
|
|
function Int8Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
|
|
return new Int8BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint8Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
|
|
return new Uint8BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint8ClampedAttribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
|
|
return new Uint8ClampedBufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Int16Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
|
|
return new Int16BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint16Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
|
|
return new Uint16BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Int32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
|
|
return new Int32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
|
|
return new Uint32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Float32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
|
|
return new Float32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Float64Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
|
|
return new Float64BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Curve.create = function ( construct, getPoint ) {
|
|
|
|
console.log( 'THREE.Curve.create() has been deprecated' );
|
|
|
|
construct.prototype = Object.create( Curve.prototype );
|
|
construct.prototype.constructor = construct;
|
|
construct.prototype.getPoint = getPoint;
|
|
|
|
return construct;
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function ClosedSplineCurve3( points ) {
|
|
|
|
console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
this.closed = true;
|
|
|
|
}
|
|
|
|
ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
//
|
|
|
|
function SplineCurve3( points ) {
|
|
|
|
console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
|
|
}
|
|
|
|
SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
//
|
|
|
|
function Spline( points ) {
|
|
|
|
console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
|
|
}
|
|
|
|
Spline.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
Object.assign( Spline.prototype, {
|
|
|
|
initFromArray: function ( a ) {
|
|
|
|
console.error( 'THREE.Spline: .initFromArray() has been removed.' );
|
|
|
|
},
|
|
getControlPointsArray: function ( optionalTarget ) {
|
|
|
|
console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
|
|
|
|
},
|
|
reparametrizeByArcLength: function ( samplingCoef ) {
|
|
|
|
console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
function BoundingBoxHelper( object, color ) {
|
|
|
|
console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
|
|
return new BoxHelper( object, color );
|
|
|
|
}
|
|
|
|
function EdgesHelper( object, hex ) {
|
|
|
|
console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
|
|
return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
|
|
|
|
}
|
|
|
|
GridHelper.prototype.setColors = function () {
|
|
|
|
console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
|
|
|
|
};
|
|
|
|
function WireframeHelper( object, hex ) {
|
|
|
|
console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
|
|
return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function XHRLoader( manager ) {
|
|
|
|
console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
|
|
return new FileLoader( manager );
|
|
|
|
}
|
|
|
|
function BinaryTextureLoader( manager ) {
|
|
|
|
console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
|
|
return new DataTextureLoader( manager );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Object.assign( Box2.prototype, {
|
|
|
|
center: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
},
|
|
empty: function () {
|
|
|
|
console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
|
|
return this.isEmpty();
|
|
|
|
},
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
size: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
|
|
return this.getSize( optionalTarget );
|
|
|
|
}
|
|
} );
|
|
|
|
Object.assign( Box3.prototype, {
|
|
|
|
center: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
},
|
|
empty: function () {
|
|
|
|
console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
|
|
return this.isEmpty();
|
|
|
|
},
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
isIntersectionSphere: function ( sphere ) {
|
|
|
|
console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
|
return this.intersectsSphere( sphere );
|
|
|
|
},
|
|
size: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
|
|
return this.getSize( optionalTarget );
|
|
|
|
}
|
|
} );
|
|
|
|
Line3.prototype.center = function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
};
|
|
|
|
_Math.random16 = function () {
|
|
|
|
console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
|
|
return Math.random();
|
|
|
|
};
|
|
|
|
Object.assign( Matrix3.prototype, {
|
|
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
|
return this.toArray( array, offset );
|
|
|
|
},
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
|
return vector.applyMatrix3( this );
|
|
|
|
},
|
|
multiplyVector3Array: function ( a ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
return this.applyToVector3Array( a );
|
|
|
|
},
|
|
applyToBuffer: function( buffer, offset, length ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
|
|
return this.applyToBufferAttribute( buffer );
|
|
|
|
},
|
|
applyToVector3Array: function( array, offset, length ) {
|
|
|
|
console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Matrix4.prototype, {
|
|
|
|
extractPosition: function ( m ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
|
|
return this.copyPosition( m );
|
|
|
|
},
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
|
return this.toArray( array, offset );
|
|
|
|
},
|
|
getPosition: function () {
|
|
|
|
var v1;
|
|
|
|
return function getPosition() {
|
|
|
|
if ( v1 === undefined ) v1 = new Vector3();
|
|
console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
|
return v1.setFromMatrixColumn( this, 3 );
|
|
|
|
};
|
|
|
|
}(),
|
|
setRotationFromQuaternion: function ( q ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
|
|
return this.makeRotationFromQuaternion( q );
|
|
|
|
},
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
multiplyVector4: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
multiplyVector3Array: function ( a ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
|
|
return this.applyToVector3Array( a );
|
|
|
|
},
|
|
rotateAxis: function ( v ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
|
v.transformDirection( this );
|
|
|
|
},
|
|
crossVector: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
translate: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .translate() has been removed.' );
|
|
|
|
},
|
|
rotateX: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
|
|
|
|
},
|
|
rotateY: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
|
|
|
|
},
|
|
rotateZ: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
|
|
|
|
},
|
|
rotateByAxis: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
|
|
|
|
},
|
|
applyToBuffer: function( buffer, offset, length ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
|
|
return this.applyToBufferAttribute( buffer );
|
|
|
|
},
|
|
applyToVector3Array: function( array, offset, length ) {
|
|
|
|
console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
|
|
|
|
},
|
|
makeFrustum: function( left, right, bottom, top, near, far ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
|
|
return this.makePerspective( left, right, top, bottom, near, far );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Plane.prototype.isIntersectionLine = function ( line ) {
|
|
|
|
console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
|
|
return this.intersectsLine( line );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.multiplyVector3 = function ( vector ) {
|
|
|
|
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
|
return vector.applyQuaternion( this );
|
|
|
|
};
|
|
|
|
Object.assign( Ray.prototype, {
|
|
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
isIntersectionPlane: function ( plane ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
|
|
return this.intersectsPlane( plane );
|
|
|
|
},
|
|
isIntersectionSphere: function ( sphere ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
|
return this.intersectsSphere( sphere );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Shape.prototype, {
|
|
|
|
extrude: function ( options ) {
|
|
|
|
console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
|
|
return new ExtrudeGeometry( this, options );
|
|
|
|
},
|
|
makeGeometry: function ( options ) {
|
|
|
|
console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
|
|
return new ShapeGeometry( this, options );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector2.prototype, {
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector3.prototype, {
|
|
|
|
setEulerFromRotationMatrix: function () {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
|
|
|
|
},
|
|
setEulerFromQuaternion: function () {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
|
|
|
|
},
|
|
getPositionFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
|
|
return this.setFromMatrixPosition( m );
|
|
|
|
},
|
|
getScaleFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
|
|
return this.setFromMatrixScale( m );
|
|
|
|
},
|
|
getColumnFromMatrix: function ( index, matrix ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
|
|
return this.setFromMatrixColumn( matrix, index );
|
|
|
|
},
|
|
applyProjection: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
|
|
return this.applyMatrix4( m );
|
|
|
|
},
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector4.prototype, {
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Geometry.prototype.computeTangents = function () {
|
|
|
|
console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
|
|
|
|
};
|
|
|
|
Object.assign( Object3D.prototype, {
|
|
|
|
getChildByName: function ( name ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
|
|
return this.getObjectByName( name );
|
|
|
|
},
|
|
renderDepth: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
|
|
|
|
},
|
|
translate: function ( distance, axis ) {
|
|
|
|
console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
|
|
return this.translateOnAxis( axis, distance );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( Object3D.prototype, {
|
|
|
|
eulerOrder: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
|
return this.rotation.order;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
|
this.rotation.order = value;
|
|
|
|
}
|
|
},
|
|
useQuaternion: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( LOD.prototype, {
|
|
|
|
objects: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
|
|
return this.levels;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
|
|
|
|
console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
|
|
"Use .setFocalLength and .filmGauge for a photographic setup." );
|
|
|
|
if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
|
|
this.setFocalLength( focalLength );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
Object.defineProperties( Light.prototype, {
|
|
onlyShadow: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .onlyShadow has been removed.' );
|
|
|
|
}
|
|
},
|
|
shadowCameraFov: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
|
|
this.shadow.camera.fov = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraLeft: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
|
|
this.shadow.camera.left = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraRight: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
|
|
this.shadow.camera.right = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraTop: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
|
|
this.shadow.camera.top = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraBottom: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
|
|
this.shadow.camera.bottom = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraNear: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
|
|
this.shadow.camera.near = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraFar: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
|
|
this.shadow.camera.far = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraVisible: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
|
|
|
|
}
|
|
},
|
|
shadowBias: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
|
|
this.shadow.bias = value;
|
|
|
|
}
|
|
},
|
|
shadowDarkness: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
|
|
|
|
}
|
|
},
|
|
shadowMapWidth: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
|
|
this.shadow.mapSize.width = value;
|
|
|
|
}
|
|
},
|
|
shadowMapHeight: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
|
|
this.shadow.mapSize.height = value;
|
|
|
|
}
|
|
}
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( BufferAttribute.prototype, {
|
|
|
|
length: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
|
|
return this.array.length;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( BufferGeometry.prototype, {
|
|
|
|
addIndex: function ( index ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
|
|
this.setIndex( index );
|
|
|
|
},
|
|
addDrawCall: function ( start, count, indexOffset ) {
|
|
|
|
if ( indexOffset !== undefined ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
|
|
|
|
}
|
|
console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
|
|
this.addGroup( start, count );
|
|
|
|
},
|
|
clearDrawCalls: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
|
|
this.clearGroups();
|
|
|
|
},
|
|
computeTangents: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
|
|
|
|
},
|
|
computeOffsets: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( BufferGeometry.prototype, {
|
|
|
|
drawcalls: {
|
|
get: function () {
|
|
|
|
console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
|
|
return this.groups;
|
|
|
|
}
|
|
},
|
|
offsets: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
|
|
return this.groups;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( Uniform.prototype, {
|
|
|
|
dynamic: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
|
|
|
|
}
|
|
},
|
|
onUpdate: {
|
|
value: function () {
|
|
|
|
console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
|
|
return this;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( Material.prototype, {
|
|
|
|
wrapAround: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
|
|
|
|
}
|
|
},
|
|
wrapRGB: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
|
|
return new Color();
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( MeshPhongMaterial.prototype, {
|
|
|
|
metal: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
|
|
return false;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( ShaderMaterial.prototype, {
|
|
|
|
derivatives: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
|
return this.extensions.derivatives;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
|
this.extensions.derivatives = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( WebGLRenderer.prototype, {
|
|
|
|
supportsFloatTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
|
|
return this.extensions.get( 'OES_texture_float' );
|
|
|
|
},
|
|
supportsHalfFloatTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
|
|
return this.extensions.get( 'OES_texture_half_float' );
|
|
|
|
},
|
|
supportsStandardDerivatives: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
|
|
return this.extensions.get( 'OES_standard_derivatives' );
|
|
|
|
},
|
|
supportsCompressedTextureS3TC: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
|
|
return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
|
|
|
},
|
|
supportsCompressedTexturePVRTC: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
|
|
return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
|
|
|
},
|
|
supportsBlendMinMax: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
|
|
return this.extensions.get( 'EXT_blend_minmax' );
|
|
|
|
},
|
|
supportsVertexTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
|
|
return this.capabilities.vertexTextures;
|
|
|
|
},
|
|
supportsInstancedArrays: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
|
|
return this.extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
},
|
|
enableScissorTest: function ( boolean ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
|
|
this.setScissorTest( boolean );
|
|
|
|
},
|
|
initMaterial: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
|
|
|
|
},
|
|
addPrePlugin: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
|
|
|
|
},
|
|
addPostPlugin: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
|
|
|
|
},
|
|
updateShadowMap: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( WebGLRenderer.prototype, {
|
|
|
|
shadowMapEnabled: {
|
|
get: function () {
|
|
|
|
return this.shadowMap.enabled;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
|
|
this.shadowMap.enabled = value;
|
|
|
|
}
|
|
},
|
|
shadowMapType: {
|
|
get: function () {
|
|
|
|
return this.shadowMap.type;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
|
|
this.shadowMap.type = value;
|
|
|
|
}
|
|
},
|
|
shadowMapCullFace: {
|
|
get: function () {
|
|
|
|
return this.shadowMap.cullFace;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
|
|
this.shadowMap.cullFace = value;
|
|
|
|
}
|
|
}
|
|
} );
|
|
|
|
Object.defineProperties( WebGLShadowMap.prototype, {
|
|
|
|
cullFace: {
|
|
get: function () {
|
|
|
|
return this.renderReverseSided ? CullFaceFront : CullFaceBack;
|
|
|
|
},
|
|
set: function ( cullFace ) {
|
|
|
|
var value = ( cullFace !== CullFaceBack );
|
|
console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
|
|
this.renderReverseSided = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( WebGLRenderTarget.prototype, {
|
|
|
|
wrapS: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
|
return this.texture.wrapS;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
|
this.texture.wrapS = value;
|
|
|
|
}
|
|
},
|
|
wrapT: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
|
return this.texture.wrapT;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
|
this.texture.wrapT = value;
|
|
|
|
}
|
|
},
|
|
magFilter: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
|
return this.texture.magFilter;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
|
this.texture.magFilter = value;
|
|
|
|
}
|
|
},
|
|
minFilter: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
|
return this.texture.minFilter;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
|
this.texture.minFilter = value;
|
|
|
|
}
|
|
},
|
|
anisotropy: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
|
return this.texture.anisotropy;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
|
this.texture.anisotropy = value;
|
|
|
|
}
|
|
},
|
|
offset: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
|
return this.texture.offset;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
|
this.texture.offset = value;
|
|
|
|
}
|
|
},
|
|
repeat: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
|
return this.texture.repeat;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
|
this.texture.repeat = value;
|
|
|
|
}
|
|
},
|
|
format: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
|
return this.texture.format;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
|
this.texture.format = value;
|
|
|
|
}
|
|
},
|
|
type: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
|
return this.texture.type;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
|
this.texture.type = value;
|
|
|
|
}
|
|
},
|
|
generateMipmaps: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
|
return this.texture.generateMipmaps;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
|
this.texture.generateMipmaps = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Audio.prototype.load = function ( file ) {
|
|
|
|
console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
|
|
var scope = this;
|
|
var audioLoader = new AudioLoader();
|
|
audioLoader.load( file, function ( buffer ) {
|
|
|
|
scope.setBuffer( buffer );
|
|
|
|
} );
|
|
return this;
|
|
|
|
};
|
|
|
|
AudioAnalyser.prototype.getData = function () {
|
|
|
|
console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
|
|
return this.getFrequencyData();
|
|
|
|
};
|
|
|
|
//
|
|
|
|
var GeometryUtils = {
|
|
|
|
merge: function ( geometry1, geometry2, materialIndexOffset ) {
|
|
|
|
console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
|
|
var matrix;
|
|
|
|
if ( geometry2.isMesh ) {
|
|
|
|
geometry2.matrixAutoUpdate && geometry2.updateMatrix();
|
|
|
|
matrix = geometry2.matrix;
|
|
geometry2 = geometry2.geometry;
|
|
|
|
}
|
|
|
|
geometry1.merge( geometry2, matrix, materialIndexOffset );
|
|
|
|
},
|
|
|
|
center: function ( geometry ) {
|
|
|
|
console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
|
|
return geometry.center();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var ImageUtils = {
|
|
|
|
crossOrigin: undefined,
|
|
|
|
loadTexture: function ( url, mapping, onLoad, onError ) {
|
|
|
|
console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
|
|
|
|
var loader = new TextureLoader();
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
var texture = loader.load( url, onLoad, undefined, onError );
|
|
|
|
if ( mapping ) texture.mapping = mapping;
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
loadTextureCube: function ( urls, mapping, onLoad, onError ) {
|
|
|
|
console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
|
|
|
|
var loader = new CubeTextureLoader();
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
var texture = loader.load( urls, onLoad, undefined, onError );
|
|
|
|
if ( mapping ) texture.mapping = mapping;
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
loadCompressedTexture: function () {
|
|
|
|
console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
|
|
|
|
},
|
|
|
|
loadCompressedTextureCube: function () {
|
|
|
|
console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function Projector() {
|
|
|
|
console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
|
|
|
|
this.projectVector = function ( vector, camera ) {
|
|
|
|
console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
|
|
vector.project( camera );
|
|
|
|
};
|
|
|
|
this.unprojectVector = function ( vector, camera ) {
|
|
|
|
console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
|
|
vector.unproject( camera );
|
|
|
|
};
|
|
|
|
this.pickingRay = function () {
|
|
|
|
console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
|
|
|
|
};
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function CanvasRenderer() {
|
|
|
|
console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
|
|
|
|
this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
this.clear = function () {};
|
|
this.render = function () {};
|
|
this.setClearColor = function () {};
|
|
this.setSize = function () {};
|
|
|
|
}
|
|
|
|
exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
|
|
exports.WebGLRenderTarget = WebGLRenderTarget;
|
|
exports.WebGLRenderer = WebGLRenderer;
|
|
exports.ShaderLib = ShaderLib;
|
|
exports.UniformsLib = UniformsLib;
|
|
exports.UniformsUtils = UniformsUtils;
|
|
exports.ShaderChunk = ShaderChunk;
|
|
exports.FogExp2 = FogExp2;
|
|
exports.Fog = Fog;
|
|
exports.Scene = Scene;
|
|
exports.LensFlare = LensFlare;
|
|
exports.Sprite = Sprite;
|
|
exports.LOD = LOD;
|
|
exports.SkinnedMesh = SkinnedMesh;
|
|
exports.Skeleton = Skeleton;
|
|
exports.Bone = Bone;
|
|
exports.Mesh = Mesh;
|
|
exports.LineSegments = LineSegments;
|
|
exports.Line = Line;
|
|
exports.Points = Points;
|
|
exports.Group = Group;
|
|
exports.VideoTexture = VideoTexture;
|
|
exports.DataTexture = DataTexture;
|
|
exports.CompressedTexture = CompressedTexture;
|
|
exports.CubeTexture = CubeTexture;
|
|
exports.CanvasTexture = CanvasTexture;
|
|
exports.DepthTexture = DepthTexture;
|
|
exports.Texture = Texture;
|
|
exports.CompressedTextureLoader = CompressedTextureLoader;
|
|
exports.DataTextureLoader = DataTextureLoader;
|
|
exports.CubeTextureLoader = CubeTextureLoader;
|
|
exports.TextureLoader = TextureLoader;
|
|
exports.ObjectLoader = ObjectLoader;
|
|
exports.MaterialLoader = MaterialLoader;
|
|
exports.BufferGeometryLoader = BufferGeometryLoader;
|
|
exports.DefaultLoadingManager = DefaultLoadingManager;
|
|
exports.LoadingManager = LoadingManager;
|
|
exports.JSONLoader = JSONLoader;
|
|
exports.ImageLoader = ImageLoader;
|
|
exports.FontLoader = FontLoader;
|
|
exports.FileLoader = FileLoader;
|
|
exports.Loader = Loader;
|
|
exports.Cache = Cache;
|
|
exports.AudioLoader = AudioLoader;
|
|
exports.SpotLightShadow = SpotLightShadow;
|
|
exports.SpotLight = SpotLight;
|
|
exports.PointLight = PointLight;
|
|
exports.RectAreaLight = RectAreaLight;
|
|
exports.HemisphereLight = HemisphereLight;
|
|
exports.DirectionalLightShadow = DirectionalLightShadow;
|
|
exports.DirectionalLight = DirectionalLight;
|
|
exports.AmbientLight = AmbientLight;
|
|
exports.LightShadow = LightShadow;
|
|
exports.Light = Light;
|
|
exports.StereoCamera = StereoCamera;
|
|
exports.PerspectiveCamera = PerspectiveCamera;
|
|
exports.OrthographicCamera = OrthographicCamera;
|
|
exports.CubeCamera = CubeCamera;
|
|
exports.Camera = Camera;
|
|
exports.AudioListener = AudioListener;
|
|
exports.PositionalAudio = PositionalAudio;
|
|
exports.AudioContext = AudioContext;
|
|
exports.AudioAnalyser = AudioAnalyser;
|
|
exports.Audio = Audio;
|
|
exports.VectorKeyframeTrack = VectorKeyframeTrack;
|
|
exports.StringKeyframeTrack = StringKeyframeTrack;
|
|
exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
|
|
exports.NumberKeyframeTrack = NumberKeyframeTrack;
|
|
exports.ColorKeyframeTrack = ColorKeyframeTrack;
|
|
exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
|
|
exports.PropertyMixer = PropertyMixer;
|
|
exports.PropertyBinding = PropertyBinding;
|
|
exports.KeyframeTrack = KeyframeTrack;
|
|
exports.AnimationUtils = AnimationUtils;
|
|
exports.AnimationObjectGroup = AnimationObjectGroup;
|
|
exports.AnimationMixer = AnimationMixer;
|
|
exports.AnimationClip = AnimationClip;
|
|
exports.Uniform = Uniform;
|
|
exports.InstancedBufferGeometry = InstancedBufferGeometry;
|
|
exports.BufferGeometry = BufferGeometry;
|
|
exports.GeometryIdCount = GeometryIdCount;
|
|
exports.Geometry = Geometry;
|
|
exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
|
|
exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
|
|
exports.InterleavedBuffer = InterleavedBuffer;
|
|
exports.InstancedBufferAttribute = InstancedBufferAttribute;
|
|
exports.Face3 = Face3;
|
|
exports.Object3D = Object3D;
|
|
exports.Raycaster = Raycaster;
|
|
exports.Layers = Layers;
|
|
exports.EventDispatcher = EventDispatcher;
|
|
exports.Clock = Clock;
|
|
exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
|
|
exports.LinearInterpolant = LinearInterpolant;
|
|
exports.DiscreteInterpolant = DiscreteInterpolant;
|
|
exports.CubicInterpolant = CubicInterpolant;
|
|
exports.Interpolant = Interpolant;
|
|
exports.Triangle = Triangle;
|
|
exports.Math = _Math;
|
|
exports.Spherical = Spherical;
|
|
exports.Cylindrical = Cylindrical;
|
|
exports.Plane = Plane;
|
|
exports.Frustum = Frustum;
|
|
exports.Sphere = Sphere;
|
|
exports.Ray = Ray;
|
|
exports.Matrix4 = Matrix4;
|
|
exports.Matrix3 = Matrix3;
|
|
exports.Box3 = Box3;
|
|
exports.Box2 = Box2;
|
|
exports.Line3 = Line3;
|
|
exports.Euler = Euler;
|
|
exports.Vector4 = Vector4;
|
|
exports.Vector3 = Vector3;
|
|
exports.Vector2 = Vector2;
|
|
exports.Quaternion = Quaternion;
|
|
exports.Color = Color;
|
|
exports.MorphBlendMesh = MorphBlendMesh;
|
|
exports.ImmediateRenderObject = ImmediateRenderObject;
|
|
exports.VertexNormalsHelper = VertexNormalsHelper;
|
|
exports.SpotLightHelper = SpotLightHelper;
|
|
exports.SkeletonHelper = SkeletonHelper;
|
|
exports.PointLightHelper = PointLightHelper;
|
|
exports.RectAreaLightHelper = RectAreaLightHelper;
|
|
exports.HemisphereLightHelper = HemisphereLightHelper;
|
|
exports.GridHelper = GridHelper;
|
|
exports.PolarGridHelper = PolarGridHelper;
|
|
exports.FaceNormalsHelper = FaceNormalsHelper;
|
|
exports.DirectionalLightHelper = DirectionalLightHelper;
|
|
exports.CameraHelper = CameraHelper;
|
|
exports.BoxHelper = BoxHelper;
|
|
exports.ArrowHelper = ArrowHelper;
|
|
exports.AxisHelper = AxisHelper;
|
|
exports.CatmullRomCurve3 = CatmullRomCurve3;
|
|
exports.CubicBezierCurve3 = CubicBezierCurve3;
|
|
exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
|
|
exports.LineCurve3 = LineCurve3;
|
|
exports.ArcCurve = ArcCurve;
|
|
exports.EllipseCurve = EllipseCurve;
|
|
exports.SplineCurve = SplineCurve;
|
|
exports.CubicBezierCurve = CubicBezierCurve;
|
|
exports.QuadraticBezierCurve = QuadraticBezierCurve;
|
|
exports.LineCurve = LineCurve;
|
|
exports.Shape = Shape;
|
|
exports.Path = Path;
|
|
exports.ShapePath = ShapePath;
|
|
exports.Font = Font;
|
|
exports.CurvePath = CurvePath;
|
|
exports.Curve = Curve;
|
|
exports.ShapeUtils = ShapeUtils;
|
|
exports.SceneUtils = SceneUtils;
|
|
exports.WireframeGeometry = WireframeGeometry;
|
|
exports.ParametricGeometry = ParametricGeometry;
|
|
exports.ParametricBufferGeometry = ParametricBufferGeometry;
|
|
exports.TetrahedronGeometry = TetrahedronGeometry;
|
|
exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
|
|
exports.OctahedronGeometry = OctahedronGeometry;
|
|
exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
|
|
exports.IcosahedronGeometry = IcosahedronGeometry;
|
|
exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
|
|
exports.DodecahedronGeometry = DodecahedronGeometry;
|
|
exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
|
|
exports.PolyhedronGeometry = PolyhedronGeometry;
|
|
exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
|
|
exports.TubeGeometry = TubeGeometry;
|
|
exports.TubeBufferGeometry = TubeBufferGeometry;
|
|
exports.TorusKnotGeometry = TorusKnotGeometry;
|
|
exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
|
|
exports.TorusGeometry = TorusGeometry;
|
|
exports.TorusBufferGeometry = TorusBufferGeometry;
|
|
exports.TextGeometry = TextGeometry;
|
|
exports.SphereGeometry = SphereGeometry;
|
|
exports.SphereBufferGeometry = SphereBufferGeometry;
|
|
exports.RingGeometry = RingGeometry;
|
|
exports.RingBufferGeometry = RingBufferGeometry;
|
|
exports.PlaneGeometry = PlaneGeometry;
|
|
exports.PlaneBufferGeometry = PlaneBufferGeometry;
|
|
exports.LatheGeometry = LatheGeometry;
|
|
exports.LatheBufferGeometry = LatheBufferGeometry;
|
|
exports.ShapeGeometry = ShapeGeometry;
|
|
exports.ShapeBufferGeometry = ShapeBufferGeometry;
|
|
exports.ExtrudeGeometry = ExtrudeGeometry;
|
|
exports.EdgesGeometry = EdgesGeometry;
|
|
exports.ConeGeometry = ConeGeometry;
|
|
exports.ConeBufferGeometry = ConeBufferGeometry;
|
|
exports.CylinderGeometry = CylinderGeometry;
|
|
exports.CylinderBufferGeometry = CylinderBufferGeometry;
|
|
exports.CircleGeometry = CircleGeometry;
|
|
exports.CircleBufferGeometry = CircleBufferGeometry;
|
|
exports.BoxGeometry = BoxGeometry;
|
|
exports.BoxBufferGeometry = BoxBufferGeometry;
|
|
exports.ShadowMaterial = ShadowMaterial;
|
|
exports.SpriteMaterial = SpriteMaterial;
|
|
exports.RawShaderMaterial = RawShaderMaterial;
|
|
exports.ShaderMaterial = ShaderMaterial;
|
|
exports.PointsMaterial = PointsMaterial;
|
|
exports.MultiMaterial = MultiMaterial;
|
|
exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
|
|
exports.MeshStandardMaterial = MeshStandardMaterial;
|
|
exports.MeshPhongMaterial = MeshPhongMaterial;
|
|
exports.MeshToonMaterial = MeshToonMaterial;
|
|
exports.MeshNormalMaterial = MeshNormalMaterial;
|
|
exports.MeshLambertMaterial = MeshLambertMaterial;
|
|
exports.MeshDepthMaterial = MeshDepthMaterial;
|
|
exports.MeshBasicMaterial = MeshBasicMaterial;
|
|
exports.LineDashedMaterial = LineDashedMaterial;
|
|
exports.LineBasicMaterial = LineBasicMaterial;
|
|
exports.Material = Material;
|
|
exports.Float64BufferAttribute = Float64BufferAttribute;
|
|
exports.Float32BufferAttribute = Float32BufferAttribute;
|
|
exports.Uint32BufferAttribute = Uint32BufferAttribute;
|
|
exports.Int32BufferAttribute = Int32BufferAttribute;
|
|
exports.Uint16BufferAttribute = Uint16BufferAttribute;
|
|
exports.Int16BufferAttribute = Int16BufferAttribute;
|
|
exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
|
|
exports.Uint8BufferAttribute = Uint8BufferAttribute;
|
|
exports.Int8BufferAttribute = Int8BufferAttribute;
|
|
exports.BufferAttribute = BufferAttribute;
|
|
exports.REVISION = REVISION;
|
|
exports.MOUSE = MOUSE;
|
|
exports.CullFaceNone = CullFaceNone;
|
|
exports.CullFaceBack = CullFaceBack;
|
|
exports.CullFaceFront = CullFaceFront;
|
|
exports.CullFaceFrontBack = CullFaceFrontBack;
|
|
exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
|
|
exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
|
|
exports.BasicShadowMap = BasicShadowMap;
|
|
exports.PCFShadowMap = PCFShadowMap;
|
|
exports.PCFSoftShadowMap = PCFSoftShadowMap;
|
|
exports.FrontSide = FrontSide;
|
|
exports.BackSide = BackSide;
|
|
exports.DoubleSide = DoubleSide;
|
|
exports.FlatShading = FlatShading;
|
|
exports.SmoothShading = SmoothShading;
|
|
exports.NoColors = NoColors;
|
|
exports.FaceColors = FaceColors;
|
|
exports.VertexColors = VertexColors;
|
|
exports.NoBlending = NoBlending;
|
|
exports.NormalBlending = NormalBlending;
|
|
exports.AdditiveBlending = AdditiveBlending;
|
|
exports.SubtractiveBlending = SubtractiveBlending;
|
|
exports.MultiplyBlending = MultiplyBlending;
|
|
exports.CustomBlending = CustomBlending;
|
|
exports.AddEquation = AddEquation;
|
|
exports.SubtractEquation = SubtractEquation;
|
|
exports.ReverseSubtractEquation = ReverseSubtractEquation;
|
|
exports.MinEquation = MinEquation;
|
|
exports.MaxEquation = MaxEquation;
|
|
exports.ZeroFactor = ZeroFactor;
|
|
exports.OneFactor = OneFactor;
|
|
exports.SrcColorFactor = SrcColorFactor;
|
|
exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
|
|
exports.SrcAlphaFactor = SrcAlphaFactor;
|
|
exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
|
|
exports.DstAlphaFactor = DstAlphaFactor;
|
|
exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
|
|
exports.DstColorFactor = DstColorFactor;
|
|
exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
|
|
exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
|
|
exports.NeverDepth = NeverDepth;
|
|
exports.AlwaysDepth = AlwaysDepth;
|
|
exports.LessDepth = LessDepth;
|
|
exports.LessEqualDepth = LessEqualDepth;
|
|
exports.EqualDepth = EqualDepth;
|
|
exports.GreaterEqualDepth = GreaterEqualDepth;
|
|
exports.GreaterDepth = GreaterDepth;
|
|
exports.NotEqualDepth = NotEqualDepth;
|
|
exports.MultiplyOperation = MultiplyOperation;
|
|
exports.MixOperation = MixOperation;
|
|
exports.AddOperation = AddOperation;
|
|
exports.NoToneMapping = NoToneMapping;
|
|
exports.LinearToneMapping = LinearToneMapping;
|
|
exports.ReinhardToneMapping = ReinhardToneMapping;
|
|
exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
|
|
exports.CineonToneMapping = CineonToneMapping;
|
|
exports.UVMapping = UVMapping;
|
|
exports.CubeReflectionMapping = CubeReflectionMapping;
|
|
exports.CubeRefractionMapping = CubeRefractionMapping;
|
|
exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
|
|
exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
|
|
exports.SphericalReflectionMapping = SphericalReflectionMapping;
|
|
exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
|
|
exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
|
|
exports.RepeatWrapping = RepeatWrapping;
|
|
exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
|
|
exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
|
|
exports.NearestFilter = NearestFilter;
|
|
exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
|
|
exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
|
|
exports.LinearFilter = LinearFilter;
|
|
exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
|
|
exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
|
|
exports.UnsignedByteType = UnsignedByteType;
|
|
exports.ByteType = ByteType;
|
|
exports.ShortType = ShortType;
|
|
exports.UnsignedShortType = UnsignedShortType;
|
|
exports.IntType = IntType;
|
|
exports.UnsignedIntType = UnsignedIntType;
|
|
exports.FloatType = FloatType;
|
|
exports.HalfFloatType = HalfFloatType;
|
|
exports.UnsignedShort4444Type = UnsignedShort4444Type;
|
|
exports.UnsignedShort5551Type = UnsignedShort5551Type;
|
|
exports.UnsignedShort565Type = UnsignedShort565Type;
|
|
exports.UnsignedInt248Type = UnsignedInt248Type;
|
|
exports.AlphaFormat = AlphaFormat;
|
|
exports.RGBFormat = RGBFormat;
|
|
exports.RGBAFormat = RGBAFormat;
|
|
exports.LuminanceFormat = LuminanceFormat;
|
|
exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
|
|
exports.RGBEFormat = RGBEFormat;
|
|
exports.DepthFormat = DepthFormat;
|
|
exports.DepthStencilFormat = DepthStencilFormat;
|
|
exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
|
|
exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
|
|
exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
|
|
exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
|
|
exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
|
|
exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
|
|
exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
|
|
exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
|
|
exports.RGB_ETC1_Format = RGB_ETC1_Format;
|
|
exports.LoopOnce = LoopOnce;
|
|
exports.LoopRepeat = LoopRepeat;
|
|
exports.LoopPingPong = LoopPingPong;
|
|
exports.InterpolateDiscrete = InterpolateDiscrete;
|
|
exports.InterpolateLinear = InterpolateLinear;
|
|
exports.InterpolateSmooth = InterpolateSmooth;
|
|
exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
|
|
exports.ZeroSlopeEnding = ZeroSlopeEnding;
|
|
exports.WrapAroundEnding = WrapAroundEnding;
|
|
exports.TrianglesDrawMode = TrianglesDrawMode;
|
|
exports.TriangleStripDrawMode = TriangleStripDrawMode;
|
|
exports.TriangleFanDrawMode = TriangleFanDrawMode;
|
|
exports.LinearEncoding = LinearEncoding;
|
|
exports.sRGBEncoding = sRGBEncoding;
|
|
exports.GammaEncoding = GammaEncoding;
|
|
exports.RGBEEncoding = RGBEEncoding;
|
|
exports.LogLuvEncoding = LogLuvEncoding;
|
|
exports.RGBM7Encoding = RGBM7Encoding;
|
|
exports.RGBM16Encoding = RGBM16Encoding;
|
|
exports.RGBDEncoding = RGBDEncoding;
|
|
exports.BasicDepthPacking = BasicDepthPacking;
|
|
exports.RGBADepthPacking = RGBADepthPacking;
|
|
exports.CubeGeometry = BoxGeometry;
|
|
exports.Face4 = Face4;
|
|
exports.LineStrip = LineStrip;
|
|
exports.LinePieces = LinePieces;
|
|
exports.MeshFaceMaterial = MeshFaceMaterial;
|
|
exports.PointCloud = PointCloud;
|
|
exports.Particle = Particle;
|
|
exports.ParticleSystem = ParticleSystem;
|
|
exports.PointCloudMaterial = PointCloudMaterial;
|
|
exports.ParticleBasicMaterial = ParticleBasicMaterial;
|
|
exports.ParticleSystemMaterial = ParticleSystemMaterial;
|
|
exports.Vertex = Vertex;
|
|
exports.DynamicBufferAttribute = DynamicBufferAttribute;
|
|
exports.Int8Attribute = Int8Attribute;
|
|
exports.Uint8Attribute = Uint8Attribute;
|
|
exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
|
|
exports.Int16Attribute = Int16Attribute;
|
|
exports.Uint16Attribute = Uint16Attribute;
|
|
exports.Int32Attribute = Int32Attribute;
|
|
exports.Uint32Attribute = Uint32Attribute;
|
|
exports.Float32Attribute = Float32Attribute;
|
|
exports.Float64Attribute = Float64Attribute;
|
|
exports.ClosedSplineCurve3 = ClosedSplineCurve3;
|
|
exports.SplineCurve3 = SplineCurve3;
|
|
exports.Spline = Spline;
|
|
exports.BoundingBoxHelper = BoundingBoxHelper;
|
|
exports.EdgesHelper = EdgesHelper;
|
|
exports.WireframeHelper = WireframeHelper;
|
|
exports.XHRLoader = XHRLoader;
|
|
exports.BinaryTextureLoader = BinaryTextureLoader;
|
|
exports.GeometryUtils = GeometryUtils;
|
|
exports.ImageUtils = ImageUtils;
|
|
//exports.Projector = Projector;
|
|
exports.CanvasRenderer = CanvasRenderer;
|
|
|
|
Object.defineProperty(exports, '__esModule', { value: true });
|
|
})));
|