diff --git a/img/smile.png b/img/smile.png new file mode 100755 index 0000000..573537e Binary files /dev/null and b/img/smile.png differ diff --git a/index.html b/index.html new file mode 100755 index 0000000..cbab5df --- /dev/null +++ b/index.html @@ -0,0 +1,15 @@ + + + Box2dWeb Demo + + + + + + + + + + + + diff --git a/lib/Box2d/Box2dWeb-2.1.a.3.js b/lib/Box2d/Box2dWeb-2.1.a.3.js new file mode 100755 index 0000000..a64ea51 --- /dev/null +++ b/lib/Box2d/Box2dWeb-2.1.a.3.js @@ -0,0 +1,10866 @@ +/* +* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. +*/ +var Box2D = {}; + +(function (a2j, undefined) { + + if(!(Object.prototype.defineProperty instanceof Function) + && Object.prototype.__defineGetter__ instanceof Function + && Object.prototype.__defineSetter__ instanceof Function) + { + Object.defineProperty = function(obj, p, cfg) { + if(cfg.get instanceof Function) + obj.__defineGetter__(p, cfg.get); + if(cfg.set instanceof Function) + obj.__defineSetter__(p, cfg.set); + } + } + + function emptyFn() {}; + a2j.inherit = function(cls, base) { + var tmpCtr = cls; + emptyFn.prototype = base.prototype; + cls.prototype = new emptyFn; + cls.prototype.constructor = tmpCtr; + }; + + a2j.generateCallback = function generateCallback(context, cb) { + return function () { + cb.apply(context, arguments); + }; + }; + + a2j.NVector = function NVector(length) { + if (length === undefined) length = 0; + var tmp = new Array(length || 0); + for (var i = 0; i < length; ++i) + tmp[i] = 0; + return tmp; + }; + + a2j.is = function is(o1, o2) { + if (o1 === null) return false; + if ((o2 instanceof Function) && (o1 instanceof o2)) return true; + if ((o1.constructor.__implements != undefined) && (o1.constructor.__implements[o2])) return true; + return false; + }; + + a2j.parseUInt = function(v) { + return Math.abs(parseInt(v)); + } + +})(Box2D); + +//#TODO remove assignments from global namespace +var Vector = Array; +var Vector_a2j_Number = Box2D.NVector; +//package structure +if (typeof(Box2D) === "undefined") Box2D = {}; +if (typeof(Box2D.Collision) === "undefined") Box2D.Collision = {}; +if (typeof(Box2D.Collision.Shapes) === "undefined") Box2D.Collision.Shapes = {}; +if (typeof(Box2D.Common) === "undefined") Box2D.Common = {}; +if (typeof(Box2D.Common.Math) === "undefined") Box2D.Common.Math = {}; +if (typeof(Box2D.Dynamics) === "undefined") Box2D.Dynamics = {}; +if (typeof(Box2D.Dynamics.Contacts) === "undefined") Box2D.Dynamics.Contacts = {}; +if (typeof(Box2D.Dynamics.Controllers) === "undefined") Box2D.Dynamics.Controllers = {}; +if (typeof(Box2D.Dynamics.Joints) === "undefined") Box2D.Dynamics.Joints = {}; +//pre-definitions +(function () { + Box2D.Collision.IBroadPhase = 'Box2D.Collision.IBroadPhase'; + + function b2AABB() { + b2AABB.b2AABB.apply(this, arguments); + }; + Box2D.Collision.b2AABB = b2AABB; + + function b2Bound() { + b2Bound.b2Bound.apply(this, arguments); + }; + Box2D.Collision.b2Bound = b2Bound; + + function b2BoundValues() { + b2BoundValues.b2BoundValues.apply(this, arguments); + if (this.constructor === b2BoundValues) this.b2BoundValues.apply(this, arguments); + }; + Box2D.Collision.b2BoundValues = b2BoundValues; + + function b2Collision() { + b2Collision.b2Collision.apply(this, arguments); + }; + Box2D.Collision.b2Collision = b2Collision; + + function b2ContactID() { + b2ContactID.b2ContactID.apply(this, arguments); + if (this.constructor === b2ContactID) this.b2ContactID.apply(this, arguments); + }; + Box2D.Collision.b2ContactID = b2ContactID; + + function b2ContactPoint() { + b2ContactPoint.b2ContactPoint.apply(this, arguments); + }; + Box2D.Collision.b2ContactPoint = b2ContactPoint; + + function b2Distance() { + b2Distance.b2Distance.apply(this, arguments); + }; + Box2D.Collision.b2Distance = b2Distance; + + function b2DistanceInput() { + b2DistanceInput.b2DistanceInput.apply(this, arguments); + }; + Box2D.Collision.b2DistanceInput = b2DistanceInput; + + function b2DistanceOutput() { + b2DistanceOutput.b2DistanceOutput.apply(this, arguments); + }; + Box2D.Collision.b2DistanceOutput = b2DistanceOutput; + + function b2DistanceProxy() { + b2DistanceProxy.b2DistanceProxy.apply(this, arguments); + }; + Box2D.Collision.b2DistanceProxy = b2DistanceProxy; + + function b2DynamicTree() { + b2DynamicTree.b2DynamicTree.apply(this, arguments); + if (this.constructor === b2DynamicTree) this.b2DynamicTree.apply(this, arguments); + }; + Box2D.Collision.b2DynamicTree = b2DynamicTree; + + function b2DynamicTreeBroadPhase() { + b2DynamicTreeBroadPhase.b2DynamicTreeBroadPhase.apply(this, arguments); + }; + Box2D.Collision.b2DynamicTreeBroadPhase = b2DynamicTreeBroadPhase; + + function b2DynamicTreeNode() { + b2DynamicTreeNode.b2DynamicTreeNode.apply(this, arguments); + }; + Box2D.Collision.b2DynamicTreeNode = b2DynamicTreeNode; + + function b2DynamicTreePair() { + b2DynamicTreePair.b2DynamicTreePair.apply(this, arguments); + }; + Box2D.Collision.b2DynamicTreePair = b2DynamicTreePair; + + function b2Manifold() { + b2Manifold.b2Manifold.apply(this, arguments); + if (this.constructor === b2Manifold) this.b2Manifold.apply(this, arguments); + }; + Box2D.Collision.b2Manifold = b2Manifold; + + function b2ManifoldPoint() { + b2ManifoldPoint.b2ManifoldPoint.apply(this, arguments); + if (this.constructor === b2ManifoldPoint) this.b2ManifoldPoint.apply(this, arguments); + }; + Box2D.Collision.b2ManifoldPoint = b2ManifoldPoint; + + function b2Point() { + b2Point.b2Point.apply(this, arguments); + }; + Box2D.Collision.b2Point = b2Point; + + function b2RayCastInput() { + b2RayCastInput.b2RayCastInput.apply(this, arguments); + if (this.constructor === b2RayCastInput) this.b2RayCastInput.apply(this, arguments); + }; + Box2D.Collision.b2RayCastInput = b2RayCastInput; + + function b2RayCastOutput() { + b2RayCastOutput.b2RayCastOutput.apply(this, arguments); + }; + Box2D.Collision.b2RayCastOutput = b2RayCastOutput; + + function b2Segment() { + b2Segment.b2Segment.apply(this, arguments); + }; + Box2D.Collision.b2Segment = b2Segment; + + function b2SeparationFunction() { + b2SeparationFunction.b2SeparationFunction.apply(this, arguments); + }; + Box2D.Collision.b2SeparationFunction = b2SeparationFunction; + + function b2Simplex() { + b2Simplex.b2Simplex.apply(this, arguments); + if (this.constructor === b2Simplex) this.b2Simplex.apply(this, arguments); + }; + Box2D.Collision.b2Simplex = b2Simplex; + + function b2SimplexCache() { + b2SimplexCache.b2SimplexCache.apply(this, arguments); + }; + Box2D.Collision.b2SimplexCache = b2SimplexCache; + + function b2SimplexVertex() { + b2SimplexVertex.b2SimplexVertex.apply(this, arguments); + }; + Box2D.Collision.b2SimplexVertex = b2SimplexVertex; + + function b2TimeOfImpact() { + b2TimeOfImpact.b2TimeOfImpact.apply(this, arguments); + }; + Box2D.Collision.b2TimeOfImpact = b2TimeOfImpact; + + function b2TOIInput() { + b2TOIInput.b2TOIInput.apply(this, arguments); + }; + Box2D.Collision.b2TOIInput = b2TOIInput; + + function b2WorldManifold() { + b2WorldManifold.b2WorldManifold.apply(this, arguments); + if (this.constructor === b2WorldManifold) this.b2WorldManifold.apply(this, arguments); + }; + Box2D.Collision.b2WorldManifold = b2WorldManifold; + + function ClipVertex() { + ClipVertex.ClipVertex.apply(this, arguments); + }; + Box2D.Collision.ClipVertex = ClipVertex; + + function Features() { + Features.Features.apply(this, arguments); + }; + Box2D.Collision.Features = Features; + + function b2CircleShape() { + b2CircleShape.b2CircleShape.apply(this, arguments); + if (this.constructor === b2CircleShape) this.b2CircleShape.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2CircleShape = b2CircleShape; + + function b2EdgeChainDef() { + b2EdgeChainDef.b2EdgeChainDef.apply(this, arguments); + if (this.constructor === b2EdgeChainDef) this.b2EdgeChainDef.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2EdgeChainDef = b2EdgeChainDef; + + function b2EdgeShape() { + b2EdgeShape.b2EdgeShape.apply(this, arguments); + if (this.constructor === b2EdgeShape) this.b2EdgeShape.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2EdgeShape = b2EdgeShape; + + function b2MassData() { + b2MassData.b2MassData.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2MassData = b2MassData; + + function b2PolygonShape() { + b2PolygonShape.b2PolygonShape.apply(this, arguments); + if (this.constructor === b2PolygonShape) this.b2PolygonShape.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2PolygonShape = b2PolygonShape; + + function b2Shape() { + b2Shape.b2Shape.apply(this, arguments); + if (this.constructor === b2Shape) this.b2Shape.apply(this, arguments); + }; + Box2D.Collision.Shapes.b2Shape = b2Shape; + Box2D.Common.b2internal = 'Box2D.Common.b2internal'; + + function b2Color() { + b2Color.b2Color.apply(this, arguments); + if (this.constructor === b2Color) this.b2Color.apply(this, arguments); + }; + Box2D.Common.b2Color = b2Color; + + function b2Settings() { + b2Settings.b2Settings.apply(this, arguments); + }; + Box2D.Common.b2Settings = b2Settings; + + function b2Mat22() { + b2Mat22.b2Mat22.apply(this, arguments); + if (this.constructor === b2Mat22) this.b2Mat22.apply(this, arguments); + }; + Box2D.Common.Math.b2Mat22 = b2Mat22; + + function b2Mat33() { + b2Mat33.b2Mat33.apply(this, arguments); + if (this.constructor === b2Mat33) this.b2Mat33.apply(this, arguments); + }; + Box2D.Common.Math.b2Mat33 = b2Mat33; + + function b2Math() { + b2Math.b2Math.apply(this, arguments); + }; + Box2D.Common.Math.b2Math = b2Math; + + function b2Sweep() { + b2Sweep.b2Sweep.apply(this, arguments); + }; + Box2D.Common.Math.b2Sweep = b2Sweep; + + function b2Transform() { + b2Transform.b2Transform.apply(this, arguments); + if (this.constructor === b2Transform) this.b2Transform.apply(this, arguments); + }; + Box2D.Common.Math.b2Transform = b2Transform; + + function b2Vec2() { + b2Vec2.b2Vec2.apply(this, arguments); + if (this.constructor === b2Vec2) this.b2Vec2.apply(this, arguments); + }; + Box2D.Common.Math.b2Vec2 = b2Vec2; + + function b2Vec3() { + b2Vec3.b2Vec3.apply(this, arguments); + if (this.constructor === b2Vec3) this.b2Vec3.apply(this, arguments); + }; + Box2D.Common.Math.b2Vec3 = b2Vec3; + + function b2Body() { + b2Body.b2Body.apply(this, arguments); + if (this.constructor === b2Body) this.b2Body.apply(this, arguments); + }; + Box2D.Dynamics.b2Body = b2Body; + + function b2BodyDef() { + b2BodyDef.b2BodyDef.apply(this, arguments); + if (this.constructor === b2BodyDef) this.b2BodyDef.apply(this, arguments); + }; + Box2D.Dynamics.b2BodyDef = b2BodyDef; + + function b2ContactFilter() { + b2ContactFilter.b2ContactFilter.apply(this, arguments); + }; + Box2D.Dynamics.b2ContactFilter = b2ContactFilter; + + function b2ContactImpulse() { + b2ContactImpulse.b2ContactImpulse.apply(this, arguments); + }; + Box2D.Dynamics.b2ContactImpulse = b2ContactImpulse; + + function b2ContactListener() { + b2ContactListener.b2ContactListener.apply(this, arguments); + }; + Box2D.Dynamics.b2ContactListener = b2ContactListener; + + function b2ContactManager() { + b2ContactManager.b2ContactManager.apply(this, arguments); + if (this.constructor === b2ContactManager) this.b2ContactManager.apply(this, arguments); + }; + Box2D.Dynamics.b2ContactManager = b2ContactManager; + + function b2DebugDraw() { + b2DebugDraw.b2DebugDraw.apply(this, arguments); + if (this.constructor === b2DebugDraw) this.b2DebugDraw.apply(this, arguments); + }; + Box2D.Dynamics.b2DebugDraw = b2DebugDraw; + + function b2DestructionListener() { + b2DestructionListener.b2DestructionListener.apply(this, arguments); + }; + Box2D.Dynamics.b2DestructionListener = b2DestructionListener; + + function b2FilterData() { + b2FilterData.b2FilterData.apply(this, arguments); + }; + Box2D.Dynamics.b2FilterData = b2FilterData; + + function b2Fixture() { + b2Fixture.b2Fixture.apply(this, arguments); + if (this.constructor === b2Fixture) this.b2Fixture.apply(this, arguments); + }; + Box2D.Dynamics.b2Fixture = b2Fixture; + + function b2FixtureDef() { + b2FixtureDef.b2FixtureDef.apply(this, arguments); + if (this.constructor === b2FixtureDef) this.b2FixtureDef.apply(this, arguments); + }; + Box2D.Dynamics.b2FixtureDef = b2FixtureDef; + + function b2Island() { + b2Island.b2Island.apply(this, arguments); + if (this.constructor === b2Island) this.b2Island.apply(this, arguments); + }; + Box2D.Dynamics.b2Island = b2Island; + + function b2TimeStep() { + b2TimeStep.b2TimeStep.apply(this, arguments); + }; + Box2D.Dynamics.b2TimeStep = b2TimeStep; + + function b2World() { + b2World.b2World.apply(this, arguments); + if (this.constructor === b2World) this.b2World.apply(this, arguments); + }; + Box2D.Dynamics.b2World = b2World; + + function b2CircleContact() { + b2CircleContact.b2CircleContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2CircleContact = b2CircleContact; + + function b2Contact() { + b2Contact.b2Contact.apply(this, arguments); + if (this.constructor === b2Contact) this.b2Contact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2Contact = b2Contact; + + function b2ContactConstraint() { + b2ContactConstraint.b2ContactConstraint.apply(this, arguments); + if (this.constructor === b2ContactConstraint) this.b2ContactConstraint.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactConstraint = b2ContactConstraint; + + function b2ContactConstraintPoint() { + b2ContactConstraintPoint.b2ContactConstraintPoint.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactConstraintPoint = b2ContactConstraintPoint; + + function b2ContactEdge() { + b2ContactEdge.b2ContactEdge.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactEdge = b2ContactEdge; + + function b2ContactFactory() { + b2ContactFactory.b2ContactFactory.apply(this, arguments); + if (this.constructor === b2ContactFactory) this.b2ContactFactory.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactFactory = b2ContactFactory; + + function b2ContactRegister() { + b2ContactRegister.b2ContactRegister.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactRegister = b2ContactRegister; + + function b2ContactResult() { + b2ContactResult.b2ContactResult.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactResult = b2ContactResult; + + function b2ContactSolver() { + b2ContactSolver.b2ContactSolver.apply(this, arguments); + if (this.constructor === b2ContactSolver) this.b2ContactSolver.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2ContactSolver = b2ContactSolver; + + function b2EdgeAndCircleContact() { + b2EdgeAndCircleContact.b2EdgeAndCircleContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2EdgeAndCircleContact = b2EdgeAndCircleContact; + + function b2NullContact() { + b2NullContact.b2NullContact.apply(this, arguments); + if (this.constructor === b2NullContact) this.b2NullContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2NullContact = b2NullContact; + + function b2PolyAndCircleContact() { + b2PolyAndCircleContact.b2PolyAndCircleContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2PolyAndCircleContact = b2PolyAndCircleContact; + + function b2PolyAndEdgeContact() { + b2PolyAndEdgeContact.b2PolyAndEdgeContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2PolyAndEdgeContact = b2PolyAndEdgeContact; + + function b2PolygonContact() { + b2PolygonContact.b2PolygonContact.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2PolygonContact = b2PolygonContact; + + function b2PositionSolverManifold() { + b2PositionSolverManifold.b2PositionSolverManifold.apply(this, arguments); + if (this.constructor === b2PositionSolverManifold) this.b2PositionSolverManifold.apply(this, arguments); + }; + Box2D.Dynamics.Contacts.b2PositionSolverManifold = b2PositionSolverManifold; + + function b2BuoyancyController() { + b2BuoyancyController.b2BuoyancyController.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2BuoyancyController = b2BuoyancyController; + + function b2ConstantAccelController() { + b2ConstantAccelController.b2ConstantAccelController.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2ConstantAccelController = b2ConstantAccelController; + + function b2ConstantForceController() { + b2ConstantForceController.b2ConstantForceController.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2ConstantForceController = b2ConstantForceController; + + function b2Controller() { + b2Controller.b2Controller.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2Controller = b2Controller; + + function b2ControllerEdge() { + b2ControllerEdge.b2ControllerEdge.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2ControllerEdge = b2ControllerEdge; + + function b2GravityController() { + b2GravityController.b2GravityController.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2GravityController = b2GravityController; + + function b2TensorDampingController() { + b2TensorDampingController.b2TensorDampingController.apply(this, arguments); + }; + Box2D.Dynamics.Controllers.b2TensorDampingController = b2TensorDampingController; + + function b2DistanceJoint() { + b2DistanceJoint.b2DistanceJoint.apply(this, arguments); + if (this.constructor === b2DistanceJoint) this.b2DistanceJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2DistanceJoint = b2DistanceJoint; + + function b2DistanceJointDef() { + b2DistanceJointDef.b2DistanceJointDef.apply(this, arguments); + if (this.constructor === b2DistanceJointDef) this.b2DistanceJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2DistanceJointDef = b2DistanceJointDef; + + function b2FrictionJoint() { + b2FrictionJoint.b2FrictionJoint.apply(this, arguments); + if (this.constructor === b2FrictionJoint) this.b2FrictionJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2FrictionJoint = b2FrictionJoint; + + function b2FrictionJointDef() { + b2FrictionJointDef.b2FrictionJointDef.apply(this, arguments); + if (this.constructor === b2FrictionJointDef) this.b2FrictionJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2FrictionJointDef = b2FrictionJointDef; + + function b2GearJoint() { + b2GearJoint.b2GearJoint.apply(this, arguments); + if (this.constructor === b2GearJoint) this.b2GearJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2GearJoint = b2GearJoint; + + function b2GearJointDef() { + b2GearJointDef.b2GearJointDef.apply(this, arguments); + if (this.constructor === b2GearJointDef) this.b2GearJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2GearJointDef = b2GearJointDef; + + function b2Jacobian() { + b2Jacobian.b2Jacobian.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2Jacobian = b2Jacobian; + + function b2Joint() { + b2Joint.b2Joint.apply(this, arguments); + if (this.constructor === b2Joint) this.b2Joint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2Joint = b2Joint; + + function b2JointDef() { + b2JointDef.b2JointDef.apply(this, arguments); + if (this.constructor === b2JointDef) this.b2JointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2JointDef = b2JointDef; + + function b2JointEdge() { + b2JointEdge.b2JointEdge.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2JointEdge = b2JointEdge; + + function b2LineJoint() { + b2LineJoint.b2LineJoint.apply(this, arguments); + if (this.constructor === b2LineJoint) this.b2LineJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2LineJoint = b2LineJoint; + + function b2LineJointDef() { + b2LineJointDef.b2LineJointDef.apply(this, arguments); + if (this.constructor === b2LineJointDef) this.b2LineJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2LineJointDef = b2LineJointDef; + + function b2MouseJoint() { + b2MouseJoint.b2MouseJoint.apply(this, arguments); + if (this.constructor === b2MouseJoint) this.b2MouseJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2MouseJoint = b2MouseJoint; + + function b2MouseJointDef() { + b2MouseJointDef.b2MouseJointDef.apply(this, arguments); + if (this.constructor === b2MouseJointDef) this.b2MouseJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2MouseJointDef = b2MouseJointDef; + + function b2PrismaticJoint() { + b2PrismaticJoint.b2PrismaticJoint.apply(this, arguments); + if (this.constructor === b2PrismaticJoint) this.b2PrismaticJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2PrismaticJoint = b2PrismaticJoint; + + function b2PrismaticJointDef() { + b2PrismaticJointDef.b2PrismaticJointDef.apply(this, arguments); + if (this.constructor === b2PrismaticJointDef) this.b2PrismaticJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2PrismaticJointDef = b2PrismaticJointDef; + + function b2PulleyJoint() { + b2PulleyJoint.b2PulleyJoint.apply(this, arguments); + if (this.constructor === b2PulleyJoint) this.b2PulleyJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2PulleyJoint = b2PulleyJoint; + + function b2PulleyJointDef() { + b2PulleyJointDef.b2PulleyJointDef.apply(this, arguments); + if (this.constructor === b2PulleyJointDef) this.b2PulleyJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2PulleyJointDef = b2PulleyJointDef; + + function b2RevoluteJoint() { + b2RevoluteJoint.b2RevoluteJoint.apply(this, arguments); + if (this.constructor === b2RevoluteJoint) this.b2RevoluteJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2RevoluteJoint = b2RevoluteJoint; + + function b2RevoluteJointDef() { + b2RevoluteJointDef.b2RevoluteJointDef.apply(this, arguments); + if (this.constructor === b2RevoluteJointDef) this.b2RevoluteJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2RevoluteJointDef = b2RevoluteJointDef; + + function b2WeldJoint() { + b2WeldJoint.b2WeldJoint.apply(this, arguments); + if (this.constructor === b2WeldJoint) this.b2WeldJoint.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2WeldJoint = b2WeldJoint; + + function b2WeldJointDef() { + b2WeldJointDef.b2WeldJointDef.apply(this, arguments); + if (this.constructor === b2WeldJointDef) this.b2WeldJointDef.apply(this, arguments); + }; + Box2D.Dynamics.Joints.b2WeldJointDef = b2WeldJointDef; +})(); //definitions +Box2D.postDefs = []; +(function () { + var b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, + b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef, + b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape, + b2MassData = Box2D.Collision.Shapes.b2MassData, + b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, + b2Shape = Box2D.Collision.Shapes.b2Shape, + b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2AABB = Box2D.Collision.b2AABB, + b2Bound = Box2D.Collision.b2Bound, + b2BoundValues = Box2D.Collision.b2BoundValues, + b2Collision = Box2D.Collision.b2Collision, + b2ContactID = Box2D.Collision.b2ContactID, + b2ContactPoint = Box2D.Collision.b2ContactPoint, + b2Distance = Box2D.Collision.b2Distance, + b2DistanceInput = Box2D.Collision.b2DistanceInput, + b2DistanceOutput = Box2D.Collision.b2DistanceOutput, + b2DistanceProxy = Box2D.Collision.b2DistanceProxy, + b2DynamicTree = Box2D.Collision.b2DynamicTree, + b2DynamicTreeBroadPhase = Box2D.Collision.b2DynamicTreeBroadPhase, + b2DynamicTreeNode = Box2D.Collision.b2DynamicTreeNode, + b2DynamicTreePair = Box2D.Collision.b2DynamicTreePair, + b2Manifold = Box2D.Collision.b2Manifold, + b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint, + b2Point = Box2D.Collision.b2Point, + b2RayCastInput = Box2D.Collision.b2RayCastInput, + b2RayCastOutput = Box2D.Collision.b2RayCastOutput, + b2Segment = Box2D.Collision.b2Segment, + b2SeparationFunction = Box2D.Collision.b2SeparationFunction, + b2Simplex = Box2D.Collision.b2Simplex, + b2SimplexCache = Box2D.Collision.b2SimplexCache, + b2SimplexVertex = Box2D.Collision.b2SimplexVertex, + b2TimeOfImpact = Box2D.Collision.b2TimeOfImpact, + b2TOIInput = Box2D.Collision.b2TOIInput, + b2WorldManifold = Box2D.Collision.b2WorldManifold, + ClipVertex = Box2D.Collision.ClipVertex, + Features = Box2D.Collision.Features, + IBroadPhase = Box2D.Collision.IBroadPhase; + + b2AABB.b2AABB = function () { + this.lowerBound = new b2Vec2(); + this.upperBound = new b2Vec2(); + }; + b2AABB.prototype.IsValid = function () { + var dX = this.upperBound.x - this.lowerBound.x; + var dY = this.upperBound.y - this.lowerBound.y; + var valid = dX >= 0.0 && dY >= 0.0; + valid = valid && this.lowerBound.IsValid() && this.upperBound.IsValid(); + return valid; + } + b2AABB.prototype.GetCenter = function () { + return new b2Vec2((this.lowerBound.x + this.upperBound.x) / 2, (this.lowerBound.y + this.upperBound.y) / 2); + } + b2AABB.prototype.GetExtents = function () { + return new b2Vec2((this.upperBound.x - this.lowerBound.x) / 2, (this.upperBound.y - this.lowerBound.y) / 2); + } + b2AABB.prototype.Contains = function (aabb) { + var result = true; + result = result && this.lowerBound.x <= aabb.lowerBound.x; + result = result && this.lowerBound.y <= aabb.lowerBound.y; + result = result && aabb.upperBound.x <= this.upperBound.x; + result = result && aabb.upperBound.y <= this.upperBound.y; + return result; + } + b2AABB.prototype.RayCast = function (output, input) { + var tmin = (-Number.MAX_VALUE); + var tmax = Number.MAX_VALUE; + var pX = input.p1.x; + var pY = input.p1.y; + var dX = input.p2.x - input.p1.x; + var dY = input.p2.y - input.p1.y; + var absDX = Math.abs(dX); + var absDY = Math.abs(dY); + var normal = output.normal; + var inv_d = 0; + var t1 = 0; + var t2 = 0; + var t3 = 0; + var s = 0; { + if (absDX < Number.MIN_VALUE) { + if (pX < this.lowerBound.x || this.upperBound.x < pX) return false; + } + else { + inv_d = 1.0 / dX; + t1 = (this.lowerBound.x - pX) * inv_d; + t2 = (this.upperBound.x - pX) * inv_d; + s = (-1.0); + if (t1 > t2) { + t3 = t1; + t1 = t2; + t2 = t3; + s = 1.0; + } + if (t1 > tmin) { + normal.x = s; + normal.y = 0; + tmin = t1; + } + tmax = Math.min(tmax, t2); + if (tmin > tmax) return false; + } + } { + if (absDY < Number.MIN_VALUE) { + if (pY < this.lowerBound.y || this.upperBound.y < pY) return false; + } + else { + inv_d = 1.0 / dY; + t1 = (this.lowerBound.y - pY) * inv_d; + t2 = (this.upperBound.y - pY) * inv_d; + s = (-1.0); + if (t1 > t2) { + t3 = t1; + t1 = t2; + t2 = t3; + s = 1.0; + } + if (t1 > tmin) { + normal.y = s; + normal.x = 0; + tmin = t1; + } + tmax = Math.min(tmax, t2); + if (tmin > tmax) return false; + } + } + output.fraction = tmin; + return true; + } + b2AABB.prototype.TestOverlap = function (other) { + var d1X = other.lowerBound.x - this.upperBound.x; + var d1Y = other.lowerBound.y - this.upperBound.y; + var d2X = this.lowerBound.x - other.upperBound.x; + var d2Y = this.lowerBound.y - other.upperBound.y; + if (d1X > 0.0 || d1Y > 0.0) return false; + if (d2X > 0.0 || d2Y > 0.0) return false; + return true; + } + b2AABB.Combine = function (aabb1, aabb2) { + var aabb = new b2AABB(); + aabb.Combine(aabb1, aabb2); + return aabb; + } + b2AABB.prototype.Combine = function (aabb1, aabb2) { + this.lowerBound.x = Math.min(aabb1.lowerBound.x, aabb2.lowerBound.x); + this.lowerBound.y = Math.min(aabb1.lowerBound.y, aabb2.lowerBound.y); + this.upperBound.x = Math.max(aabb1.upperBound.x, aabb2.upperBound.x); + this.upperBound.y = Math.max(aabb1.upperBound.y, aabb2.upperBound.y); + } + b2Bound.b2Bound = function () {}; + b2Bound.prototype.IsLower = function () { + return (this.value & 1) == 0; + } + b2Bound.prototype.IsUpper = function () { + return (this.value & 1) == 1; + } + b2Bound.prototype.Swap = function (b) { + var tempValue = this.value; + var tempProxy = this.proxy; + var tempStabbingCount = this.stabbingCount; + this.value = b.value; + this.proxy = b.proxy; + this.stabbingCount = b.stabbingCount; + b.value = tempValue; + b.proxy = tempProxy; + b.stabbingCount = tempStabbingCount; + } + b2BoundValues.b2BoundValues = function () {}; + b2BoundValues.prototype.b2BoundValues = function () { + this.lowerValues = new Vector_a2j_Number(); + this.lowerValues[0] = 0.0; + this.lowerValues[1] = 0.0; + this.upperValues = new Vector_a2j_Number(); + this.upperValues[0] = 0.0; + this.upperValues[1] = 0.0; + } + b2Collision.b2Collision = function () {}; + b2Collision.ClipSegmentToLine = function (vOut, vIn, normal, offset) { + if (offset === undefined) offset = 0; + var cv; + var numOut = 0; + cv = vIn[0]; + var vIn0 = cv.v; + cv = vIn[1]; + var vIn1 = cv.v; + var distance0 = normal.x * vIn0.x + normal.y * vIn0.y - offset; + var distance1 = normal.x * vIn1.x + normal.y * vIn1.y - offset; + if (distance0 <= 0.0) vOut[numOut++].Set(vIn[0]); + if (distance1 <= 0.0) vOut[numOut++].Set(vIn[1]); + if (distance0 * distance1 < 0.0) { + var interp = distance0 / (distance0 - distance1); + cv = vOut[numOut]; + var tVec = cv.v; + tVec.x = vIn0.x + interp * (vIn1.x - vIn0.x); + tVec.y = vIn0.y + interp * (vIn1.y - vIn0.y); + cv = vOut[numOut]; + var cv2; + if (distance0 > 0.0) { + cv2 = vIn[0]; + cv.id = cv2.id; + } + else { + cv2 = vIn[1]; + cv.id = cv2.id; + }++numOut; + } + return numOut; + } + b2Collision.EdgeSeparation = function (poly1, xf1, edge1, poly2, xf2) { + if (edge1 === undefined) edge1 = 0; + var count1 = parseInt(poly1.m_vertexCount); + var vertices1 = poly1.m_vertices; + var normals1 = poly1.m_normals; + var count2 = parseInt(poly2.m_vertexCount); + var vertices2 = poly2.m_vertices; + var tMat; + var tVec; + tMat = xf1.R; + tVec = normals1[edge1]; + var normal1WorldX = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var normal1WorldY = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = xf2.R; + var normal1X = (tMat.col1.x * normal1WorldX + tMat.col1.y * normal1WorldY); + var normal1Y = (tMat.col2.x * normal1WorldX + tMat.col2.y * normal1WorldY); + var index = 0; + var minDot = Number.MAX_VALUE; + for (var i = 0; i < count2; ++i) { + tVec = vertices2[i]; + var dot = tVec.x * normal1X + tVec.y * normal1Y; + if (dot < minDot) { + minDot = dot; + index = i; + } + } + tVec = vertices1[edge1]; + tMat = xf1.R; + var v1X = xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var v1Y = xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = vertices2[index]; + tMat = xf2.R; + var v2X = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var v2Y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + v2X -= v1X; + v2Y -= v1Y; + var separation = v2X * normal1WorldX + v2Y * normal1WorldY; + return separation; + } + b2Collision.FindMaxSeparation = function (edgeIndex, poly1, xf1, poly2, xf2) { + var count1 = parseInt(poly1.m_vertexCount); + var normals1 = poly1.m_normals; + var tVec; + var tMat; + tMat = xf2.R; + tVec = poly2.m_centroid; + var dX = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var dY = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = xf1.R; + tVec = poly1.m_centroid; + dX -= xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + dY -= xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + var dLocal1X = (dX * xf1.R.col1.x + dY * xf1.R.col1.y); + var dLocal1Y = (dX * xf1.R.col2.x + dY * xf1.R.col2.y); + var edge = 0; + var maxDot = (-Number.MAX_VALUE); + for (var i = 0; i < count1; ++i) { + tVec = normals1[i]; + var dot = (tVec.x * dLocal1X + tVec.y * dLocal1Y); + if (dot > maxDot) { + maxDot = dot; + edge = i; + } + } + var s = b2Collision.EdgeSeparation(poly1, xf1, edge, poly2, xf2); + var prevEdge = parseInt(edge - 1 >= 0 ? edge - 1 : count1 - 1); + var sPrev = b2Collision.EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2); + var nextEdge = parseInt(edge + 1 < count1 ? edge + 1 : 0); + var sNext = b2Collision.EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2); + var bestEdge = 0; + var bestSeparation = 0; + var increment = 0; + if (sPrev > s && sPrev > sNext) { + increment = (-1); + bestEdge = prevEdge; + bestSeparation = sPrev; + } + else if (sNext > s) { + increment = 1; + bestEdge = nextEdge; + bestSeparation = sNext; + } + else { + edgeIndex[0] = edge; + return s; + } + while (true) { + if (increment == (-1)) edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1; + else edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;s = b2Collision.EdgeSeparation(poly1, xf1, edge, poly2, xf2); + if (s > bestSeparation) { + bestEdge = edge; + bestSeparation = s; + } + else { + break; + } + } + edgeIndex[0] = bestEdge; + return bestSeparation; + } + b2Collision.FindIncidentEdge = function (c, poly1, xf1, edge1, poly2, xf2) { + if (edge1 === undefined) edge1 = 0; + var count1 = parseInt(poly1.m_vertexCount); + var normals1 = poly1.m_normals; + var count2 = parseInt(poly2.m_vertexCount); + var vertices2 = poly2.m_vertices; + var normals2 = poly2.m_normals; + var tMat; + var tVec; + tMat = xf1.R; + tVec = normals1[edge1]; + var normal1X = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var normal1Y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = xf2.R; + var tX = (tMat.col1.x * normal1X + tMat.col1.y * normal1Y); + normal1Y = (tMat.col2.x * normal1X + tMat.col2.y * normal1Y); + normal1X = tX; + var index = 0; + var minDot = Number.MAX_VALUE; + for (var i = 0; i < count2; ++i) { + tVec = normals2[i]; + var dot = (normal1X * tVec.x + normal1Y * tVec.y); + if (dot < minDot) { + minDot = dot; + index = i; + } + } + var tClip; + var i1 = parseInt(index); + var i2 = parseInt(i1 + 1 < count2 ? i1 + 1 : 0); + tClip = c[0]; + tVec = vertices2[i1]; + tMat = xf2.R; + tClip.v.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + tClip.v.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tClip.id.features.referenceEdge = edge1; + tClip.id.features.incidentEdge = i1; + tClip.id.features.incidentVertex = 0; + tClip = c[1]; + tVec = vertices2[i2]; + tMat = xf2.R; + tClip.v.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + tClip.v.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tClip.id.features.referenceEdge = edge1; + tClip.id.features.incidentEdge = i2; + tClip.id.features.incidentVertex = 1; + } + b2Collision.MakeClipPointVector = function () { + var r = new Vector(2); + r[0] = new ClipVertex(); + r[1] = new ClipVertex(); + return r; + } + b2Collision.CollidePolygons = function (manifold, polyA, xfA, polyB, xfB) { + var cv; + manifold.m_pointCount = 0; + var totalRadius = polyA.m_radius + polyB.m_radius; + var edgeA = 0; + b2Collision.s_edgeAO[0] = edgeA; + var separationA = b2Collision.FindMaxSeparation(b2Collision.s_edgeAO, polyA, xfA, polyB, xfB); + edgeA = b2Collision.s_edgeAO[0]; + if (separationA > totalRadius) return; + var edgeB = 0; + b2Collision.s_edgeBO[0] = edgeB; + var separationB = b2Collision.FindMaxSeparation(b2Collision.s_edgeBO, polyB, xfB, polyA, xfA); + edgeB = b2Collision.s_edgeBO[0]; + if (separationB > totalRadius) return; + var poly1; + var poly2; + var xf1; + var xf2; + var edge1 = 0; + var flip = 0; + var k_relativeTol = 0.98; + var k_absoluteTol = 0.001; + var tMat; + if (separationB > k_relativeTol * separationA + k_absoluteTol) { + poly1 = polyB; + poly2 = polyA; + xf1 = xfB; + xf2 = xfA; + edge1 = edgeB; + manifold.m_type = b2Manifold.e_faceB; + flip = 1; + } + else { + poly1 = polyA; + poly2 = polyB; + xf1 = xfA; + xf2 = xfB; + edge1 = edgeA; + manifold.m_type = b2Manifold.e_faceA; + flip = 0; + } + var incidentEdge = b2Collision.s_incidentEdge; + b2Collision.FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2); + var count1 = parseInt(poly1.m_vertexCount); + var vertices1 = poly1.m_vertices; + var local_v11 = vertices1[edge1]; + var local_v12; + if (edge1 + 1 < count1) { + local_v12 = vertices1[parseInt(edge1 + 1)]; + } + else { + local_v12 = vertices1[0]; + } + var localTangent = b2Collision.s_localTangent; + localTangent.Set(local_v12.x - local_v11.x, local_v12.y - local_v11.y); + localTangent.Normalize(); + var localNormal = b2Collision.s_localNormal; + localNormal.x = localTangent.y; + localNormal.y = (-localTangent.x); + var planePoint = b2Collision.s_planePoint; + planePoint.Set(0.5 * (local_v11.x + local_v12.x), 0.5 * (local_v11.y + local_v12.y)); + var tangent = b2Collision.s_tangent; + tMat = xf1.R; + tangent.x = (tMat.col1.x * localTangent.x + tMat.col2.x * localTangent.y); + tangent.y = (tMat.col1.y * localTangent.x + tMat.col2.y * localTangent.y); + var tangent2 = b2Collision.s_tangent2; + tangent2.x = (-tangent.x); + tangent2.y = (-tangent.y); + var normal = b2Collision.s_normal; + normal.x = tangent.y; + normal.y = (-tangent.x); + var v11 = b2Collision.s_v11; + var v12 = b2Collision.s_v12; + v11.x = xf1.position.x + (tMat.col1.x * local_v11.x + tMat.col2.x * local_v11.y); + v11.y = xf1.position.y + (tMat.col1.y * local_v11.x + tMat.col2.y * local_v11.y); + v12.x = xf1.position.x + (tMat.col1.x * local_v12.x + tMat.col2.x * local_v12.y); + v12.y = xf1.position.y + (tMat.col1.y * local_v12.x + tMat.col2.y * local_v12.y); + var frontOffset = normal.x * v11.x + normal.y * v11.y; + var sideOffset1 = (-tangent.x * v11.x) - tangent.y * v11.y + totalRadius; + var sideOffset2 = tangent.x * v12.x + tangent.y * v12.y + totalRadius; + var clipPoints1 = b2Collision.s_clipPoints1; + var clipPoints2 = b2Collision.s_clipPoints2; + var np = 0; + np = b2Collision.ClipSegmentToLine(clipPoints1, incidentEdge, tangent2, sideOffset1); + if (np < 2) return; + np = b2Collision.ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2); + if (np < 2) return; + manifold.m_localPlaneNormal.SetV(localNormal); + manifold.m_localPoint.SetV(planePoint); + var pointCount = 0; + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; ++i) { + cv = clipPoints2[i]; + var separation = normal.x * cv.v.x + normal.y * cv.v.y - frontOffset; + if (separation <= totalRadius) { + var cp = manifold.m_points[pointCount]; + tMat = xf2.R; + var tX = cv.v.x - xf2.position.x; + var tY = cv.v.y - xf2.position.y; + cp.m_localPoint.x = (tX * tMat.col1.x + tY * tMat.col1.y); + cp.m_localPoint.y = (tX * tMat.col2.x + tY * tMat.col2.y); + cp.m_id.Set(cv.id); + cp.m_id.features.flip = flip; + ++pointCount; + } + } + manifold.m_pointCount = pointCount; + } + b2Collision.CollideCircles = function (manifold, circle1, xf1, circle2, xf2) { + manifold.m_pointCount = 0; + var tMat; + var tVec; + tMat = xf1.R; + tVec = circle1.m_p; + var p1X = xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var p1Y = xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = xf2.R; + tVec = circle2.m_p; + var p2X = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var p2Y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + var dX = p2X - p1X; + var dY = p2Y - p1Y; + var distSqr = dX * dX + dY * dY; + var radius = circle1.m_radius + circle2.m_radius; + if (distSqr > radius * radius) { + return; + } + manifold.m_type = b2Manifold.e_circles; + manifold.m_localPoint.SetV(circle1.m_p); + manifold.m_localPlaneNormal.SetZero(); + manifold.m_pointCount = 1; + manifold.m_points[0].m_localPoint.SetV(circle2.m_p); + manifold.m_points[0].m_id.key = 0; + } + b2Collision.CollidePolygonAndCircle = function (manifold, polygon, xf1, circle, xf2) { + manifold.m_pointCount = 0; + var tPoint; + var dX = 0; + var dY = 0; + var positionX = 0; + var positionY = 0; + var tVec; + var tMat; + tMat = xf2.R; + tVec = circle.m_p; + var cX = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var cY = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + dX = cX - xf1.position.x; + dY = cY - xf1.position.y; + tMat = xf1.R; + var cLocalX = (dX * tMat.col1.x + dY * tMat.col1.y); + var cLocalY = (dX * tMat.col2.x + dY * tMat.col2.y); + var dist = 0; + var normalIndex = 0; + var separation = (-Number.MAX_VALUE); + var radius = polygon.m_radius + circle.m_radius; + var vertexCount = parseInt(polygon.m_vertexCount); + var vertices = polygon.m_vertices; + var normals = polygon.m_normals; + for (var i = 0; i < vertexCount; ++i) { + tVec = vertices[i]; + dX = cLocalX - tVec.x; + dY = cLocalY - tVec.y; + tVec = normals[i]; + var s = tVec.x * dX + tVec.y * dY; + if (s > radius) { + return; + } + if (s > separation) { + separation = s; + normalIndex = i; + } + } + var vertIndex1 = parseInt(normalIndex); + var vertIndex2 = parseInt(vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0); + var v1 = vertices[vertIndex1]; + var v2 = vertices[vertIndex2]; + if (separation < Number.MIN_VALUE) { + manifold.m_pointCount = 1; + manifold.m_type = b2Manifold.e_faceA; + manifold.m_localPlaneNormal.SetV(normals[normalIndex]); + manifold.m_localPoint.x = 0.5 * (v1.x + v2.x); + manifold.m_localPoint.y = 0.5 * (v1.y + v2.y); + manifold.m_points[0].m_localPoint.SetV(circle.m_p); + manifold.m_points[0].m_id.key = 0; + return; + } + var u1 = (cLocalX - v1.x) * (v2.x - v1.x) + (cLocalY - v1.y) * (v2.y - v1.y); + var u2 = (cLocalX - v2.x) * (v1.x - v2.x) + (cLocalY - v2.y) * (v1.y - v2.y); + if (u1 <= 0.0) { + if ((cLocalX - v1.x) * (cLocalX - v1.x) + (cLocalY - v1.y) * (cLocalY - v1.y) > radius * radius) return; + manifold.m_pointCount = 1; + manifold.m_type = b2Manifold.e_faceA; + manifold.m_localPlaneNormal.x = cLocalX - v1.x; + manifold.m_localPlaneNormal.y = cLocalY - v1.y; + manifold.m_localPlaneNormal.Normalize(); + manifold.m_localPoint.SetV(v1); + manifold.m_points[0].m_localPoint.SetV(circle.m_p); + manifold.m_points[0].m_id.key = 0; + } + else if (u2 <= 0) { + if ((cLocalX - v2.x) * (cLocalX - v2.x) + (cLocalY - v2.y) * (cLocalY - v2.y) > radius * radius) return; + manifold.m_pointCount = 1; + manifold.m_type = b2Manifold.e_faceA; + manifold.m_localPlaneNormal.x = cLocalX - v2.x; + manifold.m_localPlaneNormal.y = cLocalY - v2.y; + manifold.m_localPlaneNormal.Normalize(); + manifold.m_localPoint.SetV(v2); + manifold.m_points[0].m_localPoint.SetV(circle.m_p); + manifold.m_points[0].m_id.key = 0; + } + else { + var faceCenterX = 0.5 * (v1.x + v2.x); + var faceCenterY = 0.5 * (v1.y + v2.y); + separation = (cLocalX - faceCenterX) * normals[vertIndex1].x + (cLocalY - faceCenterY) * normals[vertIndex1].y; + if (separation > radius) return; + manifold.m_pointCount = 1; + manifold.m_type = b2Manifold.e_faceA; + manifold.m_localPlaneNormal.x = normals[vertIndex1].x; + manifold.m_localPlaneNormal.y = normals[vertIndex1].y; + manifold.m_localPlaneNormal.Normalize(); + manifold.m_localPoint.Set(faceCenterX, faceCenterY); + manifold.m_points[0].m_localPoint.SetV(circle.m_p); + manifold.m_points[0].m_id.key = 0; + } + } + b2Collision.TestOverlap = function (a, b) { + var t1 = b.lowerBound; + var t2 = a.upperBound; + var d1X = t1.x - t2.x; + var d1Y = t1.y - t2.y; + t1 = a.lowerBound; + t2 = b.upperBound; + var d2X = t1.x - t2.x; + var d2Y = t1.y - t2.y; + if (d1X > 0.0 || d1Y > 0.0) return false; + if (d2X > 0.0 || d2Y > 0.0) return false; + return true; + } + Box2D.postDefs.push(function () { + Box2D.Collision.b2Collision.s_incidentEdge = b2Collision.MakeClipPointVector(); + Box2D.Collision.b2Collision.s_clipPoints1 = b2Collision.MakeClipPointVector(); + Box2D.Collision.b2Collision.s_clipPoints2 = b2Collision.MakeClipPointVector(); + Box2D.Collision.b2Collision.s_edgeAO = new Vector_a2j_Number(1); + Box2D.Collision.b2Collision.s_edgeBO = new Vector_a2j_Number(1); + Box2D.Collision.b2Collision.s_localTangent = new b2Vec2(); + Box2D.Collision.b2Collision.s_localNormal = new b2Vec2(); + Box2D.Collision.b2Collision.s_planePoint = new b2Vec2(); + Box2D.Collision.b2Collision.s_normal = new b2Vec2(); + Box2D.Collision.b2Collision.s_tangent = new b2Vec2(); + Box2D.Collision.b2Collision.s_tangent2 = new b2Vec2(); + Box2D.Collision.b2Collision.s_v11 = new b2Vec2(); + Box2D.Collision.b2Collision.s_v12 = new b2Vec2(); + Box2D.Collision.b2Collision.b2CollidePolyTempVec = new b2Vec2(); + Box2D.Collision.b2Collision.b2_nullFeature = 0x000000ff; + }); + b2ContactID.b2ContactID = function () { + this.features = new Features(); + }; + b2ContactID.prototype.b2ContactID = function () { + this.features._m_id = this; + } + b2ContactID.prototype.Set = function (id) { + this.key = id._key; + } + b2ContactID.prototype.Copy = function () { + var id = new b2ContactID(); + id.key = this.key; + return id; + } + Object.defineProperty(b2ContactID.prototype, 'key', { + enumerable: false, + configurable: true, + get: function () { + return this._key; + } + }); + Object.defineProperty(b2ContactID.prototype, 'key', { + enumerable: false, + configurable: true, + set: function (value) { + if (value === undefined) value = 0; + this._key = value; + this.features._referenceEdge = this._key & 0x000000ff; + this.features._incidentEdge = ((this._key & 0x0000ff00) >> 8) & 0x000000ff; + this.features._incidentVertex = ((this._key & 0x00ff0000) >> 16) & 0x000000ff; + this.features._flip = ((this._key & 0xff000000) >> 24) & 0x000000ff; + } + }); + b2ContactPoint.b2ContactPoint = function () { + this.position = new b2Vec2(); + this.velocity = new b2Vec2(); + this.normal = new b2Vec2(); + this.id = new b2ContactID(); + }; + b2Distance.b2Distance = function () {}; + b2Distance.Distance = function (output, cache, input) { + ++b2Distance.b2_gjkCalls; + var proxyA = input.proxyA; + var proxyB = input.proxyB; + var transformA = input.transformA; + var transformB = input.transformB; + var simplex = b2Distance.s_simplex; + simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB); + var vertices = simplex.m_vertices; + var k_maxIters = 20; + var saveA = b2Distance.s_saveA; + var saveB = b2Distance.s_saveB; + var saveCount = 0; + var closestPoint = simplex.GetClosestPoint(); + var distanceSqr1 = closestPoint.LengthSquared(); + var distanceSqr2 = distanceSqr1; + var i = 0; + var p; + var iter = 0; + while (iter < k_maxIters) { + saveCount = simplex.m_count; + for (i = 0; + i < saveCount; i++) { + saveA[i] = vertices[i].indexA; + saveB[i] = vertices[i].indexB; + } + switch (simplex.m_count) { + case 1: + break; + case 2: + simplex.Solve2(); + break; + case 3: + simplex.Solve3(); + break; + default: + b2Settings.b2Assert(false); + } + if (simplex.m_count == 3) { + break; + } + p = simplex.GetClosestPoint(); + distanceSqr2 = p.LengthSquared(); + if (distanceSqr2 > distanceSqr1) {} + distanceSqr1 = distanceSqr2; + var d = simplex.GetSearchDirection(); + if (d.LengthSquared() < Number.MIN_VALUE * Number.MIN_VALUE) { + break; + } + var vertex = vertices[simplex.m_count]; + vertex.indexA = proxyA.GetSupport(b2Math.MulTMV(transformA.R, d.GetNegative())); + vertex.wA = b2Math.MulX(transformA, proxyA.GetVertex(vertex.indexA)); + vertex.indexB = proxyB.GetSupport(b2Math.MulTMV(transformB.R, d)); + vertex.wB = b2Math.MulX(transformB, proxyB.GetVertex(vertex.indexB)); + vertex.w = b2Math.SubtractVV(vertex.wB, vertex.wA); + ++iter; + ++b2Distance.b2_gjkIters; + var duplicate = false; + for (i = 0; + i < saveCount; i++) { + if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) { + duplicate = true; + break; + } + } + if (duplicate) { + break; + }++simplex.m_count; + } + b2Distance.b2_gjkMaxIters = b2Math.Max(b2Distance.b2_gjkMaxIters, iter); + simplex.GetWitnessPoints(output.pointA, output.pointB); + output.distance = b2Math.SubtractVV(output.pointA, output.pointB).Length(); + output.iterations = iter; + simplex.WriteCache(cache); + if (input.useRadii) { + var rA = proxyA.m_radius; + var rB = proxyB.m_radius; + if (output.distance > rA + rB && output.distance > Number.MIN_VALUE) { + output.distance -= rA + rB; + var normal = b2Math.SubtractVV(output.pointB, output.pointA); + normal.Normalize(); + output.pointA.x += rA * normal.x; + output.pointA.y += rA * normal.y; + output.pointB.x -= rB * normal.x; + output.pointB.y -= rB * normal.y; + } + else { + p = new b2Vec2(); + p.x = .5 * (output.pointA.x + output.pointB.x); + p.y = .5 * (output.pointA.y + output.pointB.y); + output.pointA.x = output.pointB.x = p.x; + output.pointA.y = output.pointB.y = p.y; + output.distance = 0.0; + } + } + } + Box2D.postDefs.push(function () { + Box2D.Collision.b2Distance.s_simplex = new b2Simplex(); + Box2D.Collision.b2Distance.s_saveA = new Vector_a2j_Number(3); + Box2D.Collision.b2Distance.s_saveB = new Vector_a2j_Number(3); + }); + b2DistanceInput.b2DistanceInput = function () {}; + b2DistanceOutput.b2DistanceOutput = function () { + this.pointA = new b2Vec2(); + this.pointB = new b2Vec2(); + }; + b2DistanceProxy.b2DistanceProxy = function () {}; + b2DistanceProxy.prototype.Set = function (shape) { + switch (shape.GetType()) { + case b2Shape.e_circleShape: + { + var circle = (shape instanceof b2CircleShape ? shape : null); + this.m_vertices = new Vector(1, true); + this.m_vertices[0] = circle.m_p; + this.m_count = 1; + this.m_radius = circle.m_radius; + } + break; + case b2Shape.e_polygonShape: + { + var polygon = (shape instanceof b2PolygonShape ? shape : null); + this.m_vertices = polygon.m_vertices; + this.m_count = polygon.m_vertexCount; + this.m_radius = polygon.m_radius; + } + break; + default: + b2Settings.b2Assert(false); + } + } + b2DistanceProxy.prototype.GetSupport = function (d) { + var bestIndex = 0; + var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; + for (var i = 1; i < this.m_count; ++i) { + var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; + if (value > bestValue) { + bestIndex = i; + bestValue = value; + } + } + return bestIndex; + } + b2DistanceProxy.prototype.GetSupportVertex = function (d) { + var bestIndex = 0; + var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; + for (var i = 1; i < this.m_count; ++i) { + var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; + if (value > bestValue) { + bestIndex = i; + bestValue = value; + } + } + return this.m_vertices[bestIndex]; + } + b2DistanceProxy.prototype.GetVertexCount = function () { + return this.m_count; + } + b2DistanceProxy.prototype.GetVertex = function (index) { + if (index === undefined) index = 0; + b2Settings.b2Assert(0 <= index && index < this.m_count); + return this.m_vertices[index]; + } + b2DynamicTree.b2DynamicTree = function () {}; + b2DynamicTree.prototype.b2DynamicTree = function () { + this.m_root = null; + this.m_freeList = null; + this.m_path = 0; + this.m_insertionCount = 0; + } + b2DynamicTree.prototype.CreateProxy = function (aabb, userData) { + var node = this.AllocateNode(); + var extendX = b2Settings.b2_aabbExtension; + var extendY = b2Settings.b2_aabbExtension; + node.aabb.lowerBound.x = aabb.lowerBound.x - extendX; + node.aabb.lowerBound.y = aabb.lowerBound.y - extendY; + node.aabb.upperBound.x = aabb.upperBound.x + extendX; + node.aabb.upperBound.y = aabb.upperBound.y + extendY; + node.userData = userData; + this.InsertLeaf(node); + return node; + } + b2DynamicTree.prototype.DestroyProxy = function (proxy) { + this.RemoveLeaf(proxy); + this.FreeNode(proxy); + } + b2DynamicTree.prototype.MoveProxy = function (proxy, aabb, displacement) { + b2Settings.b2Assert(proxy.IsLeaf()); + if (proxy.aabb.Contains(aabb)) { + return false; + } + this.RemoveLeaf(proxy); + var extendX = b2Settings.b2_aabbExtension + b2Settings.b2_aabbMultiplier * (displacement.x > 0 ? displacement.x : (-displacement.x)); + var extendY = b2Settings.b2_aabbExtension + b2Settings.b2_aabbMultiplier * (displacement.y > 0 ? displacement.y : (-displacement.y)); + proxy.aabb.lowerBound.x = aabb.lowerBound.x - extendX; + proxy.aabb.lowerBound.y = aabb.lowerBound.y - extendY; + proxy.aabb.upperBound.x = aabb.upperBound.x + extendX; + proxy.aabb.upperBound.y = aabb.upperBound.y + extendY; + this.InsertLeaf(proxy); + return true; + } + b2DynamicTree.prototype.Rebalance = function (iterations) { + if (iterations === undefined) iterations = 0; + if (this.m_root == null) return; + for (var i = 0; i < iterations; i++) { + var node = this.m_root; + var bit = 0; + while (node.IsLeaf() == false) { + node = (this.m_path >> bit) & 1 ? node.child2 : node.child1; + bit = (bit + 1) & 31; + }++this.m_path; + this.RemoveLeaf(node); + this.InsertLeaf(node); + } + } + b2DynamicTree.prototype.GetFatAABB = function (proxy) { + return proxy.aabb; + } + b2DynamicTree.prototype.GetUserData = function (proxy) { + return proxy.userData; + } + b2DynamicTree.prototype.Query = function (callback, aabb) { + if (this.m_root == null) return; + var stack = new Vector(); + var count = 0; + stack[count++] = this.m_root; + while (count > 0) { + var node = stack[--count]; + if (node.aabb.TestOverlap(aabb)) { + if (node.IsLeaf()) { + var proceed = callback(node); + if (!proceed) return; + } + else { + stack[count++] = node.child1; + stack[count++] = node.child2; + } + } + } + } + b2DynamicTree.prototype.RayCast = function (callback, input) { + if (this.m_root == null) return; + var p1 = input.p1; + var p2 = input.p2; + var r = b2Math.SubtractVV(p1, p2); + r.Normalize(); + var v = b2Math.CrossFV(1.0, r); + var abs_v = b2Math.AbsV(v); + var maxFraction = input.maxFraction; + var segmentAABB = new b2AABB(); + var tX = 0; + var tY = 0; { + tX = p1.x + maxFraction * (p2.x - p1.x); + tY = p1.y + maxFraction * (p2.y - p1.y); + segmentAABB.lowerBound.x = Math.min(p1.x, tX); + segmentAABB.lowerBound.y = Math.min(p1.y, tY); + segmentAABB.upperBound.x = Math.max(p1.x, tX); + segmentAABB.upperBound.y = Math.max(p1.y, tY); + } + var stack = new Vector(); + var count = 0; + stack[count++] = this.m_root; + while (count > 0) { + var node = stack[--count]; + if (node.aabb.TestOverlap(segmentAABB) == false) { + continue; + } + var c = node.aabb.GetCenter(); + var h = node.aabb.GetExtents(); + var separation = Math.abs(v.x * (p1.x - c.x) + v.y * (p1.y - c.y)) - abs_v.x * h.x - abs_v.y * h.y; + if (separation > 0.0) continue; + if (node.IsLeaf()) { + var subInput = new b2RayCastInput(); + subInput.p1 = input.p1; + subInput.p2 = input.p2; + subInput.maxFraction = input.maxFraction; + maxFraction = callback(subInput, node); + if (maxFraction == 0.0) return; + if (maxFraction > 0.0) { + tX = p1.x + maxFraction * (p2.x - p1.x); + tY = p1.y + maxFraction * (p2.y - p1.y); + segmentAABB.lowerBound.x = Math.min(p1.x, tX); + segmentAABB.lowerBound.y = Math.min(p1.y, tY); + segmentAABB.upperBound.x = Math.max(p1.x, tX); + segmentAABB.upperBound.y = Math.max(p1.y, tY); + } + } + else { + stack[count++] = node.child1; + stack[count++] = node.child2; + } + } + } + b2DynamicTree.prototype.AllocateNode = function () { + if (this.m_freeList) { + var node = this.m_freeList; + this.m_freeList = node.parent; + node.parent = null; + node.child1 = null; + node.child2 = null; + return node; + } + return new b2DynamicTreeNode(); + } + b2DynamicTree.prototype.FreeNode = function (node) { + node.parent = this.m_freeList; + this.m_freeList = node; + } + b2DynamicTree.prototype.InsertLeaf = function (leaf) { + ++this.m_insertionCount; + if (this.m_root == null) { + this.m_root = leaf; + this.m_root.parent = null; + return; + } + var center = leaf.aabb.GetCenter(); + var sibling = this.m_root; + if (sibling.IsLeaf() == false) { + do { + var child1 = sibling.child1; + var child2 = sibling.child2; + var norm1 = Math.abs((child1.aabb.lowerBound.x + child1.aabb.upperBound.x) / 2 - center.x) + Math.abs((child1.aabb.lowerBound.y + child1.aabb.upperBound.y) / 2 - center.y); + var norm2 = Math.abs((child2.aabb.lowerBound.x + child2.aabb.upperBound.x) / 2 - center.x) + Math.abs((child2.aabb.lowerBound.y + child2.aabb.upperBound.y) / 2 - center.y); + if (norm1 < norm2) { + sibling = child1; + } + else { + sibling = child2; + } + } + while (sibling.IsLeaf() == false) + } + var node1 = sibling.parent; + var node2 = this.AllocateNode(); + node2.parent = node1; + node2.userData = null; + node2.aabb.Combine(leaf.aabb, sibling.aabb); + if (node1) { + if (sibling.parent.child1 == sibling) { + node1.child1 = node2; + } + else { + node1.child2 = node2; + } + node2.child1 = sibling; + node2.child2 = leaf; + sibling.parent = node2; + leaf.parent = node2; + do { + if (node1.aabb.Contains(node2.aabb)) break; + node1.aabb.Combine(node1.child1.aabb, node1.child2.aabb); + node2 = node1; + node1 = node1.parent; + } + while (node1) + } + else { + node2.child1 = sibling; + node2.child2 = leaf; + sibling.parent = node2; + leaf.parent = node2; + this.m_root = node2; + } + } + b2DynamicTree.prototype.RemoveLeaf = function (leaf) { + if (leaf == this.m_root) { + this.m_root = null; + return; + } + var node2 = leaf.parent; + var node1 = node2.parent; + var sibling; + if (node2.child1 == leaf) { + sibling = node2.child2; + } + else { + sibling = node2.child1; + } + if (node1) { + if (node1.child1 == node2) { + node1.child1 = sibling; + } + else { + node1.child2 = sibling; + } + sibling.parent = node1; + this.FreeNode(node2); + while (node1) { + var oldAABB = node1.aabb; + node1.aabb = b2AABB.Combine(node1.child1.aabb, node1.child2.aabb); + if (oldAABB.Contains(node1.aabb)) break; + node1 = node1.parent; + } + } + else { + this.m_root = sibling; + sibling.parent = null; + this.FreeNode(node2); + } + } + b2DynamicTreeBroadPhase.b2DynamicTreeBroadPhase = function () { + this.m_tree = new b2DynamicTree(); + this.m_moveBuffer = new Vector(); + this.m_pairBuffer = new Vector(); + this.m_pairCount = 0; + }; + b2DynamicTreeBroadPhase.prototype.CreateProxy = function (aabb, userData) { + var proxy = this.m_tree.CreateProxy(aabb, userData); + ++this.m_proxyCount; + this.BufferMove(proxy); + return proxy; + } + b2DynamicTreeBroadPhase.prototype.DestroyProxy = function (proxy) { + this.UnBufferMove(proxy); + --this.m_proxyCount; + this.m_tree.DestroyProxy(proxy); + } + b2DynamicTreeBroadPhase.prototype.MoveProxy = function (proxy, aabb, displacement) { + var buffer = this.m_tree.MoveProxy(proxy, aabb, displacement); + if (buffer) { + this.BufferMove(proxy); + } + } + b2DynamicTreeBroadPhase.prototype.TestOverlap = function (proxyA, proxyB) { + var aabbA = this.m_tree.GetFatAABB(proxyA); + var aabbB = this.m_tree.GetFatAABB(proxyB); + return aabbA.TestOverlap(aabbB); + } + b2DynamicTreeBroadPhase.prototype.GetUserData = function (proxy) { + return this.m_tree.GetUserData(proxy); + } + b2DynamicTreeBroadPhase.prototype.GetFatAABB = function (proxy) { + return this.m_tree.GetFatAABB(proxy); + } + b2DynamicTreeBroadPhase.prototype.GetProxyCount = function () { + return this.m_proxyCount; + } + b2DynamicTreeBroadPhase.prototype.UpdatePairs = function (callback) { + var __this = this; + __this.m_pairCount = 0; + var i = 0, + queryProxy; + for (i = 0; + i < __this.m_moveBuffer.length; ++i) { + queryProxy = __this.m_moveBuffer[i]; + + function QueryCallback(proxy) { + if (proxy == queryProxy) return true; + if (__this.m_pairCount == __this.m_pairBuffer.length) { + __this.m_pairBuffer[__this.m_pairCount] = new b2DynamicTreePair(); + } + var pair = __this.m_pairBuffer[__this.m_pairCount]; + pair.proxyA = proxy < queryProxy ? proxy : queryProxy; + pair.proxyB = proxy >= queryProxy ? proxy : queryProxy;++__this.m_pairCount; + return true; + }; + var fatAABB = __this.m_tree.GetFatAABB(queryProxy); + __this.m_tree.Query(QueryCallback, fatAABB); + } + __this.m_moveBuffer.length = 0; + for (var i = 0; i < __this.m_pairCount;) { + var primaryPair = __this.m_pairBuffer[i]; + var userDataA = __this.m_tree.GetUserData(primaryPair.proxyA); + var userDataB = __this.m_tree.GetUserData(primaryPair.proxyB); + callback(userDataA, userDataB); + ++i; + while (i < __this.m_pairCount) { + var pair = __this.m_pairBuffer[i]; + if (pair.proxyA != primaryPair.proxyA || pair.proxyB != primaryPair.proxyB) { + break; + }++i; + } + } + } + b2DynamicTreeBroadPhase.prototype.Query = function (callback, aabb) { + this.m_tree.Query(callback, aabb); + } + b2DynamicTreeBroadPhase.prototype.RayCast = function (callback, input) { + this.m_tree.RayCast(callback, input); + } + b2DynamicTreeBroadPhase.prototype.Validate = function () {} + b2DynamicTreeBroadPhase.prototype.Rebalance = function (iterations) { + if (iterations === undefined) iterations = 0; + this.m_tree.Rebalance(iterations); + } + b2DynamicTreeBroadPhase.prototype.BufferMove = function (proxy) { + this.m_moveBuffer[this.m_moveBuffer.length] = proxy; + } + b2DynamicTreeBroadPhase.prototype.UnBufferMove = function (proxy) { + var i = parseInt(this.m_moveBuffer.indexOf(proxy)); + this.m_moveBuffer.splice(i, 1); + } + b2DynamicTreeBroadPhase.prototype.ComparePairs = function (pair1, pair2) { + return 0; + } + b2DynamicTreeBroadPhase.__implements = {}; + b2DynamicTreeBroadPhase.__implements[IBroadPhase] = true; + b2DynamicTreeNode.b2DynamicTreeNode = function () { + this.aabb = new b2AABB(); + }; + b2DynamicTreeNode.prototype.IsLeaf = function () { + return this.child1 == null; + } + b2DynamicTreePair.b2DynamicTreePair = function () {}; + b2Manifold.b2Manifold = function () { + this.m_pointCount = 0; + }; + b2Manifold.prototype.b2Manifold = function () { + this.m_points = new Vector(b2Settings.b2_maxManifoldPoints); + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + this.m_points[i] = new b2ManifoldPoint(); + } + this.m_localPlaneNormal = new b2Vec2(); + this.m_localPoint = new b2Vec2(); + } + b2Manifold.prototype.Reset = function () { + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + ((this.m_points[i] instanceof b2ManifoldPoint ? this.m_points[i] : null)).Reset(); + } + this.m_localPlaneNormal.SetZero(); + this.m_localPoint.SetZero(); + this.m_type = 0; + this.m_pointCount = 0; + } + b2Manifold.prototype.Set = function (m) { + this.m_pointCount = m.m_pointCount; + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + ((this.m_points[i] instanceof b2ManifoldPoint ? this.m_points[i] : null)).Set(m.m_points[i]); + } + this.m_localPlaneNormal.SetV(m.m_localPlaneNormal); + this.m_localPoint.SetV(m.m_localPoint); + this.m_type = m.m_type; + } + b2Manifold.prototype.Copy = function () { + var copy = new b2Manifold(); + copy.Set(this); + return copy; + } + Box2D.postDefs.push(function () { + Box2D.Collision.b2Manifold.e_circles = 0x0001; + Box2D.Collision.b2Manifold.e_faceA = 0x0002; + Box2D.Collision.b2Manifold.e_faceB = 0x0004; + }); + b2ManifoldPoint.b2ManifoldPoint = function () { + this.m_localPoint = new b2Vec2(); + this.m_id = new b2ContactID(); + }; + b2ManifoldPoint.prototype.b2ManifoldPoint = function () { + this.Reset(); + } + b2ManifoldPoint.prototype.Reset = function () { + this.m_localPoint.SetZero(); + this.m_normalImpulse = 0.0; + this.m_tangentImpulse = 0.0; + this.m_id.key = 0; + } + b2ManifoldPoint.prototype.Set = function (m) { + this.m_localPoint.SetV(m.m_localPoint); + this.m_normalImpulse = m.m_normalImpulse; + this.m_tangentImpulse = m.m_tangentImpulse; + this.m_id.Set(m.m_id); + } + b2Point.b2Point = function () { + this.p = new b2Vec2(); + }; + b2Point.prototype.Support = function (xf, vX, vY) { + if (vX === undefined) vX = 0; + if (vY === undefined) vY = 0; + return this.p; + } + b2Point.prototype.GetFirstVertex = function (xf) { + return this.p; + } + b2RayCastInput.b2RayCastInput = function () { + this.p1 = new b2Vec2(); + this.p2 = new b2Vec2(); + }; + b2RayCastInput.prototype.b2RayCastInput = function (p1, p2, maxFraction) { + if (p1 === undefined) p1 = null; + if (p2 === undefined) p2 = null; + if (maxFraction === undefined) maxFraction = 1; + if (p1) this.p1.SetV(p1); + if (p2) this.p2.SetV(p2); + this.maxFraction = maxFraction; + } + b2RayCastOutput.b2RayCastOutput = function () { + this.normal = new b2Vec2(); + }; + b2Segment.b2Segment = function () { + this.p1 = new b2Vec2(); + this.p2 = new b2Vec2(); + }; + b2Segment.prototype.TestSegment = function (lambda, normal, segment, maxLambda) { + if (maxLambda === undefined) maxLambda = 0; + var s = segment.p1; + var rX = segment.p2.x - s.x; + var rY = segment.p2.y - s.y; + var dX = this.p2.x - this.p1.x; + var dY = this.p2.y - this.p1.y; + var nX = dY; + var nY = (-dX); + var k_slop = 100.0 * Number.MIN_VALUE; + var denom = (-(rX * nX + rY * nY)); + if (denom > k_slop) { + var bX = s.x - this.p1.x; + var bY = s.y - this.p1.y; + var a = (bX * nX + bY * nY); + if (0.0 <= a && a <= maxLambda * denom) { + var mu2 = (-rX * bY) + rY * bX; + if ((-k_slop * denom) <= mu2 && mu2 <= denom * (1.0 + k_slop)) { + a /= denom; + var nLen = Math.sqrt(nX * nX + nY * nY); + nX /= nLen; + nY /= nLen; + lambda[0] = a; + normal.Set(nX, nY); + return true; + } + } + } + return false; + } + b2Segment.prototype.Extend = function (aabb) { + this.ExtendForward(aabb); + this.ExtendBackward(aabb); + } + b2Segment.prototype.ExtendForward = function (aabb) { + var dX = this.p2.x - this.p1.x; + var dY = this.p2.y - this.p1.y; + var lambda = Math.min(dX > 0 ? (aabb.upperBound.x - this.p1.x) / dX : dX < 0 ? (aabb.lowerBound.x - this.p1.x) / dX : Number.POSITIVE_INFINITY, + dY > 0 ? (aabb.upperBound.y - this.p1.y) / dY : dY < 0 ? (aabb.lowerBound.y - this.p1.y) / dY : Number.POSITIVE_INFINITY); + this.p2.x = this.p1.x + dX * lambda; + this.p2.y = this.p1.y + dY * lambda; + } + b2Segment.prototype.ExtendBackward = function (aabb) { + var dX = (-this.p2.x) + this.p1.x; + var dY = (-this.p2.y) + this.p1.y; + var lambda = Math.min(dX > 0 ? (aabb.upperBound.x - this.p2.x) / dX : dX < 0 ? (aabb.lowerBound.x - this.p2.x) / dX : Number.POSITIVE_INFINITY, + dY > 0 ? (aabb.upperBound.y - this.p2.y) / dY : dY < 0 ? (aabb.lowerBound.y - this.p2.y) / dY : Number.POSITIVE_INFINITY); + this.p1.x = this.p2.x + dX * lambda; + this.p1.y = this.p2.y + dY * lambda; + } + b2SeparationFunction.b2SeparationFunction = function () { + this.m_localPoint = new b2Vec2(); + this.m_axis = new b2Vec2(); + }; + b2SeparationFunction.prototype.Initialize = function (cache, proxyA, transformA, proxyB, transformB) { + this.m_proxyA = proxyA; + this.m_proxyB = proxyB; + var count = parseInt(cache.count); + b2Settings.b2Assert(0 < count && count < 3); + var localPointA; + var localPointA1; + var localPointA2; + var localPointB; + var localPointB1; + var localPointB2; + var pointAX = 0; + var pointAY = 0; + var pointBX = 0; + var pointBY = 0; + var normalX = 0; + var normalY = 0; + var tMat; + var tVec; + var s = 0; + var sgn = 0; + if (count == 1) { + this.m_type = b2SeparationFunction.e_points; + localPointA = this.m_proxyA.GetVertex(cache.indexA[0]); + localPointB = this.m_proxyB.GetVertex(cache.indexB[0]); + tVec = localPointA; + tMat = transformA.R; + pointAX = transformA.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointAY = transformA.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = localPointB; + tMat = transformB.R; + pointBX = transformB.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointBY = transformB.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + this.m_axis.x = pointBX - pointAX; + this.m_axis.y = pointBY - pointAY; + this.m_axis.Normalize(); + } + else if (cache.indexB[0] == cache.indexB[1]) { + this.m_type = b2SeparationFunction.e_faceA; + localPointA1 = this.m_proxyA.GetVertex(cache.indexA[0]); + localPointA2 = this.m_proxyA.GetVertex(cache.indexA[1]); + localPointB = this.m_proxyB.GetVertex(cache.indexB[0]); + this.m_localPoint.x = 0.5 * (localPointA1.x + localPointA2.x); + this.m_localPoint.y = 0.5 * (localPointA1.y + localPointA2.y); + this.m_axis = b2Math.CrossVF(b2Math.SubtractVV(localPointA2, localPointA1), 1.0); + this.m_axis.Normalize(); + tVec = this.m_axis; + tMat = transformA.R; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tVec = this.m_localPoint; + tMat = transformA.R; + pointAX = transformA.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointAY = transformA.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = localPointB; + tMat = transformB.R; + pointBX = transformB.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointBY = transformB.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + s = (pointBX - pointAX) * normalX + (pointBY - pointAY) * normalY; + if (s < 0.0) { + this.m_axis.NegativeSelf(); + } + } + else if (cache.indexA[0] == cache.indexA[0]) { + this.m_type = b2SeparationFunction.e_faceB; + localPointB1 = this.m_proxyB.GetVertex(cache.indexB[0]); + localPointB2 = this.m_proxyB.GetVertex(cache.indexB[1]); + localPointA = this.m_proxyA.GetVertex(cache.indexA[0]); + this.m_localPoint.x = 0.5 * (localPointB1.x + localPointB2.x); + this.m_localPoint.y = 0.5 * (localPointB1.y + localPointB2.y); + this.m_axis = b2Math.CrossVF(b2Math.SubtractVV(localPointB2, localPointB1), 1.0); + this.m_axis.Normalize(); + tVec = this.m_axis; + tMat = transformB.R; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tVec = this.m_localPoint; + tMat = transformB.R; + pointBX = transformB.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointBY = transformB.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = localPointA; + tMat = transformA.R; + pointAX = transformA.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointAY = transformA.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + s = (pointAX - pointBX) * normalX + (pointAY - pointBY) * normalY; + if (s < 0.0) { + this.m_axis.NegativeSelf(); + } + } + else { + localPointA1 = this.m_proxyA.GetVertex(cache.indexA[0]); + localPointA2 = this.m_proxyA.GetVertex(cache.indexA[1]); + localPointB1 = this.m_proxyB.GetVertex(cache.indexB[0]); + localPointB2 = this.m_proxyB.GetVertex(cache.indexB[1]); + var pA = b2Math.MulX(transformA, localPointA); + var dA = b2Math.MulMV(transformA.R, b2Math.SubtractVV(localPointA2, localPointA1)); + var pB = b2Math.MulX(transformB, localPointB); + var dB = b2Math.MulMV(transformB.R, b2Math.SubtractVV(localPointB2, localPointB1)); + var a = dA.x * dA.x + dA.y * dA.y; + var e = dB.x * dB.x + dB.y * dB.y; + var r = b2Math.SubtractVV(dB, dA); + var c = dA.x * r.x + dA.y * r.y; + var f = dB.x * r.x + dB.y * r.y; + var b = dA.x * dB.x + dA.y * dB.y; + var denom = a * e - b * b; + s = 0.0; + if (denom != 0.0) { + s = b2Math.Clamp((b * f - c * e) / denom, 0.0, 1.0); + } + var t = (b * s + f) / e; + if (t < 0.0) { + t = 0.0; + s = b2Math.Clamp((b - c) / a, 0.0, 1.0); + } + localPointA = new b2Vec2(); + localPointA.x = localPointA1.x + s * (localPointA2.x - localPointA1.x); + localPointA.y = localPointA1.y + s * (localPointA2.y - localPointA1.y); + localPointB = new b2Vec2(); + localPointB.x = localPointB1.x + s * (localPointB2.x - localPointB1.x); + localPointB.y = localPointB1.y + s * (localPointB2.y - localPointB1.y); + if (s == 0.0 || s == 1.0) { + this.m_type = b2SeparationFunction.e_faceB; + this.m_axis = b2Math.CrossVF(b2Math.SubtractVV(localPointB2, localPointB1), 1.0); + this.m_axis.Normalize(); + this.m_localPoint = localPointB; + tVec = this.m_axis; + tMat = transformB.R; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tVec = this.m_localPoint; + tMat = transformB.R; + pointBX = transformB.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointBY = transformB.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = localPointA; + tMat = transformA.R; + pointAX = transformA.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointAY = transformA.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + sgn = (pointAX - pointBX) * normalX + (pointAY - pointBY) * normalY; + if (s < 0.0) { + this.m_axis.NegativeSelf(); + } + } + else { + this.m_type = b2SeparationFunction.e_faceA; + this.m_axis = b2Math.CrossVF(b2Math.SubtractVV(localPointA2, localPointA1), 1.0); + this.m_localPoint = localPointA; + tVec = this.m_axis; + tMat = transformA.R; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tVec = this.m_localPoint; + tMat = transformA.R; + pointAX = transformA.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointAY = transformA.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tVec = localPointB; + tMat = transformB.R; + pointBX = transformB.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + pointBY = transformB.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + sgn = (pointBX - pointAX) * normalX + (pointBY - pointAY) * normalY; + if (s < 0.0) { + this.m_axis.NegativeSelf(); + } + } + } + } + b2SeparationFunction.prototype.Evaluate = function (transformA, transformB) { + var axisA; + var axisB; + var localPointA; + var localPointB; + var pointA; + var pointB; + var seperation = 0; + var normal; + switch (this.m_type) { + case b2SeparationFunction.e_points: + { + axisA = b2Math.MulTMV(transformA.R, this.m_axis); + axisB = b2Math.MulTMV(transformB.R, this.m_axis.GetNegative()); + localPointA = this.m_proxyA.GetSupportVertex(axisA); + localPointB = this.m_proxyB.GetSupportVertex(axisB); + pointA = b2Math.MulX(transformA, localPointA); + pointB = b2Math.MulX(transformB, localPointB); + seperation = (pointB.x - pointA.x) * this.m_axis.x + (pointB.y - pointA.y) * this.m_axis.y; + return seperation; + } + case b2SeparationFunction.e_faceA: + { + normal = b2Math.MulMV(transformA.R, this.m_axis); + pointA = b2Math.MulX(transformA, this.m_localPoint); + axisB = b2Math.MulTMV(transformB.R, normal.GetNegative()); + localPointB = this.m_proxyB.GetSupportVertex(axisB); + pointB = b2Math.MulX(transformB, localPointB); + seperation = (pointB.x - pointA.x) * normal.x + (pointB.y - pointA.y) * normal.y; + return seperation; + } + case b2SeparationFunction.e_faceB: + { + normal = b2Math.MulMV(transformB.R, this.m_axis); + pointB = b2Math.MulX(transformB, this.m_localPoint); + axisA = b2Math.MulTMV(transformA.R, normal.GetNegative()); + localPointA = this.m_proxyA.GetSupportVertex(axisA); + pointA = b2Math.MulX(transformA, localPointA); + seperation = (pointA.x - pointB.x) * normal.x + (pointA.y - pointB.y) * normal.y; + return seperation; + } + default: + b2Settings.b2Assert(false); + return 0.0; + } + } + Box2D.postDefs.push(function () { + Box2D.Collision.b2SeparationFunction.e_points = 0x01; + Box2D.Collision.b2SeparationFunction.e_faceA = 0x02; + Box2D.Collision.b2SeparationFunction.e_faceB = 0x04; + }); + b2Simplex.b2Simplex = function () { + this.m_v1 = new b2SimplexVertex(); + this.m_v2 = new b2SimplexVertex(); + this.m_v3 = new b2SimplexVertex(); + this.m_vertices = new Vector(3); + }; + b2Simplex.prototype.b2Simplex = function () { + this.m_vertices[0] = this.m_v1; + this.m_vertices[1] = this.m_v2; + this.m_vertices[2] = this.m_v3; + } + b2Simplex.prototype.ReadCache = function (cache, proxyA, transformA, proxyB, transformB) { + b2Settings.b2Assert(0 <= cache.count && cache.count <= 3); + var wALocal; + var wBLocal; + this.m_count = cache.count; + var vertices = this.m_vertices; + for (var i = 0; i < this.m_count; i++) { + var v = vertices[i]; + v.indexA = cache.indexA[i]; + v.indexB = cache.indexB[i]; + wALocal = proxyA.GetVertex(v.indexA); + wBLocal = proxyB.GetVertex(v.indexB); + v.wA = b2Math.MulX(transformA, wALocal); + v.wB = b2Math.MulX(transformB, wBLocal); + v.w = b2Math.SubtractVV(v.wB, v.wA); + v.a = 0; + } + if (this.m_count > 1) { + var metric1 = cache.metric; + var metric2 = this.GetMetric(); + if (metric2 < .5 * metric1 || 2.0 * metric1 < metric2 || metric2 < Number.MIN_VALUE) { + this.m_count = 0; + } + } + if (this.m_count == 0) { + v = vertices[0]; + v.indexA = 0; + v.indexB = 0; + wALocal = proxyA.GetVertex(0); + wBLocal = proxyB.GetVertex(0); + v.wA = b2Math.MulX(transformA, wALocal); + v.wB = b2Math.MulX(transformB, wBLocal); + v.w = b2Math.SubtractVV(v.wB, v.wA); + this.m_count = 1; + } + } + b2Simplex.prototype.WriteCache = function (cache) { + cache.metric = this.GetMetric(); + cache.count = Box2D.parseUInt(this.m_count); + var vertices = this.m_vertices; + for (var i = 0; i < this.m_count; i++) { + cache.indexA[i] = Box2D.parseUInt(vertices[i].indexA); + cache.indexB[i] = Box2D.parseUInt(vertices[i].indexB); + } + } + b2Simplex.prototype.GetSearchDirection = function () { + switch (this.m_count) { + case 1: + return this.m_v1.w.GetNegative(); + case 2: + { + var e12 = b2Math.SubtractVV(this.m_v2.w, this.m_v1.w); + var sgn = b2Math.CrossVV(e12, this.m_v1.w.GetNegative()); + if (sgn > 0.0) { + return b2Math.CrossFV(1.0, e12); + } + else { + return b2Math.CrossVF(e12, 1.0); + } + } + default: + b2Settings.b2Assert(false); + return new b2Vec2(); + } + } + b2Simplex.prototype.GetClosestPoint = function () { + switch (this.m_count) { + case 0: + b2Settings.b2Assert(false); + return new b2Vec2(); + case 1: + return this.m_v1.w; + case 2: + return new b2Vec2(this.m_v1.a * this.m_v1.w.x + this.m_v2.a * this.m_v2.w.x, this.m_v1.a * this.m_v1.w.y + this.m_v2.a * this.m_v2.w.y); + default: + b2Settings.b2Assert(false); + return new b2Vec2(); + } + } + b2Simplex.prototype.GetWitnessPoints = function (pA, pB) { + switch (this.m_count) { + case 0: + b2Settings.b2Assert(false); + break; + case 1: + pA.SetV(this.m_v1.wA); + pB.SetV(this.m_v1.wB); + break; + case 2: + pA.x = this.m_v1.a * this.m_v1.wA.x + this.m_v2.a * this.m_v2.wA.x; + pA.y = this.m_v1.a * this.m_v1.wA.y + this.m_v2.a * this.m_v2.wA.y; + pB.x = this.m_v1.a * this.m_v1.wB.x + this.m_v2.a * this.m_v2.wB.x; + pB.y = this.m_v1.a * this.m_v1.wB.y + this.m_v2.a * this.m_v2.wB.y; + break; + case 3: + pB.x = pA.x = this.m_v1.a * this.m_v1.wA.x + this.m_v2.a * this.m_v2.wA.x + this.m_v3.a * this.m_v3.wA.x; + pB.y = pA.y = this.m_v1.a * this.m_v1.wA.y + this.m_v2.a * this.m_v2.wA.y + this.m_v3.a * this.m_v3.wA.y; + break; + default: + b2Settings.b2Assert(false); + break; + } + } + b2Simplex.prototype.GetMetric = function () { + switch (this.m_count) { + case 0: + b2Settings.b2Assert(false); + return 0.0; + case 1: + return 0.0; + case 2: + return b2Math.SubtractVV(this.m_v1.w, this.m_v2.w).Length(); + case 3: + return b2Math.CrossVV(b2Math.SubtractVV(this.m_v2.w, this.m_v1.w), b2Math.SubtractVV(this.m_v3.w, this.m_v1.w)); + default: + b2Settings.b2Assert(false); + return 0.0; + } + } + b2Simplex.prototype.Solve2 = function () { + var w1 = this.m_v1.w; + var w2 = this.m_v2.w; + var e12 = b2Math.SubtractVV(w2, w1); + var d12_2 = (-(w1.x * e12.x + w1.y * e12.y)); + if (d12_2 <= 0.0) { + this.m_v1.a = 1.0; + this.m_count = 1; + return; + } + var d12_1 = (w2.x * e12.x + w2.y * e12.y); + if (d12_1 <= 0.0) { + this.m_v2.a = 1.0; + this.m_count = 1; + this.m_v1.Set(this.m_v2); + return; + } + var inv_d12 = 1.0 / (d12_1 + d12_2); + this.m_v1.a = d12_1 * inv_d12; + this.m_v2.a = d12_2 * inv_d12; + this.m_count = 2; + } + b2Simplex.prototype.Solve3 = function () { + var w1 = this.m_v1.w; + var w2 = this.m_v2.w; + var w3 = this.m_v3.w; + var e12 = b2Math.SubtractVV(w2, w1); + var w1e12 = b2Math.Dot(w1, e12); + var w2e12 = b2Math.Dot(w2, e12); + var d12_1 = w2e12; + var d12_2 = (-w1e12); + var e13 = b2Math.SubtractVV(w3, w1); + var w1e13 = b2Math.Dot(w1, e13); + var w3e13 = b2Math.Dot(w3, e13); + var d13_1 = w3e13; + var d13_2 = (-w1e13); + var e23 = b2Math.SubtractVV(w3, w2); + var w2e23 = b2Math.Dot(w2, e23); + var w3e23 = b2Math.Dot(w3, e23); + var d23_1 = w3e23; + var d23_2 = (-w2e23); + var n123 = b2Math.CrossVV(e12, e13); + var d123_1 = n123 * b2Math.CrossVV(w2, w3); + var d123_2 = n123 * b2Math.CrossVV(w3, w1); + var d123_3 = n123 * b2Math.CrossVV(w1, w2); + if (d12_2 <= 0.0 && d13_2 <= 0.0) { + this.m_v1.a = 1.0; + this.m_count = 1; + return; + } + if (d12_1 > 0.0 && d12_2 > 0.0 && d123_3 <= 0.0) { + var inv_d12 = 1.0 / (d12_1 + d12_2); + this.m_v1.a = d12_1 * inv_d12; + this.m_v2.a = d12_2 * inv_d12; + this.m_count = 2; + return; + } + if (d13_1 > 0.0 && d13_2 > 0.0 && d123_2 <= 0.0) { + var inv_d13 = 1.0 / (d13_1 + d13_2); + this.m_v1.a = d13_1 * inv_d13; + this.m_v3.a = d13_2 * inv_d13; + this.m_count = 2; + this.m_v2.Set(this.m_v3); + return; + } + if (d12_1 <= 0.0 && d23_2 <= 0.0) { + this.m_v2.a = 1.0; + this.m_count = 1; + this.m_v1.Set(this.m_v2); + return; + } + if (d13_1 <= 0.0 && d23_1 <= 0.0) { + this.m_v3.a = 1.0; + this.m_count = 1; + this.m_v1.Set(this.m_v3); + return; + } + if (d23_1 > 0.0 && d23_2 > 0.0 && d123_1 <= 0.0) { + var inv_d23 = 1.0 / (d23_1 + d23_2); + this.m_v2.a = d23_1 * inv_d23; + this.m_v3.a = d23_2 * inv_d23; + this.m_count = 2; + this.m_v1.Set(this.m_v3); + return; + } + var inv_d123 = 1.0 / (d123_1 + d123_2 + d123_3); + this.m_v1.a = d123_1 * inv_d123; + this.m_v2.a = d123_2 * inv_d123; + this.m_v3.a = d123_3 * inv_d123; + this.m_count = 3; + } + b2SimplexCache.b2SimplexCache = function () { + this.indexA = new Vector_a2j_Number(3); + this.indexB = new Vector_a2j_Number(3); + }; + b2SimplexVertex.b2SimplexVertex = function () {}; + b2SimplexVertex.prototype.Set = function (other) { + this.wA.SetV(other.wA); + this.wB.SetV(other.wB); + this.w.SetV(other.w); + this.a = other.a; + this.indexA = other.indexA; + this.indexB = other.indexB; + } + b2TimeOfImpact.b2TimeOfImpact = function () {}; + b2TimeOfImpact.TimeOfImpact = function (input) { + ++b2TimeOfImpact.b2_toiCalls; + var proxyA = input.proxyA; + var proxyB = input.proxyB; + var sweepA = input.sweepA; + var sweepB = input.sweepB; + b2Settings.b2Assert(sweepA.t0 == sweepB.t0); + b2Settings.b2Assert(1.0 - sweepA.t0 > Number.MIN_VALUE); + var radius = proxyA.m_radius + proxyB.m_radius; + var tolerance = input.tolerance; + var alpha = 0.0; + var k_maxIterations = 1000; + var iter = 0; + var target = 0.0; + b2TimeOfImpact.s_cache.count = 0; + b2TimeOfImpact.s_distanceInput.useRadii = false; + for (;;) { + sweepA.GetTransform(b2TimeOfImpact.s_xfA, alpha); + sweepB.GetTransform(b2TimeOfImpact.s_xfB, alpha); + b2TimeOfImpact.s_distanceInput.proxyA = proxyA; + b2TimeOfImpact.s_distanceInput.proxyB = proxyB; + b2TimeOfImpact.s_distanceInput.transformA = b2TimeOfImpact.s_xfA; + b2TimeOfImpact.s_distanceInput.transformB = b2TimeOfImpact.s_xfB; + b2Distance.Distance(b2TimeOfImpact.s_distanceOutput, b2TimeOfImpact.s_cache, b2TimeOfImpact.s_distanceInput); + if (b2TimeOfImpact.s_distanceOutput.distance <= 0.0) { + alpha = 1.0; + break; + } + b2TimeOfImpact.s_fcn.Initialize(b2TimeOfImpact.s_cache, proxyA, b2TimeOfImpact.s_xfA, proxyB, b2TimeOfImpact.s_xfB); + var separation = b2TimeOfImpact.s_fcn.Evaluate(b2TimeOfImpact.s_xfA, b2TimeOfImpact.s_xfB); + if (separation <= 0.0) { + alpha = 1.0; + break; + } + if (iter == 0) { + if (separation > radius) { + target = b2Math.Max(radius - tolerance, 0.75 * radius); + } + else { + target = b2Math.Max(separation - tolerance, 0.02 * radius); + } + } + if (separation - target < 0.5 * tolerance) { + if (iter == 0) { + alpha = 1.0; + break; + } + break; + } + var newAlpha = alpha; { + var x1 = alpha; + var x2 = 1.0; + var f1 = separation; + sweepA.GetTransform(b2TimeOfImpact.s_xfA, x2); + sweepB.GetTransform(b2TimeOfImpact.s_xfB, x2); + var f2 = b2TimeOfImpact.s_fcn.Evaluate(b2TimeOfImpact.s_xfA, b2TimeOfImpact.s_xfB); + if (f2 >= target) { + alpha = 1.0; + break; + } + var rootIterCount = 0; + for (;;) { + var x = 0; + if (rootIterCount & 1) { + x = x1 + (target - f1) * (x2 - x1) / (f2 - f1); + } + else { + x = 0.5 * (x1 + x2); + } + sweepA.GetTransform(b2TimeOfImpact.s_xfA, x); + sweepB.GetTransform(b2TimeOfImpact.s_xfB, x); + var f = b2TimeOfImpact.s_fcn.Evaluate(b2TimeOfImpact.s_xfA, b2TimeOfImpact.s_xfB); + if (b2Math.Abs(f - target) < 0.025 * tolerance) { + newAlpha = x; + break; + } + if (f > target) { + x1 = x; + f1 = f; + } + else { + x2 = x; + f2 = f; + }++rootIterCount; + ++b2TimeOfImpact.b2_toiRootIters; + if (rootIterCount == 50) { + break; + } + } + b2TimeOfImpact.b2_toiMaxRootIters = b2Math.Max(b2TimeOfImpact.b2_toiMaxRootIters, rootIterCount); + } + if (newAlpha < (1.0 + 100.0 * Number.MIN_VALUE) * alpha) { + break; + } + alpha = newAlpha; + iter++; + ++b2TimeOfImpact.b2_toiIters; + if (iter == k_maxIterations) { + break; + } + } + b2TimeOfImpact.b2_toiMaxIters = b2Math.Max(b2TimeOfImpact.b2_toiMaxIters, iter); + return alpha; + } + Box2D.postDefs.push(function () { + Box2D.Collision.b2TimeOfImpact.b2_toiCalls = 0; + Box2D.Collision.b2TimeOfImpact.b2_toiIters = 0; + Box2D.Collision.b2TimeOfImpact.b2_toiMaxIters = 0; + Box2D.Collision.b2TimeOfImpact.b2_toiRootIters = 0; + Box2D.Collision.b2TimeOfImpact.b2_toiMaxRootIters = 0; + Box2D.Collision.b2TimeOfImpact.s_cache = new b2SimplexCache(); + Box2D.Collision.b2TimeOfImpact.s_distanceInput = new b2DistanceInput(); + Box2D.Collision.b2TimeOfImpact.s_xfA = new b2Transform(); + Box2D.Collision.b2TimeOfImpact.s_xfB = new b2Transform(); + Box2D.Collision.b2TimeOfImpact.s_fcn = new b2SeparationFunction(); + Box2D.Collision.b2TimeOfImpact.s_distanceOutput = new b2DistanceOutput(); + }); + b2TOIInput.b2TOIInput = function () { + this.proxyA = new b2DistanceProxy(); + this.proxyB = new b2DistanceProxy(); + this.sweepA = new b2Sweep(); + this.sweepB = new b2Sweep(); + }; + b2WorldManifold.b2WorldManifold = function () { + this.m_normal = new b2Vec2(); + }; + b2WorldManifold.prototype.b2WorldManifold = function () { + this.m_points = new Vector(b2Settings.b2_maxManifoldPoints); + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + this.m_points[i] = new b2Vec2(); + } + } + b2WorldManifold.prototype.Initialize = function (manifold, xfA, radiusA, xfB, radiusB) { + if (radiusA === undefined) radiusA = 0; + if (radiusB === undefined) radiusB = 0; + if (manifold.m_pointCount == 0) { + return; + } + var i = 0; + var tVec; + var tMat; + var normalX = 0; + var normalY = 0; + var planePointX = 0; + var planePointY = 0; + var clipPointX = 0; + var clipPointY = 0; + switch (manifold.m_type) { + case b2Manifold.e_circles: + { + tMat = xfA.R; + tVec = manifold.m_localPoint; + var pointAX = xfA.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + var pointAY = xfA.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = xfB.R; + tVec = manifold.m_points[0].m_localPoint; + var pointBX = xfB.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + var pointBY = xfB.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + var dX = pointBX - pointAX; + var dY = pointBY - pointAY; + var d2 = dX * dX + dY * dY; + if (d2 > Number.MIN_VALUE * Number.MIN_VALUE) { + var d = Math.sqrt(d2); + this.m_normal.x = dX / d; + this.m_normal.y = dY / d; + } + else { + this.m_normal.x = 1; + this.m_normal.y = 0; + } + var cAX = pointAX + radiusA * this.m_normal.x; + var cAY = pointAY + radiusA * this.m_normal.y; + var cBX = pointBX - radiusB * this.m_normal.x; + var cBY = pointBY - radiusB * this.m_normal.y; + this.m_points[0].x = 0.5 * (cAX + cBX); + this.m_points[0].y = 0.5 * (cAY + cBY); + } + break; + case b2Manifold.e_faceA: + { + tMat = xfA.R; + tVec = manifold.m_localPlaneNormal; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = xfA.R; + tVec = manifold.m_localPoint; + planePointX = xfA.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + planePointY = xfA.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + this.m_normal.x = normalX; + this.m_normal.y = normalY; + for (i = 0; + i < manifold.m_pointCount; i++) { + tMat = xfB.R; + tVec = manifold.m_points[i].m_localPoint; + clipPointX = xfB.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + clipPointY = xfB.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + this.m_points[i].x = clipPointX + 0.5 * (radiusA - (clipPointX - planePointX) * normalX - (clipPointY - planePointY) * normalY - radiusB) * normalX; + this.m_points[i].y = clipPointY + 0.5 * (radiusA - (clipPointX - planePointX) * normalX - (clipPointY - planePointY) * normalY - radiusB) * normalY; + } + } + break; + case b2Manifold.e_faceB: + { + tMat = xfB.R; + tVec = manifold.m_localPlaneNormal; + normalX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + normalY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = xfB.R; + tVec = manifold.m_localPoint; + planePointX = xfB.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + planePointY = xfB.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + this.m_normal.x = (-normalX); + this.m_normal.y = (-normalY); + for (i = 0; + i < manifold.m_pointCount; i++) { + tMat = xfA.R; + tVec = manifold.m_points[i].m_localPoint; + clipPointX = xfA.position.x + tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + clipPointY = xfA.position.y + tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + this.m_points[i].x = clipPointX + 0.5 * (radiusB - (clipPointX - planePointX) * normalX - (clipPointY - planePointY) * normalY - radiusA) * normalX; + this.m_points[i].y = clipPointY + 0.5 * (radiusB - (clipPointX - planePointX) * normalX - (clipPointY - planePointY) * normalY - radiusA) * normalY; + } + } + break; + } + } + ClipVertex.ClipVertex = function () { + this.v = new b2Vec2(); + this.id = new b2ContactID(); + }; + ClipVertex.prototype.Set = function (other) { + this.v.SetV(other.v); + this.id.Set(other.id); + } + Features.Features = function () {}; + Object.defineProperty(Features.prototype, 'referenceEdge', { + enumerable: false, + configurable: true, + get: function () { + return this._referenceEdge; + } + }); + Object.defineProperty(Features.prototype, 'referenceEdge', { + enumerable: false, + configurable: true, + set: function (value) { + if (value === undefined) value = 0; + this._referenceEdge = value; + this._m_id._key = (this._m_id._key & 0xffffff00) | (this._referenceEdge & 0x000000ff); + } + }); + Object.defineProperty(Features.prototype, 'incidentEdge', { + enumerable: false, + configurable: true, + get: function () { + return this._incidentEdge; + } + }); + Object.defineProperty(Features.prototype, 'incidentEdge', { + enumerable: false, + configurable: true, + set: function (value) { + if (value === undefined) value = 0; + this._incidentEdge = value; + this._m_id._key = (this._m_id._key & 0xffff00ff) | ((this._incidentEdge << 8) & 0x0000ff00); + } + }); + Object.defineProperty(Features.prototype, 'incidentVertex', { + enumerable: false, + configurable: true, + get: function () { + return this._incidentVertex; + } + }); + Object.defineProperty(Features.prototype, 'incidentVertex', { + enumerable: false, + configurable: true, + set: function (value) { + if (value === undefined) value = 0; + this._incidentVertex = value; + this._m_id._key = (this._m_id._key & 0xff00ffff) | ((this._incidentVertex << 16) & 0x00ff0000); + } + }); + Object.defineProperty(Features.prototype, 'flip', { + enumerable: false, + configurable: true, + get: function () { + return this._flip; + } + }); + Object.defineProperty(Features.prototype, 'flip', { + enumerable: false, + configurable: true, + set: function (value) { + if (value === undefined) value = 0; + this._flip = value; + this._m_id._key = (this._m_id._key & 0x00ffffff) | ((this._flip << 24) & 0xff000000); + } + }); +})(); +(function () { + var b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, + b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef, + b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape, + b2MassData = Box2D.Collision.Shapes.b2MassData, + b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, + b2Shape = Box2D.Collision.Shapes.b2Shape, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2Body = Box2D.Dynamics.b2Body, + b2BodyDef = Box2D.Dynamics.b2BodyDef, + b2ContactFilter = Box2D.Dynamics.b2ContactFilter, + b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse, + b2ContactListener = Box2D.Dynamics.b2ContactListener, + b2ContactManager = Box2D.Dynamics.b2ContactManager, + b2DebugDraw = Box2D.Dynamics.b2DebugDraw, + b2DestructionListener = Box2D.Dynamics.b2DestructionListener, + b2FilterData = Box2D.Dynamics.b2FilterData, + b2Fixture = Box2D.Dynamics.b2Fixture, + b2FixtureDef = Box2D.Dynamics.b2FixtureDef, + b2Island = Box2D.Dynamics.b2Island, + b2TimeStep = Box2D.Dynamics.b2TimeStep, + b2World = Box2D.Dynamics.b2World, + b2AABB = Box2D.Collision.b2AABB, + b2Bound = Box2D.Collision.b2Bound, + b2BoundValues = Box2D.Collision.b2BoundValues, + b2Collision = Box2D.Collision.b2Collision, + b2ContactID = Box2D.Collision.b2ContactID, + b2ContactPoint = Box2D.Collision.b2ContactPoint, + b2Distance = Box2D.Collision.b2Distance, + b2DistanceInput = Box2D.Collision.b2DistanceInput, + b2DistanceOutput = Box2D.Collision.b2DistanceOutput, + b2DistanceProxy = Box2D.Collision.b2DistanceProxy, + b2DynamicTree = Box2D.Collision.b2DynamicTree, + b2DynamicTreeBroadPhase = Box2D.Collision.b2DynamicTreeBroadPhase, + b2DynamicTreeNode = Box2D.Collision.b2DynamicTreeNode, + b2DynamicTreePair = Box2D.Collision.b2DynamicTreePair, + b2Manifold = Box2D.Collision.b2Manifold, + b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint, + b2Point = Box2D.Collision.b2Point, + b2RayCastInput = Box2D.Collision.b2RayCastInput, + b2RayCastOutput = Box2D.Collision.b2RayCastOutput, + b2Segment = Box2D.Collision.b2Segment, + b2SeparationFunction = Box2D.Collision.b2SeparationFunction, + b2Simplex = Box2D.Collision.b2Simplex, + b2SimplexCache = Box2D.Collision.b2SimplexCache, + b2SimplexVertex = Box2D.Collision.b2SimplexVertex, + b2TimeOfImpact = Box2D.Collision.b2TimeOfImpact, + b2TOIInput = Box2D.Collision.b2TOIInput, + b2WorldManifold = Box2D.Collision.b2WorldManifold, + ClipVertex = Box2D.Collision.ClipVertex, + Features = Box2D.Collision.Features, + IBroadPhase = Box2D.Collision.IBroadPhase; + + Box2D.inherit(b2CircleShape, Box2D.Collision.Shapes.b2Shape); + b2CircleShape.prototype.__super = Box2D.Collision.Shapes.b2Shape.prototype; + b2CircleShape.b2CircleShape = function () { + Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this, arguments); + this.m_p = new b2Vec2(); + }; + b2CircleShape.prototype.Copy = function () { + var s = new b2CircleShape(); + s.Set(this); + return s; + } + b2CircleShape.prototype.Set = function (other) { + this.__super.Set.call(this, other); + if (Box2D.is(other, b2CircleShape)) { + var other2 = (other instanceof b2CircleShape ? other : null); + this.m_p.SetV(other2.m_p); + } + } + b2CircleShape.prototype.TestPoint = function (transform, p) { + var tMat = transform.R; + var dX = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y); + var dY = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y); + dX = p.x - dX; + dY = p.y - dY; + return (dX * dX + dY * dY) <= this.m_radius * this.m_radius; + } + b2CircleShape.prototype.RayCast = function (output, input, transform) { + var tMat = transform.R; + var positionX = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y); + var positionY = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y); + var sX = input.p1.x - positionX; + var sY = input.p1.y - positionY; + var b = (sX * sX + sY * sY) - this.m_radius * this.m_radius; + var rX = input.p2.x - input.p1.x; + var rY = input.p2.y - input.p1.y; + var c = (sX * rX + sY * rY); + var rr = (rX * rX + rY * rY); + var sigma = c * c - rr * b; + if (sigma < 0.0 || rr < Number.MIN_VALUE) { + return false; + } + var a = (-(c + Math.sqrt(sigma))); + if (0.0 <= a && a <= input.maxFraction * rr) { + a /= rr; + output.fraction = a; + output.normal.x = sX + a * rX; + output.normal.y = sY + a * rY; + output.normal.Normalize(); + return true; + } + return false; + } + b2CircleShape.prototype.ComputeAABB = function (aabb, transform) { + var tMat = transform.R; + var pX = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y); + var pY = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y); + aabb.lowerBound.Set(pX - this.m_radius, pY - this.m_radius); + aabb.upperBound.Set(pX + this.m_radius, pY + this.m_radius); + } + b2CircleShape.prototype.ComputeMass = function (massData, density) { + if (density === undefined) density = 0; + massData.mass = density * b2Settings.b2_pi * this.m_radius * this.m_radius; + massData.center.SetV(this.m_p); + massData.I = massData.mass * (0.5 * this.m_radius * this.m_radius + (this.m_p.x * this.m_p.x + this.m_p.y * this.m_p.y)); + } + b2CircleShape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { + if (offset === undefined) offset = 0; + var p = b2Math.MulX(xf, this.m_p); + var l = (-(b2Math.Dot(normal, p) - offset)); + if (l < (-this.m_radius) + Number.MIN_VALUE) { + return 0; + } + if (l > this.m_radius) { + c.SetV(p); + return Math.PI * this.m_radius * this.m_radius; + } + var r2 = this.m_radius * this.m_radius; + var l2 = l * l; + var area = r2 * (Math.asin(l / this.m_radius) + Math.PI / 2) + l * Math.sqrt(r2 - l2); + var com = (-2 / 3 * Math.pow(r2 - l2, 1.5) / area); + c.x = p.x + normal.x * com; + c.y = p.y + normal.y * com; + return area; + } + b2CircleShape.prototype.GetLocalPosition = function () { + return this.m_p; + } + b2CircleShape.prototype.SetLocalPosition = function (position) { + this.m_p.SetV(position); + } + b2CircleShape.prototype.GetRadius = function () { + return this.m_radius; + } + b2CircleShape.prototype.SetRadius = function (radius) { + if (radius === undefined) radius = 0; + this.m_radius = radius; + } + b2CircleShape.prototype.b2CircleShape = function (radius) { + if (radius === undefined) radius = 0; + this.__super.b2Shape.call(this); + this.m_type = b2Shape.e_circleShape; + this.m_radius = radius; + } + b2EdgeChainDef.b2EdgeChainDef = function () {}; + b2EdgeChainDef.prototype.b2EdgeChainDef = function () { + this.vertexCount = 0; + this.isALoop = true; + this.vertices = []; + } + Box2D.inherit(b2EdgeShape, Box2D.Collision.Shapes.b2Shape); + b2EdgeShape.prototype.__super = Box2D.Collision.Shapes.b2Shape.prototype; + b2EdgeShape.b2EdgeShape = function () { + Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this, arguments); + this.s_supportVec = new b2Vec2(); + this.m_v1 = new b2Vec2(); + this.m_v2 = new b2Vec2(); + this.m_coreV1 = new b2Vec2(); + this.m_coreV2 = new b2Vec2(); + this.m_normal = new b2Vec2(); + this.m_direction = new b2Vec2(); + this.m_cornerDir1 = new b2Vec2(); + this.m_cornerDir2 = new b2Vec2(); + }; + b2EdgeShape.prototype.TestPoint = function (transform, p) { + return false; + } + b2EdgeShape.prototype.RayCast = function (output, input, transform) { + var tMat; + var rX = input.p2.x - input.p1.x; + var rY = input.p2.y - input.p1.y; + tMat = transform.R; + var v1X = transform.position.x + (tMat.col1.x * this.m_v1.x + tMat.col2.x * this.m_v1.y); + var v1Y = transform.position.y + (tMat.col1.y * this.m_v1.x + tMat.col2.y * this.m_v1.y); + var nX = transform.position.y + (tMat.col1.y * this.m_v2.x + tMat.col2.y * this.m_v2.y) - v1Y; + var nY = (-(transform.position.x + (tMat.col1.x * this.m_v2.x + tMat.col2.x * this.m_v2.y) - v1X)); + var k_slop = 100.0 * Number.MIN_VALUE; + var denom = (-(rX * nX + rY * nY)); + if (denom > k_slop) { + var bX = input.p1.x - v1X; + var bY = input.p1.y - v1Y; + var a = (bX * nX + bY * nY); + if (0.0 <= a && a <= input.maxFraction * denom) { + var mu2 = (-rX * bY) + rY * bX; + if ((-k_slop * denom) <= mu2 && mu2 <= denom * (1.0 + k_slop)) { + a /= denom; + output.fraction = a; + var nLen = Math.sqrt(nX * nX + nY * nY); + output.normal.x = nX / nLen; + output.normal.y = nY / nLen; + return true; + } + } + } + return false; + } + b2EdgeShape.prototype.ComputeAABB = function (aabb, transform) { + var tMat = transform.R; + var v1X = transform.position.x + (tMat.col1.x * this.m_v1.x + tMat.col2.x * this.m_v1.y); + var v1Y = transform.position.y + (tMat.col1.y * this.m_v1.x + tMat.col2.y * this.m_v1.y); + var v2X = transform.position.x + (tMat.col1.x * this.m_v2.x + tMat.col2.x * this.m_v2.y); + var v2Y = transform.position.y + (tMat.col1.y * this.m_v2.x + tMat.col2.y * this.m_v2.y); + if (v1X < v2X) { + aabb.lowerBound.x = v1X; + aabb.upperBound.x = v2X; + } + else { + aabb.lowerBound.x = v2X; + aabb.upperBound.x = v1X; + } + if (v1Y < v2Y) { + aabb.lowerBound.y = v1Y; + aabb.upperBound.y = v2Y; + } + else { + aabb.lowerBound.y = v2Y; + aabb.upperBound.y = v1Y; + } + } + b2EdgeShape.prototype.ComputeMass = function (massData, density) { + if (density === undefined) density = 0; + massData.mass = 0; + massData.center.SetV(this.m_v1); + massData.I = 0; + } + b2EdgeShape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { + if (offset === undefined) offset = 0; + var v0 = new b2Vec2(normal.x * offset, normal.y * offset); + var v1 = b2Math.MulX(xf, this.m_v1); + var v2 = b2Math.MulX(xf, this.m_v2); + var d1 = b2Math.Dot(normal, v1) - offset; + var d2 = b2Math.Dot(normal, v2) - offset; + if (d1 > 0) { + if (d2 > 0) { + return 0; + } + else { + v1.x = (-d2 / (d1 - d2) * v1.x) + d1 / (d1 - d2) * v2.x; + v1.y = (-d2 / (d1 - d2) * v1.y) + d1 / (d1 - d2) * v2.y; + } + } + else { + if (d2 > 0) { + v2.x = (-d2 / (d1 - d2) * v1.x) + d1 / (d1 - d2) * v2.x; + v2.y = (-d2 / (d1 - d2) * v1.y) + d1 / (d1 - d2) * v2.y; + } + else {} + } + c.x = (v0.x + v1.x + v2.x) / 3; + c.y = (v0.y + v1.y + v2.y) / 3; + return 0.5 * ((v1.x - v0.x) * (v2.y - v0.y) - (v1.y - v0.y) * (v2.x - v0.x)); + } + b2EdgeShape.prototype.GetLength = function () { + return this.m_length; + } + b2EdgeShape.prototype.GetVertex1 = function () { + return this.m_v1; + } + b2EdgeShape.prototype.GetVertex2 = function () { + return this.m_v2; + } + b2EdgeShape.prototype.GetCoreVertex1 = function () { + return this.m_coreV1; + } + b2EdgeShape.prototype.GetCoreVertex2 = function () { + return this.m_coreV2; + } + b2EdgeShape.prototype.GetNormalVector = function () { + return this.m_normal; + } + b2EdgeShape.prototype.GetDirectionVector = function () { + return this.m_direction; + } + b2EdgeShape.prototype.GetCorner1Vector = function () { + return this.m_cornerDir1; + } + b2EdgeShape.prototype.GetCorner2Vector = function () { + return this.m_cornerDir2; + } + b2EdgeShape.prototype.Corner1IsConvex = function () { + return this.m_cornerConvex1; + } + b2EdgeShape.prototype.Corner2IsConvex = function () { + return this.m_cornerConvex2; + } + b2EdgeShape.prototype.GetFirstVertex = function (xf) { + var tMat = xf.R; + return new b2Vec2(xf.position.x + (tMat.col1.x * this.m_coreV1.x + tMat.col2.x * this.m_coreV1.y), xf.position.y + (tMat.col1.y * this.m_coreV1.x + tMat.col2.y * this.m_coreV1.y)); + } + b2EdgeShape.prototype.GetNextEdge = function () { + return this.m_nextEdge; + } + b2EdgeShape.prototype.GetPrevEdge = function () { + return this.m_prevEdge; + } + b2EdgeShape.prototype.Support = function (xf, dX, dY) { + if (dX === undefined) dX = 0; + if (dY === undefined) dY = 0; + var tMat = xf.R; + var v1X = xf.position.x + (tMat.col1.x * this.m_coreV1.x + tMat.col2.x * this.m_coreV1.y); + var v1Y = xf.position.y + (tMat.col1.y * this.m_coreV1.x + tMat.col2.y * this.m_coreV1.y); + var v2X = xf.position.x + (tMat.col1.x * this.m_coreV2.x + tMat.col2.x * this.m_coreV2.y); + var v2Y = xf.position.y + (tMat.col1.y * this.m_coreV2.x + tMat.col2.y * this.m_coreV2.y); + if ((v1X * dX + v1Y * dY) > (v2X * dX + v2Y * dY)) { + this.s_supportVec.x = v1X; + this.s_supportVec.y = v1Y; + } + else { + this.s_supportVec.x = v2X; + this.s_supportVec.y = v2Y; + } + return this.s_supportVec; + } + b2EdgeShape.prototype.b2EdgeShape = function (v1, v2) { + this.__super.b2Shape.call(this); + this.m_type = b2Shape.e_edgeShape; + this.m_prevEdge = null; + this.m_nextEdge = null; + this.m_v1 = v1; + this.m_v2 = v2; + this.m_direction.Set(this.m_v2.x - this.m_v1.x, this.m_v2.y - this.m_v1.y); + this.m_length = this.m_direction.Normalize(); + this.m_normal.Set(this.m_direction.y, (-this.m_direction.x)); + this.m_coreV1.Set((-b2Settings.b2_toiSlop * (this.m_normal.x - this.m_direction.x)) + this.m_v1.x, (-b2Settings.b2_toiSlop * (this.m_normal.y - this.m_direction.y)) + this.m_v1.y); + this.m_coreV2.Set((-b2Settings.b2_toiSlop * (this.m_normal.x + this.m_direction.x)) + this.m_v2.x, (-b2Settings.b2_toiSlop * (this.m_normal.y + this.m_direction.y)) + this.m_v2.y); + this.m_cornerDir1 = this.m_normal; + this.m_cornerDir2.Set((-this.m_normal.x), (-this.m_normal.y)); + } + b2EdgeShape.prototype.SetPrevEdge = function (edge, core, cornerDir, convex) { + this.m_prevEdge = edge; + this.m_coreV1 = core; + this.m_cornerDir1 = cornerDir; + this.m_cornerConvex1 = convex; + } + b2EdgeShape.prototype.SetNextEdge = function (edge, core, cornerDir, convex) { + this.m_nextEdge = edge; + this.m_coreV2 = core; + this.m_cornerDir2 = cornerDir; + this.m_cornerConvex2 = convex; + } + b2MassData.b2MassData = function () { + this.mass = 0.0; + this.center = new b2Vec2(0, 0); + this.I = 0.0; + }; + Box2D.inherit(b2PolygonShape, Box2D.Collision.Shapes.b2Shape); + b2PolygonShape.prototype.__super = Box2D.Collision.Shapes.b2Shape.prototype; + b2PolygonShape.b2PolygonShape = function () { + Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this, arguments); + }; + b2PolygonShape.prototype.Copy = function () { + var s = new b2PolygonShape(); + s.Set(this); + return s; + } + b2PolygonShape.prototype.Set = function (other) { + this.__super.Set.call(this, other); + if (Box2D.is(other, b2PolygonShape)) { + var other2 = (other instanceof b2PolygonShape ? other : null); + this.m_centroid.SetV(other2.m_centroid); + this.m_vertexCount = other2.m_vertexCount; + this.Reserve(this.m_vertexCount); + for (var i = 0; i < this.m_vertexCount; i++) { + this.m_vertices[i].SetV(other2.m_vertices[i]); + this.m_normals[i].SetV(other2.m_normals[i]); + } + } + } + b2PolygonShape.prototype.SetAsArray = function (vertices, vertexCount) { + if (vertexCount === undefined) vertexCount = 0; + var v = new Vector(); + var i = 0, + tVec; + for (i = 0; + i < vertices.length; ++i) { + tVec = vertices[i]; + v.push(tVec); + } + this.SetAsVector(v, vertexCount); + } + b2PolygonShape.AsArray = function (vertices, vertexCount) { + if (vertexCount === undefined) vertexCount = 0; + var polygonShape = new b2PolygonShape(); + polygonShape.SetAsArray(vertices, vertexCount); + return polygonShape; + } + b2PolygonShape.prototype.SetAsVector = function (vertices, vertexCount) { + if (vertexCount === undefined) vertexCount = 0; + if (vertexCount == 0) vertexCount = vertices.length; + b2Settings.b2Assert(2 <= vertexCount); + this.m_vertexCount = vertexCount; + this.Reserve(vertexCount); + var i = 0; + for (i = 0; + i < this.m_vertexCount; i++) { + this.m_vertices[i].SetV(vertices[i]); + } + for (i = 0; + i < this.m_vertexCount; ++i) { + var i1 = parseInt(i); + var i2 = parseInt(i + 1 < this.m_vertexCount ? i + 1 : 0); + var edge = b2Math.SubtractVV(this.m_vertices[i2], this.m_vertices[i1]); + b2Settings.b2Assert(edge.LengthSquared() > Number.MIN_VALUE); + this.m_normals[i].SetV(b2Math.CrossVF(edge, 1.0)); + this.m_normals[i].Normalize(); + } + this.m_centroid = b2PolygonShape.ComputeCentroid(this.m_vertices, this.m_vertexCount); + } + b2PolygonShape.AsVector = function (vertices, vertexCount) { + if (vertexCount === undefined) vertexCount = 0; + var polygonShape = new b2PolygonShape(); + polygonShape.SetAsVector(vertices, vertexCount); + return polygonShape; + } + b2PolygonShape.prototype.SetAsBox = function (hx, hy) { + if (hx === undefined) hx = 0; + if (hy === undefined) hy = 0; + this.m_vertexCount = 4; + this.Reserve(4); + this.m_vertices[0].Set((-hx), (-hy)); + this.m_vertices[1].Set(hx, (-hy)); + this.m_vertices[2].Set(hx, hy); + this.m_vertices[3].Set((-hx), hy); + this.m_normals[0].Set(0.0, (-1.0)); + this.m_normals[1].Set(1.0, 0.0); + this.m_normals[2].Set(0.0, 1.0); + this.m_normals[3].Set((-1.0), 0.0); + this.m_centroid.SetZero(); + } + b2PolygonShape.AsBox = function (hx, hy) { + if (hx === undefined) hx = 0; + if (hy === undefined) hy = 0; + var polygonShape = new b2PolygonShape(); + polygonShape.SetAsBox(hx, hy); + return polygonShape; + } + b2PolygonShape.prototype.SetAsOrientedBox = function (hx, hy, center, angle) { + if (hx === undefined) hx = 0; + if (hy === undefined) hy = 0; + if (center === undefined) center = null; + if (angle === undefined) angle = 0.0; + this.m_vertexCount = 4; + this.Reserve(4); + this.m_vertices[0].Set((-hx), (-hy)); + this.m_vertices[1].Set(hx, (-hy)); + this.m_vertices[2].Set(hx, hy); + this.m_vertices[3].Set((-hx), hy); + this.m_normals[0].Set(0.0, (-1.0)); + this.m_normals[1].Set(1.0, 0.0); + this.m_normals[2].Set(0.0, 1.0); + this.m_normals[3].Set((-1.0), 0.0); + this.m_centroid = center; + var xf = new b2Transform(); + xf.position = center; + xf.R.Set(angle); + for (var i = 0; i < this.m_vertexCount; ++i) { + this.m_vertices[i] = b2Math.MulX(xf, this.m_vertices[i]); + this.m_normals[i] = b2Math.MulMV(xf.R, this.m_normals[i]); + } + } + b2PolygonShape.AsOrientedBox = function (hx, hy, center, angle) { + if (hx === undefined) hx = 0; + if (hy === undefined) hy = 0; + if (center === undefined) center = null; + if (angle === undefined) angle = 0.0; + var polygonShape = new b2PolygonShape(); + polygonShape.SetAsOrientedBox(hx, hy, center, angle); + return polygonShape; + } + b2PolygonShape.prototype.SetAsEdge = function (v1, v2) { + this.m_vertexCount = 2; + this.Reserve(2); + this.m_vertices[0].SetV(v1); + this.m_vertices[1].SetV(v2); + this.m_centroid.x = 0.5 * (v1.x + v2.x); + this.m_centroid.y = 0.5 * (v1.y + v2.y); + this.m_normals[0] = b2Math.CrossVF(b2Math.SubtractVV(v2, v1), 1.0); + this.m_normals[0].Normalize(); + this.m_normals[1].x = (-this.m_normals[0].x); + this.m_normals[1].y = (-this.m_normals[0].y); + } + b2PolygonShape.AsEdge = function (v1, v2) { + var polygonShape = new b2PolygonShape(); + polygonShape.SetAsEdge(v1, v2); + return polygonShape; + } + b2PolygonShape.prototype.TestPoint = function (xf, p) { + var tVec; + var tMat = xf.R; + var tX = p.x - xf.position.x; + var tY = p.y - xf.position.y; + var pLocalX = (tX * tMat.col1.x + tY * tMat.col1.y); + var pLocalY = (tX * tMat.col2.x + tY * tMat.col2.y); + for (var i = 0; i < this.m_vertexCount; ++i) { + tVec = this.m_vertices[i]; + tX = pLocalX - tVec.x; + tY = pLocalY - tVec.y; + tVec = this.m_normals[i]; + var dot = (tVec.x * tX + tVec.y * tY); + if (dot > 0.0) { + return false; + } + } + return true; + } + b2PolygonShape.prototype.RayCast = function (output, input, transform) { + var lower = 0.0; + var upper = input.maxFraction; + var tX = 0; + var tY = 0; + var tMat; + var tVec; + tX = input.p1.x - transform.position.x; + tY = input.p1.y - transform.position.y; + tMat = transform.R; + var p1X = (tX * tMat.col1.x + tY * tMat.col1.y); + var p1Y = (tX * tMat.col2.x + tY * tMat.col2.y); + tX = input.p2.x - transform.position.x; + tY = input.p2.y - transform.position.y; + tMat = transform.R; + var p2X = (tX * tMat.col1.x + tY * tMat.col1.y); + var p2Y = (tX * tMat.col2.x + tY * tMat.col2.y); + var dX = p2X - p1X; + var dY = p2Y - p1Y; + var index = parseInt((-1)); + for (var i = 0; i < this.m_vertexCount; ++i) { + tVec = this.m_vertices[i]; + tX = tVec.x - p1X; + tY = tVec.y - p1Y; + tVec = this.m_normals[i]; + var numerator = (tVec.x * tX + tVec.y * tY); + var denominator = (tVec.x * dX + tVec.y * dY); + if (denominator == 0.0) { + if (numerator < 0.0) { + return false; + } + } + else { + if (denominator < 0.0 && numerator < lower * denominator) { + lower = numerator / denominator; + index = i; + } + else if (denominator > 0.0 && numerator < upper * denominator) { + upper = numerator / denominator; + } + } + if (upper < lower - Number.MIN_VALUE) { + return false; + } + } + if (index >= 0) { + output.fraction = lower; + tMat = transform.R; + tVec = this.m_normals[index]; + output.normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + output.normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + return true; + } + return false; + } + b2PolygonShape.prototype.ComputeAABB = function (aabb, xf) { + var tMat = xf.R; + var tVec = this.m_vertices[0]; + var lowerX = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var lowerY = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + var upperX = lowerX; + var upperY = lowerY; + for (var i = 1; i < this.m_vertexCount; ++i) { + tVec = this.m_vertices[i]; + var vX = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var vY = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + lowerX = lowerX < vX ? lowerX : vX; + lowerY = lowerY < vY ? lowerY : vY; + upperX = upperX > vX ? upperX : vX; + upperY = upperY > vY ? upperY : vY; + } + aabb.lowerBound.x = lowerX - this.m_radius; + aabb.lowerBound.y = lowerY - this.m_radius; + aabb.upperBound.x = upperX + this.m_radius; + aabb.upperBound.y = upperY + this.m_radius; + } + b2PolygonShape.prototype.ComputeMass = function (massData, density) { + if (density === undefined) density = 0; + if (this.m_vertexCount == 2) { + massData.center.x = 0.5 * (this.m_vertices[0].x + this.m_vertices[1].x); + massData.center.y = 0.5 * (this.m_vertices[0].y + this.m_vertices[1].y); + massData.mass = 0.0; + massData.I = 0.0; + return; + } + var centerX = 0.0; + var centerY = 0.0; + var area = 0.0; + var I = 0.0; + var p1X = 0.0; + var p1Y = 0.0; + var k_inv3 = 1.0 / 3.0; + for (var i = 0; i < this.m_vertexCount; ++i) { + var p2 = this.m_vertices[i]; + var p3 = i + 1 < this.m_vertexCount ? this.m_vertices[parseInt(i + 1)] : this.m_vertices[0]; + var e1X = p2.x - p1X; + var e1Y = p2.y - p1Y; + var e2X = p3.x - p1X; + var e2Y = p3.y - p1Y; + var D = e1X * e2Y - e1Y * e2X; + var triangleArea = 0.5 * D;area += triangleArea; + centerX += triangleArea * k_inv3 * (p1X + p2.x + p3.x); + centerY += triangleArea * k_inv3 * (p1Y + p2.y + p3.y); + var px = p1X; + var py = p1Y; + var ex1 = e1X; + var ey1 = e1Y; + var ex2 = e2X; + var ey2 = e2Y; + var intx2 = k_inv3 * (0.25 * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) + 0.5 * px * px; + var inty2 = k_inv3 * (0.25 * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) + 0.5 * py * py;I += D * (intx2 + inty2); + } + massData.mass = density * area; + centerX *= 1.0 / area; + centerY *= 1.0 / area; + massData.center.Set(centerX, centerY); + massData.I = density * I; + } + b2PolygonShape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { + if (offset === undefined) offset = 0; + var normalL = b2Math.MulTMV(xf.R, normal); + var offsetL = offset - b2Math.Dot(normal, xf.position); + var depths = new Vector_a2j_Number(); + var diveCount = 0; + var intoIndex = parseInt((-1)); + var outoIndex = parseInt((-1)); + var lastSubmerged = false; + var i = 0; + for (i = 0; + i < this.m_vertexCount; ++i) { + depths[i] = b2Math.Dot(normalL, this.m_vertices[i]) - offsetL; + var isSubmerged = depths[i] < (-Number.MIN_VALUE); + if (i > 0) { + if (isSubmerged) { + if (!lastSubmerged) { + intoIndex = i - 1; + diveCount++; + } + } + else { + if (lastSubmerged) { + outoIndex = i - 1; + diveCount++; + } + } + } + lastSubmerged = isSubmerged; + } + switch (diveCount) { + case 0: + if (lastSubmerged) { + var md = new b2MassData(); + this.ComputeMass(md, 1); + c.SetV(b2Math.MulX(xf, md.center)); + return md.mass; + } + else { + return 0; + } + break; + case 1: + if (intoIndex == (-1)) { + intoIndex = this.m_vertexCount - 1; + } + else { + outoIndex = this.m_vertexCount - 1; + } + break; + } + var intoIndex2 = parseInt((intoIndex + 1) % this.m_vertexCount); + var outoIndex2 = parseInt((outoIndex + 1) % this.m_vertexCount); + var intoLamdda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]); + var outoLamdda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]); + var intoVec = new b2Vec2(this.m_vertices[intoIndex].x * (1 - intoLamdda) + this.m_vertices[intoIndex2].x * intoLamdda, this.m_vertices[intoIndex].y * (1 - intoLamdda) + this.m_vertices[intoIndex2].y * intoLamdda); + var outoVec = new b2Vec2(this.m_vertices[outoIndex].x * (1 - outoLamdda) + this.m_vertices[outoIndex2].x * outoLamdda, this.m_vertices[outoIndex].y * (1 - outoLamdda) + this.m_vertices[outoIndex2].y * outoLamdda); + var area = 0; + var center = new b2Vec2(); + var p2 = this.m_vertices[intoIndex2]; + var p3; + i = intoIndex2; + while (i != outoIndex2) { + i = (i + 1) % this.m_vertexCount; + if (i == outoIndex2) p3 = outoVec; + else p3 = this.m_vertices[i]; + var triangleArea = 0.5 * ((p2.x - intoVec.x) * (p3.y - intoVec.y) - (p2.y - intoVec.y) * (p3.x - intoVec.x)); + area += triangleArea; + center.x += triangleArea * (intoVec.x + p2.x + p3.x) / 3; + center.y += triangleArea * (intoVec.y + p2.y + p3.y) / 3; + p2 = p3; + } + center.Multiply(1 / area); + c.SetV(b2Math.MulX(xf, center)); + return area; + } + b2PolygonShape.prototype.GetVertexCount = function () { + return this.m_vertexCount; + } + b2PolygonShape.prototype.GetVertices = function () { + return this.m_vertices; + } + b2PolygonShape.prototype.GetNormals = function () { + return this.m_normals; + } + b2PolygonShape.prototype.GetSupport = function (d) { + var bestIndex = 0; + var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; + for (var i = 1; i < this.m_vertexCount; ++i) { + var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; + if (value > bestValue) { + bestIndex = i; + bestValue = value; + } + } + return bestIndex; + } + b2PolygonShape.prototype.GetSupportVertex = function (d) { + var bestIndex = 0; + var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; + for (var i = 1; i < this.m_vertexCount; ++i) { + var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; + if (value > bestValue) { + bestIndex = i; + bestValue = value; + } + } + return this.m_vertices[bestIndex]; + } + b2PolygonShape.prototype.Validate = function () { + return false; + } + b2PolygonShape.prototype.b2PolygonShape = function () { + this.__super.b2Shape.call(this); + this.m_type = b2Shape.e_polygonShape; + this.m_centroid = new b2Vec2(); + this.m_vertices = new Vector(); + this.m_normals = new Vector(); + } + b2PolygonShape.prototype.Reserve = function (count) { + if (count === undefined) count = 0; + for (var i = parseInt(this.m_vertices.length); i < count; i++) { + this.m_vertices[i] = new b2Vec2(); + this.m_normals[i] = new b2Vec2(); + } + } + b2PolygonShape.ComputeCentroid = function (vs, count) { + if (count === undefined) count = 0; + var c = new b2Vec2(); + var area = 0.0; + var p1X = 0.0; + var p1Y = 0.0; + var inv3 = 1.0 / 3.0; + for (var i = 0; i < count; ++i) { + var p2 = vs[i]; + var p3 = i + 1 < count ? vs[parseInt(i + 1)] : vs[0]; + var e1X = p2.x - p1X; + var e1Y = p2.y - p1Y; + var e2X = p3.x - p1X; + var e2Y = p3.y - p1Y; + var D = (e1X * e2Y - e1Y * e2X); + var triangleArea = 0.5 * D;area += triangleArea; + c.x += triangleArea * inv3 * (p1X + p2.x + p3.x); + c.y += triangleArea * inv3 * (p1Y + p2.y + p3.y); + } + c.x *= 1.0 / area; + c.y *= 1.0 / area; + return c; + } + b2PolygonShape.ComputeOBB = function (obb, vs, count) { + if (count === undefined) count = 0; + var i = 0; + var p = new Vector(count + 1); + for (i = 0; + i < count; ++i) { + p[i] = vs[i]; + } + p[count] = p[0]; + var minArea = Number.MAX_VALUE; + for (i = 1; + i <= count; ++i) { + var root = p[parseInt(i - 1)]; + var uxX = p[i].x - root.x; + var uxY = p[i].y - root.y; + var length = Math.sqrt(uxX * uxX + uxY * uxY); + uxX /= length; + uxY /= length; + var uyX = (-uxY); + var uyY = uxX; + var lowerX = Number.MAX_VALUE; + var lowerY = Number.MAX_VALUE; + var upperX = (-Number.MAX_VALUE); + var upperY = (-Number.MAX_VALUE); + for (var j = 0; j < count; ++j) { + var dX = p[j].x - root.x; + var dY = p[j].y - root.y; + var rX = (uxX * dX + uxY * dY); + var rY = (uyX * dX + uyY * dY); + if (rX < lowerX) lowerX = rX; + if (rY < lowerY) lowerY = rY; + if (rX > upperX) upperX = rX; + if (rY > upperY) upperY = rY; + } + var area = (upperX - lowerX) * (upperY - lowerY); + if (area < 0.95 * minArea) { + minArea = area; + obb.R.col1.x = uxX; + obb.R.col1.y = uxY; + obb.R.col2.x = uyX; + obb.R.col2.y = uyY; + var centerX = 0.5 * (lowerX + upperX); + var centerY = 0.5 * (lowerY + upperY); + var tMat = obb.R; + obb.center.x = root.x + (tMat.col1.x * centerX + tMat.col2.x * centerY); + obb.center.y = root.y + (tMat.col1.y * centerX + tMat.col2.y * centerY); + obb.extents.x = 0.5 * (upperX - lowerX); + obb.extents.y = 0.5 * (upperY - lowerY); + } + } + } + Box2D.postDefs.push(function () { + Box2D.Collision.Shapes.b2PolygonShape.s_mat = new b2Mat22(); + }); + b2Shape.b2Shape = function () {}; + b2Shape.prototype.Copy = function () { + return null; + } + b2Shape.prototype.Set = function (other) { + this.m_radius = other.m_radius; + } + b2Shape.prototype.GetType = function () { + return this.m_type; + } + b2Shape.prototype.TestPoint = function (xf, p) { + return false; + } + b2Shape.prototype.RayCast = function (output, input, transform) { + return false; + } + b2Shape.prototype.ComputeAABB = function (aabb, xf) {} + b2Shape.prototype.ComputeMass = function (massData, density) { + if (density === undefined) density = 0; + } + b2Shape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { + if (offset === undefined) offset = 0; + return 0; + } + b2Shape.TestOverlap = function (shape1, transform1, shape2, transform2) { + var input = new b2DistanceInput(); + input.proxyA = new b2DistanceProxy(); + input.proxyA.Set(shape1); + input.proxyB = new b2DistanceProxy(); + input.proxyB.Set(shape2); + input.transformA = transform1; + input.transformB = transform2; + input.useRadii = true; + var simplexCache = new b2SimplexCache(); + simplexCache.count = 0; + var output = new b2DistanceOutput(); + b2Distance.Distance(output, simplexCache, input); + return output.distance < 10.0 * Number.MIN_VALUE; + } + b2Shape.prototype.b2Shape = function () { + this.m_type = b2Shape.e_unknownShape; + this.m_radius = b2Settings.b2_linearSlop; + } + Box2D.postDefs.push(function () { + Box2D.Collision.Shapes.b2Shape.e_unknownShape = parseInt((-1)); + Box2D.Collision.Shapes.b2Shape.e_circleShape = 0; + Box2D.Collision.Shapes.b2Shape.e_polygonShape = 1; + Box2D.Collision.Shapes.b2Shape.e_edgeShape = 2; + Box2D.Collision.Shapes.b2Shape.e_shapeTypeCount = 3; + Box2D.Collision.Shapes.b2Shape.e_hitCollide = 1; + Box2D.Collision.Shapes.b2Shape.e_missCollide = 0; + Box2D.Collision.Shapes.b2Shape.e_startsInsideCollide = parseInt((-1)); + }); +})(); +(function () { + var b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3; + + b2Color.b2Color = function () { + this._r = 0; + this._g = 0; + this._b = 0; + }; + b2Color.prototype.b2Color = function (rr, gg, bb) { + if (rr === undefined) rr = 0; + if (gg === undefined) gg = 0; + if (bb === undefined) bb = 0; + this._r = Box2D.parseUInt(255 * b2Math.Clamp(rr, 0.0, 1.0)); + this._g = Box2D.parseUInt(255 * b2Math.Clamp(gg, 0.0, 1.0)); + this._b = Box2D.parseUInt(255 * b2Math.Clamp(bb, 0.0, 1.0)); + } + b2Color.prototype.Set = function (rr, gg, bb) { + if (rr === undefined) rr = 0; + if (gg === undefined) gg = 0; + if (bb === undefined) bb = 0; + this._r = Box2D.parseUInt(255 * b2Math.Clamp(rr, 0.0, 1.0)); + this._g = Box2D.parseUInt(255 * b2Math.Clamp(gg, 0.0, 1.0)); + this._b = Box2D.parseUInt(255 * b2Math.Clamp(bb, 0.0, 1.0)); + } + Object.defineProperty(b2Color.prototype, 'r', { + enumerable: false, + configurable: true, + set: function (rr) { + if (rr === undefined) rr = 0; + this._r = Box2D.parseUInt(255 * b2Math.Clamp(rr, 0.0, 1.0)); + } + }); + Object.defineProperty(b2Color.prototype, 'g', { + enumerable: false, + configurable: true, + set: function (gg) { + if (gg === undefined) gg = 0; + this._g = Box2D.parseUInt(255 * b2Math.Clamp(gg, 0.0, 1.0)); + } + }); + Object.defineProperty(b2Color.prototype, 'b', { + enumerable: false, + configurable: true, + set: function (bb) { + if (bb === undefined) bb = 0; + this._b = Box2D.parseUInt(255 * b2Math.Clamp(bb, 0.0, 1.0)); + } + }); + Object.defineProperty(b2Color.prototype, 'color', { + enumerable: false, + configurable: true, + get: function () { + return (this._r << 16) | (this._g << 8) | (this._b); + } + }); + b2Settings.b2Settings = function () {}; + b2Settings.b2MixFriction = function (friction1, friction2) { + if (friction1 === undefined) friction1 = 0; + if (friction2 === undefined) friction2 = 0; + return Math.sqrt(friction1 * friction2); + } + b2Settings.b2MixRestitution = function (restitution1, restitution2) { + if (restitution1 === undefined) restitution1 = 0; + if (restitution2 === undefined) restitution2 = 0; + return restitution1 > restitution2 ? restitution1 : restitution2; + } + b2Settings.b2Assert = function (a) { + if (!a) { + throw "Assertion Failed"; + } + } + Box2D.postDefs.push(function () { + Box2D.Common.b2Settings.VERSION = "2.1alpha"; + Box2D.Common.b2Settings.USHRT_MAX = 0x0000ffff; + Box2D.Common.b2Settings.b2_pi = Math.PI; + Box2D.Common.b2Settings.b2_maxManifoldPoints = 2; + Box2D.Common.b2Settings.b2_aabbExtension = 0.1; + Box2D.Common.b2Settings.b2_aabbMultiplier = 2.0; + Box2D.Common.b2Settings.b2_polygonRadius = 2.0 * b2Settings.b2_linearSlop; + Box2D.Common.b2Settings.b2_linearSlop = 0.005; + Box2D.Common.b2Settings.b2_angularSlop = 2.0 / 180.0 * b2Settings.b2_pi; + Box2D.Common.b2Settings.b2_toiSlop = 8.0 * b2Settings.b2_linearSlop; + Box2D.Common.b2Settings.b2_maxTOIContactsPerIsland = 32; + Box2D.Common.b2Settings.b2_maxTOIJointsPerIsland = 32; + Box2D.Common.b2Settings.b2_velocityThreshold = 1.0; + Box2D.Common.b2Settings.b2_maxLinearCorrection = 0.2; + Box2D.Common.b2Settings.b2_maxAngularCorrection = 8.0 / 180.0 * b2Settings.b2_pi; + Box2D.Common.b2Settings.b2_maxTranslation = 2.0; + Box2D.Common.b2Settings.b2_maxTranslationSquared = b2Settings.b2_maxTranslation * b2Settings.b2_maxTranslation; + Box2D.Common.b2Settings.b2_maxRotation = 0.5 * b2Settings.b2_pi; + Box2D.Common.b2Settings.b2_maxRotationSquared = b2Settings.b2_maxRotation * b2Settings.b2_maxRotation; + Box2D.Common.b2Settings.b2_contactBaumgarte = 0.2; + Box2D.Common.b2Settings.b2_timeToSleep = 0.5; + Box2D.Common.b2Settings.b2_linearSleepTolerance = 0.01; + Box2D.Common.b2Settings.b2_angularSleepTolerance = 2.0 / 180.0 * b2Settings.b2_pi; + }); +})(); +(function () { + var b2AABB = Box2D.Collision.b2AABB, + b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3; + + b2Mat22.b2Mat22 = function () { + this.col1 = new b2Vec2(); + this.col2 = new b2Vec2(); + }; + b2Mat22.prototype.b2Mat22 = function () { + this.SetIdentity(); + } + b2Mat22.FromAngle = function (angle) { + if (angle === undefined) angle = 0; + var mat = new b2Mat22(); + mat.Set(angle); + return mat; + } + b2Mat22.FromVV = function (c1, c2) { + var mat = new b2Mat22(); + mat.SetVV(c1, c2); + return mat; + } + b2Mat22.prototype.Set = function (angle) { + if (angle === undefined) angle = 0; + var c = Math.cos(angle); + var s = Math.sin(angle); + this.col1.x = c; + this.col2.x = (-s); + this.col1.y = s; + this.col2.y = c; + } + b2Mat22.prototype.SetVV = function (c1, c2) { + this.col1.SetV(c1); + this.col2.SetV(c2); + } + b2Mat22.prototype.Copy = function () { + var mat = new b2Mat22(); + mat.SetM(this); + return mat; + } + b2Mat22.prototype.SetM = function (m) { + this.col1.SetV(m.col1); + this.col2.SetV(m.col2); + } + b2Mat22.prototype.AddM = function (m) { + this.col1.x += m.col1.x; + this.col1.y += m.col1.y; + this.col2.x += m.col2.x; + this.col2.y += m.col2.y; + } + b2Mat22.prototype.SetIdentity = function () { + this.col1.x = 1.0; + this.col2.x = 0.0; + this.col1.y = 0.0; + this.col2.y = 1.0; + } + b2Mat22.prototype.SetZero = function () { + this.col1.x = 0.0; + this.col2.x = 0.0; + this.col1.y = 0.0; + this.col2.y = 0.0; + } + b2Mat22.prototype.GetAngle = function () { + return Math.atan2(this.col1.y, this.col1.x); + } + b2Mat22.prototype.GetInverse = function (out) { + var a = this.col1.x; + var b = this.col2.x; + var c = this.col1.y; + var d = this.col2.y; + var det = a * d - b * c; + if (det != 0.0) { + det = 1.0 / det; + } + out.col1.x = det * d; + out.col2.x = (-det * b); + out.col1.y = (-det * c); + out.col2.y = det * a; + return out; + } + b2Mat22.prototype.Solve = function (out, bX, bY) { + if (bX === undefined) bX = 0; + if (bY === undefined) bY = 0; + var a11 = this.col1.x; + var a12 = this.col2.x; + var a21 = this.col1.y; + var a22 = this.col2.y; + var det = a11 * a22 - a12 * a21; + if (det != 0.0) { + det = 1.0 / det; + } + out.x = det * (a22 * bX - a12 * bY); + out.y = det * (a11 * bY - a21 * bX); + return out; + } + b2Mat22.prototype.Abs = function () { + this.col1.Abs(); + this.col2.Abs(); + } + b2Mat33.b2Mat33 = function () { + this.col1 = new b2Vec3(); + this.col2 = new b2Vec3(); + this.col3 = new b2Vec3(); + }; + b2Mat33.prototype.b2Mat33 = function (c1, c2, c3) { + if (c1 === undefined) c1 = null; + if (c2 === undefined) c2 = null; + if (c3 === undefined) c3 = null; + if (!c1 && !c2 && !c3) { + this.col1.SetZero(); + this.col2.SetZero(); + this.col3.SetZero(); + } + else { + this.col1.SetV(c1); + this.col2.SetV(c2); + this.col3.SetV(c3); + } + } + b2Mat33.prototype.SetVVV = function (c1, c2, c3) { + this.col1.SetV(c1); + this.col2.SetV(c2); + this.col3.SetV(c3); + } + b2Mat33.prototype.Copy = function () { + return new b2Mat33(this.col1, this.col2, this.col3); + } + b2Mat33.prototype.SetM = function (m) { + this.col1.SetV(m.col1); + this.col2.SetV(m.col2); + this.col3.SetV(m.col3); + } + b2Mat33.prototype.AddM = function (m) { + this.col1.x += m.col1.x; + this.col1.y += m.col1.y; + this.col1.z += m.col1.z; + this.col2.x += m.col2.x; + this.col2.y += m.col2.y; + this.col2.z += m.col2.z; + this.col3.x += m.col3.x; + this.col3.y += m.col3.y; + this.col3.z += m.col3.z; + } + b2Mat33.prototype.SetIdentity = function () { + this.col1.x = 1.0; + this.col2.x = 0.0; + this.col3.x = 0.0; + this.col1.y = 0.0; + this.col2.y = 1.0; + this.col3.y = 0.0; + this.col1.z = 0.0; + this.col2.z = 0.0; + this.col3.z = 1.0; + } + b2Mat33.prototype.SetZero = function () { + this.col1.x = 0.0; + this.col2.x = 0.0; + this.col3.x = 0.0; + this.col1.y = 0.0; + this.col2.y = 0.0; + this.col3.y = 0.0; + this.col1.z = 0.0; + this.col2.z = 0.0; + this.col3.z = 0.0; + } + b2Mat33.prototype.Solve22 = function (out, bX, bY) { + if (bX === undefined) bX = 0; + if (bY === undefined) bY = 0; + var a11 = this.col1.x; + var a12 = this.col2.x; + var a21 = this.col1.y; + var a22 = this.col2.y; + var det = a11 * a22 - a12 * a21; + if (det != 0.0) { + det = 1.0 / det; + } + out.x = det * (a22 * bX - a12 * bY); + out.y = det * (a11 * bY - a21 * bX); + return out; + } + b2Mat33.prototype.Solve33 = function (out, bX, bY, bZ) { + if (bX === undefined) bX = 0; + if (bY === undefined) bY = 0; + if (bZ === undefined) bZ = 0; + var a11 = this.col1.x; + var a21 = this.col1.y; + var a31 = this.col1.z; + var a12 = this.col2.x; + var a22 = this.col2.y; + var a32 = this.col2.z; + var a13 = this.col3.x; + var a23 = this.col3.y; + var a33 = this.col3.z; + var det = a11 * (a22 * a33 - a32 * a23) + a21 * (a32 * a13 - a12 * a33) + a31 * (a12 * a23 - a22 * a13); + if (det != 0.0) { + det = 1.0 / det; + } + out.x = det * (bX * (a22 * a33 - a32 * a23) + bY * (a32 * a13 - a12 * a33) + bZ * (a12 * a23 - a22 * a13)); + out.y = det * (a11 * (bY * a33 - bZ * a23) + a21 * (bZ * a13 - bX * a33) + a31 * (bX * a23 - bY * a13)); + out.z = det * (a11 * (a22 * bZ - a32 * bY) + a21 * (a32 * bX - a12 * bZ) + a31 * (a12 * bY - a22 * bX)); + return out; + } + b2Math.b2Math = function () {}; + b2Math.IsValid = function (x) { + if (x === undefined) x = 0; + return isFinite(x); + } + b2Math.Dot = function (a, b) { + return a.x * b.x + a.y * b.y; + } + b2Math.CrossVV = function (a, b) { + return a.x * b.y - a.y * b.x; + } + b2Math.CrossVF = function (a, s) { + if (s === undefined) s = 0; + var v = new b2Vec2(s * a.y, (-s * a.x)); + return v; + } + b2Math.CrossFV = function (s, a) { + if (s === undefined) s = 0; + var v = new b2Vec2((-s * a.y), s * a.x); + return v; + } + b2Math.MulMV = function (A, v) { + var u = new b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y); + return u; + } + b2Math.MulTMV = function (A, v) { + var u = new b2Vec2(b2Math.Dot(v, A.col1), b2Math.Dot(v, A.col2)); + return u; + } + b2Math.MulX = function (T, v) { + var a = b2Math.MulMV(T.R, v); + a.x += T.position.x; + a.y += T.position.y; + return a; + } + b2Math.MulXT = function (T, v) { + var a = b2Math.SubtractVV(v, T.position); + var tX = (a.x * T.R.col1.x + a.y * T.R.col1.y); + a.y = (a.x * T.R.col2.x + a.y * T.R.col2.y); + a.x = tX; + return a; + } + b2Math.AddVV = function (a, b) { + var v = new b2Vec2(a.x + b.x, a.y + b.y); + return v; + } + b2Math.SubtractVV = function (a, b) { + var v = new b2Vec2(a.x - b.x, a.y - b.y); + return v; + } + b2Math.Distance = function (a, b) { + var cX = a.x - b.x; + var cY = a.y - b.y; + return Math.sqrt(cX * cX + cY * cY); + } + b2Math.DistanceSquared = function (a, b) { + var cX = a.x - b.x; + var cY = a.y - b.y; + return (cX * cX + cY * cY); + } + b2Math.MulFV = function (s, a) { + if (s === undefined) s = 0; + var v = new b2Vec2(s * a.x, s * a.y); + return v; + } + b2Math.AddMM = function (A, B) { + var C = b2Mat22.FromVV(b2Math.AddVV(A.col1, B.col1), b2Math.AddVV(A.col2, B.col2)); + return C; + } + b2Math.MulMM = function (A, B) { + var C = b2Mat22.FromVV(b2Math.MulMV(A, B.col1), b2Math.MulMV(A, B.col2)); + return C; + } + b2Math.MulTMM = function (A, B) { + var c1 = new b2Vec2(b2Math.Dot(A.col1, B.col1), b2Math.Dot(A.col2, B.col1)); + var c2 = new b2Vec2(b2Math.Dot(A.col1, B.col2), b2Math.Dot(A.col2, B.col2)); + var C = b2Mat22.FromVV(c1, c2); + return C; + } + b2Math.Abs = function (a) { + if (a === undefined) a = 0; + return a > 0.0 ? a : (-a); + } + b2Math.AbsV = function (a) { + var b = new b2Vec2(b2Math.Abs(a.x), b2Math.Abs(a.y)); + return b; + } + b2Math.AbsM = function (A) { + var B = b2Mat22.FromVV(b2Math.AbsV(A.col1), b2Math.AbsV(A.col2)); + return B; + } + b2Math.Min = function (a, b) { + if (a === undefined) a = 0; + if (b === undefined) b = 0; + return a < b ? a : b; + } + b2Math.MinV = function (a, b) { + var c = new b2Vec2(b2Math.Min(a.x, b.x), b2Math.Min(a.y, b.y)); + return c; + } + b2Math.Max = function (a, b) { + if (a === undefined) a = 0; + if (b === undefined) b = 0; + return a > b ? a : b; + } + b2Math.MaxV = function (a, b) { + var c = new b2Vec2(b2Math.Max(a.x, b.x), b2Math.Max(a.y, b.y)); + return c; + } + b2Math.Clamp = function (a, low, high) { + if (a === undefined) a = 0; + if (low === undefined) low = 0; + if (high === undefined) high = 0; + return a < low ? low : a > high ? high : a; + } + b2Math.ClampV = function (a, low, high) { + return b2Math.MaxV(low, b2Math.MinV(a, high)); + } + b2Math.Swap = function (a, b) { + var tmp = a[0]; + a[0] = b[0]; + b[0] = tmp; + } + b2Math.Random = function () { + return Math.random() * 2 - 1; + } + b2Math.RandomRange = function (lo, hi) { + if (lo === undefined) lo = 0; + if (hi === undefined) hi = 0; + var r = Math.random(); + r = (hi - lo) * r + lo; + return r; + } + b2Math.NextPowerOfTwo = function (x) { + if (x === undefined) x = 0; + x |= (x >> 1) & 0x7FFFFFFF; + x |= (x >> 2) & 0x3FFFFFFF; + x |= (x >> 4) & 0x0FFFFFFF; + x |= (x >> 8) & 0x00FFFFFF; + x |= (x >> 16) & 0x0000FFFF; + return x + 1; + } + b2Math.IsPowerOfTwo = function (x) { + if (x === undefined) x = 0; + var result = x > 0 && (x & (x - 1)) == 0; + return result; + } + Box2D.postDefs.push(function () { + Box2D.Common.Math.b2Math.b2Vec2_zero = new b2Vec2(0.0, 0.0); + Box2D.Common.Math.b2Math.b2Mat22_identity = b2Mat22.FromVV(new b2Vec2(1.0, 0.0), new b2Vec2(0.0, 1.0)); + Box2D.Common.Math.b2Math.b2Transform_identity = new b2Transform(b2Math.b2Vec2_zero, b2Math.b2Mat22_identity); + }); + b2Sweep.b2Sweep = function () { + this.localCenter = new b2Vec2(); + this.c0 = new b2Vec2; + this.c = new b2Vec2(); + }; + b2Sweep.prototype.Set = function (other) { + this.localCenter.SetV(other.localCenter); + this.c0.SetV(other.c0); + this.c.SetV(other.c); + this.a0 = other.a0; + this.a = other.a; + this.t0 = other.t0; + } + b2Sweep.prototype.Copy = function () { + var copy = new b2Sweep(); + copy.localCenter.SetV(this.localCenter); + copy.c0.SetV(this.c0); + copy.c.SetV(this.c); + copy.a0 = this.a0; + copy.a = this.a; + copy.t0 = this.t0; + return copy; + } + b2Sweep.prototype.GetTransform = function (xf, alpha) { + if (alpha === undefined) alpha = 0; + xf.position.x = (1.0 - alpha) * this.c0.x + alpha * this.c.x; + xf.position.y = (1.0 - alpha) * this.c0.y + alpha * this.c.y; + var angle = (1.0 - alpha) * this.a0 + alpha * this.a; + xf.R.Set(angle); + var tMat = xf.R; + xf.position.x -= (tMat.col1.x * this.localCenter.x + tMat.col2.x * this.localCenter.y); + xf.position.y -= (tMat.col1.y * this.localCenter.x + tMat.col2.y * this.localCenter.y); + } + b2Sweep.prototype.Advance = function (t) { + if (t === undefined) t = 0; + if (this.t0 < t && 1.0 - this.t0 > Number.MIN_VALUE) { + var alpha = (t - this.t0) / (1.0 - this.t0); + this.c0.x = (1.0 - alpha) * this.c0.x + alpha * this.c.x; + this.c0.y = (1.0 - alpha) * this.c0.y + alpha * this.c.y; + this.a0 = (1.0 - alpha) * this.a0 + alpha * this.a; + this.t0 = t; + } + } + b2Transform.b2Transform = function () { + this.position = new b2Vec2; + this.R = new b2Mat22(); + }; + b2Transform.prototype.b2Transform = function (pos, r) { + if (pos === undefined) pos = null; + if (r === undefined) r = null; + if (pos) { + this.position.SetV(pos); + this.R.SetM(r); + } + } + b2Transform.prototype.Initialize = function (pos, r) { + this.position.SetV(pos); + this.R.SetM(r); + } + b2Transform.prototype.SetIdentity = function () { + this.position.SetZero(); + this.R.SetIdentity(); + } + b2Transform.prototype.Set = function (x) { + this.position.SetV(x.position); + this.R.SetM(x.R); + } + b2Transform.prototype.GetAngle = function () { + return Math.atan2(this.R.col1.y, this.R.col1.x); + } + b2Vec2.b2Vec2 = function () {}; + b2Vec2.prototype.b2Vec2 = function (x_, y_) { + if (x_ === undefined) x_ = 0; + if (y_ === undefined) y_ = 0; + this.x = x_; + this.y = y_; + } + b2Vec2.prototype.SetZero = function () { + this.x = 0.0; + this.y = 0.0; + } + b2Vec2.prototype.Set = function (x_, y_) { + if (x_ === undefined) x_ = 0; + if (y_ === undefined) y_ = 0; + this.x = x_; + this.y = y_; + } + b2Vec2.prototype.SetV = function (v) { + this.x = v.x; + this.y = v.y; + } + b2Vec2.prototype.GetNegative = function () { + return new b2Vec2((-this.x), (-this.y)); + } + b2Vec2.prototype.NegativeSelf = function () { + this.x = (-this.x); + this.y = (-this.y); + } + b2Vec2.Make = function (x_, y_) { + if (x_ === undefined) x_ = 0; + if (y_ === undefined) y_ = 0; + return new b2Vec2(x_, y_); + } + b2Vec2.prototype.Copy = function () { + return new b2Vec2(this.x, this.y); + } + b2Vec2.prototype.Add = function (v) { + this.x += v.x; + this.y += v.y; + } + b2Vec2.prototype.Subtract = function (v) { + this.x -= v.x; + this.y -= v.y; + } + b2Vec2.prototype.Multiply = function (a) { + if (a === undefined) a = 0; + this.x *= a; + this.y *= a; + } + b2Vec2.prototype.MulM = function (A) { + var tX = this.x; + this.x = A.col1.x * tX + A.col2.x * this.y; + this.y = A.col1.y * tX + A.col2.y * this.y; + } + b2Vec2.prototype.MulTM = function (A) { + var tX = b2Math.Dot(this, A.col1); + this.y = b2Math.Dot(this, A.col2); + this.x = tX; + } + b2Vec2.prototype.CrossVF = function (s) { + if (s === undefined) s = 0; + var tX = this.x; + this.x = s * this.y; + this.y = (-s * tX); + } + b2Vec2.prototype.CrossFV = function (s) { + if (s === undefined) s = 0; + var tX = this.x; + this.x = (-s * this.y); + this.y = s * tX; + } + b2Vec2.prototype.MinV = function (b) { + this.x = this.x < b.x ? this.x : b.x; + this.y = this.y < b.y ? this.y : b.y; + } + b2Vec2.prototype.MaxV = function (b) { + this.x = this.x > b.x ? this.x : b.x; + this.y = this.y > b.y ? this.y : b.y; + } + b2Vec2.prototype.Abs = function () { + if (this.x < 0) this.x = (-this.x); + if (this.y < 0) this.y = (-this.y); + } + b2Vec2.prototype.Length = function () { + return Math.sqrt(this.x * this.x + this.y * this.y); + } + b2Vec2.prototype.LengthSquared = function () { + return (this.x * this.x + this.y * this.y); + } + b2Vec2.prototype.Normalize = function () { + var length = Math.sqrt(this.x * this.x + this.y * this.y); + if (length < Number.MIN_VALUE) { + return 0.0; + } + var invLength = 1.0 / length; + this.x *= invLength; + this.y *= invLength; + return length; + } + b2Vec2.prototype.IsValid = function () { + return b2Math.IsValid(this.x) && b2Math.IsValid(this.y); + } + b2Vec3.b2Vec3 = function () {}; + b2Vec3.prototype.b2Vec3 = function (x, y, z) { + if (x === undefined) x = 0; + if (y === undefined) y = 0; + if (z === undefined) z = 0; + this.x = x; + this.y = y; + this.z = z; + } + b2Vec3.prototype.SetZero = function () { + this.x = this.y = this.z = 0.0; + } + b2Vec3.prototype.Set = function (x, y, z) { + if (x === undefined) x = 0; + if (y === undefined) y = 0; + if (z === undefined) z = 0; + this.x = x; + this.y = y; + this.z = z; + } + b2Vec3.prototype.SetV = function (v) { + this.x = v.x; + this.y = v.y; + this.z = v.z; + } + b2Vec3.prototype.GetNegative = function () { + return new b2Vec3((-this.x), (-this.y), (-this.z)); + } + b2Vec3.prototype.NegativeSelf = function () { + this.x = (-this.x); + this.y = (-this.y); + this.z = (-this.z); + } + b2Vec3.prototype.Copy = function () { + return new b2Vec3(this.x, this.y, this.z); + } + b2Vec3.prototype.Add = function (v) { + this.x += v.x; + this.y += v.y; + this.z += v.z; + } + b2Vec3.prototype.Subtract = function (v) { + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + } + b2Vec3.prototype.Multiply = function (a) { + if (a === undefined) a = 0; + this.x *= a; + this.y *= a; + this.z *= a; + } +})(); +(function () { + var b2ControllerEdge = Box2D.Dynamics.Controllers.b2ControllerEdge, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2AABB = Box2D.Collision.b2AABB, + b2Bound = Box2D.Collision.b2Bound, + b2BoundValues = Box2D.Collision.b2BoundValues, + b2Collision = Box2D.Collision.b2Collision, + b2ContactID = Box2D.Collision.b2ContactID, + b2ContactPoint = Box2D.Collision.b2ContactPoint, + b2Distance = Box2D.Collision.b2Distance, + b2DistanceInput = Box2D.Collision.b2DistanceInput, + b2DistanceOutput = Box2D.Collision.b2DistanceOutput, + b2DistanceProxy = Box2D.Collision.b2DistanceProxy, + b2DynamicTree = Box2D.Collision.b2DynamicTree, + b2DynamicTreeBroadPhase = Box2D.Collision.b2DynamicTreeBroadPhase, + b2DynamicTreeNode = Box2D.Collision.b2DynamicTreeNode, + b2DynamicTreePair = Box2D.Collision.b2DynamicTreePair, + b2Manifold = Box2D.Collision.b2Manifold, + b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint, + b2Point = Box2D.Collision.b2Point, + b2RayCastInput = Box2D.Collision.b2RayCastInput, + b2RayCastOutput = Box2D.Collision.b2RayCastOutput, + b2Segment = Box2D.Collision.b2Segment, + b2SeparationFunction = Box2D.Collision.b2SeparationFunction, + b2Simplex = Box2D.Collision.b2Simplex, + b2SimplexCache = Box2D.Collision.b2SimplexCache, + b2SimplexVertex = Box2D.Collision.b2SimplexVertex, + b2TimeOfImpact = Box2D.Collision.b2TimeOfImpact, + b2TOIInput = Box2D.Collision.b2TOIInput, + b2WorldManifold = Box2D.Collision.b2WorldManifold, + ClipVertex = Box2D.Collision.ClipVertex, + Features = Box2D.Collision.Features, + IBroadPhase = Box2D.Collision.IBroadPhase, + b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, + b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef, + b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape, + b2MassData = Box2D.Collision.Shapes.b2MassData, + b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, + b2Shape = Box2D.Collision.Shapes.b2Shape, + b2Body = Box2D.Dynamics.b2Body, + b2BodyDef = Box2D.Dynamics.b2BodyDef, + b2ContactFilter = Box2D.Dynamics.b2ContactFilter, + b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse, + b2ContactListener = Box2D.Dynamics.b2ContactListener, + b2ContactManager = Box2D.Dynamics.b2ContactManager, + b2DebugDraw = Box2D.Dynamics.b2DebugDraw, + b2DestructionListener = Box2D.Dynamics.b2DestructionListener, + b2FilterData = Box2D.Dynamics.b2FilterData, + b2Fixture = Box2D.Dynamics.b2Fixture, + b2FixtureDef = Box2D.Dynamics.b2FixtureDef, + b2Island = Box2D.Dynamics.b2Island, + b2TimeStep = Box2D.Dynamics.b2TimeStep, + b2World = Box2D.Dynamics.b2World, + b2CircleContact = Box2D.Dynamics.Contacts.b2CircleContact, + b2Contact = Box2D.Dynamics.Contacts.b2Contact, + b2ContactConstraint = Box2D.Dynamics.Contacts.b2ContactConstraint, + b2ContactConstraintPoint = Box2D.Dynamics.Contacts.b2ContactConstraintPoint, + b2ContactEdge = Box2D.Dynamics.Contacts.b2ContactEdge, + b2ContactFactory = Box2D.Dynamics.Contacts.b2ContactFactory, + b2ContactRegister = Box2D.Dynamics.Contacts.b2ContactRegister, + b2ContactResult = Box2D.Dynamics.Contacts.b2ContactResult, + b2ContactSolver = Box2D.Dynamics.Contacts.b2ContactSolver, + b2EdgeAndCircleContact = Box2D.Dynamics.Contacts.b2EdgeAndCircleContact, + b2NullContact = Box2D.Dynamics.Contacts.b2NullContact, + b2PolyAndCircleContact = Box2D.Dynamics.Contacts.b2PolyAndCircleContact, + b2PolyAndEdgeContact = Box2D.Dynamics.Contacts.b2PolyAndEdgeContact, + b2PolygonContact = Box2D.Dynamics.Contacts.b2PolygonContact, + b2PositionSolverManifold = Box2D.Dynamics.Contacts.b2PositionSolverManifold, + b2Controller = Box2D.Dynamics.Controllers.b2Controller, + b2DistanceJoint = Box2D.Dynamics.Joints.b2DistanceJoint, + b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef, + b2FrictionJoint = Box2D.Dynamics.Joints.b2FrictionJoint, + b2FrictionJointDef = Box2D.Dynamics.Joints.b2FrictionJointDef, + b2GearJoint = Box2D.Dynamics.Joints.b2GearJoint, + b2GearJointDef = Box2D.Dynamics.Joints.b2GearJointDef, + b2Jacobian = Box2D.Dynamics.Joints.b2Jacobian, + b2Joint = Box2D.Dynamics.Joints.b2Joint, + b2JointDef = Box2D.Dynamics.Joints.b2JointDef, + b2JointEdge = Box2D.Dynamics.Joints.b2JointEdge, + b2LineJoint = Box2D.Dynamics.Joints.b2LineJoint, + b2LineJointDef = Box2D.Dynamics.Joints.b2LineJointDef, + b2MouseJoint = Box2D.Dynamics.Joints.b2MouseJoint, + b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef, + b2PrismaticJoint = Box2D.Dynamics.Joints.b2PrismaticJoint, + b2PrismaticJointDef = Box2D.Dynamics.Joints.b2PrismaticJointDef, + b2PulleyJoint = Box2D.Dynamics.Joints.b2PulleyJoint, + b2PulleyJointDef = Box2D.Dynamics.Joints.b2PulleyJointDef, + b2RevoluteJoint = Box2D.Dynamics.Joints.b2RevoluteJoint, + b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef, + b2WeldJoint = Box2D.Dynamics.Joints.b2WeldJoint, + b2WeldJointDef = Box2D.Dynamics.Joints.b2WeldJointDef; + + b2Body.b2Body = function () { + this.m_xf = new b2Transform(); + this.m_sweep = new b2Sweep(); + this.m_linearVelocity = new b2Vec2(); + this.m_force = new b2Vec2(); + }; + b2Body.prototype.connectEdges = function (s1, s2, angle1) { + if (angle1 === undefined) angle1 = 0; + var angle2 = Math.atan2(s2.GetDirectionVector().y, s2.GetDirectionVector().x); + var coreOffset = Math.tan((angle2 - angle1) * 0.5); + var core = b2Math.MulFV(coreOffset, s2.GetDirectionVector()); + core = b2Math.SubtractVV(core, s2.GetNormalVector()); + core = b2Math.MulFV(b2Settings.b2_toiSlop, core); + core = b2Math.AddVV(core, s2.GetVertex1()); + var cornerDir = b2Math.AddVV(s1.GetDirectionVector(), s2.GetDirectionVector()); + cornerDir.Normalize(); + var convex = b2Math.Dot(s1.GetDirectionVector(), s2.GetNormalVector()) > 0.0; + s1.SetNextEdge(s2, core, cornerDir, convex); + s2.SetPrevEdge(s1, core, cornerDir, convex); + return angle2; + } + b2Body.prototype.CreateFixture = function (def) { + if (this.m_world.IsLocked() == true) { + return null; + } + var fixture = new b2Fixture(); + fixture.Create(this, this.m_xf, def); + if (this.m_flags & b2Body.e_activeFlag) { + var broadPhase = this.m_world.m_contactManager.m_broadPhase; + fixture.CreateProxy(broadPhase, this.m_xf); + } + fixture.m_next = this.m_fixtureList; + this.m_fixtureList = fixture; + ++this.m_fixtureCount; + fixture.m_body = this; + if (fixture.m_density > 0.0) { + this.ResetMassData(); + } + this.m_world.m_flags |= b2World.e_newFixture; + return fixture; + } + b2Body.prototype.CreateFixture2 = function (shape, density) { + if (density === undefined) density = 0.0; + var def = new b2FixtureDef(); + def.shape = shape; + def.density = density; + return this.CreateFixture(def); + } + b2Body.prototype.DestroyFixture = function (fixture) { + if (this.m_world.IsLocked() == true) { + return; + } + var node = this.m_fixtureList; + var ppF = null; + var found = false; + while (node != null) { + if (node == fixture) { + if (ppF) ppF.m_next = fixture.m_next; + else this.m_fixtureList = fixture.m_next; + found = true; + break; + } + ppF = node; + node = node.m_next; + } + var edge = this.m_contactList; + while (edge) { + var c = edge.contact; + edge = edge.next; + var fixtureA = c.GetFixtureA(); + var fixtureB = c.GetFixtureB(); + if (fixture == fixtureA || fixture == fixtureB) { + this.m_world.m_contactManager.Destroy(c); + } + } + if (this.m_flags & b2Body.e_activeFlag) { + var broadPhase = this.m_world.m_contactManager.m_broadPhase; + fixture.DestroyProxy(broadPhase); + } + else {} + fixture.Destroy(); + fixture.m_body = null; + fixture.m_next = null; + --this.m_fixtureCount; + this.ResetMassData(); + } + b2Body.prototype.SetPositionAndAngle = function (position, angle) { + if (angle === undefined) angle = 0; + var f; + if (this.m_world.IsLocked() == true) { + return; + } + this.m_xf.R.Set(angle); + this.m_xf.position.SetV(position); + var tMat = this.m_xf.R; + var tVec = this.m_sweep.localCenter; + this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + this.m_sweep.c.x += this.m_xf.position.x; + this.m_sweep.c.y += this.m_xf.position.y; + this.m_sweep.c0.SetV(this.m_sweep.c); + this.m_sweep.a0 = this.m_sweep.a = angle; + var broadPhase = this.m_world.m_contactManager.m_broadPhase; + for (f = this.m_fixtureList; + f; f = f.m_next) { + f.Synchronize(broadPhase, this.m_xf, this.m_xf); + } + this.m_world.m_contactManager.FindNewContacts(); + } + b2Body.prototype.SetTransform = function (xf) { + this.SetPositionAndAngle(xf.position, xf.GetAngle()); + } + b2Body.prototype.GetTransform = function () { + return this.m_xf; + } + b2Body.prototype.GetPosition = function () { + return this.m_xf.position; + } + b2Body.prototype.SetPosition = function (position) { + this.SetPositionAndAngle(position, this.GetAngle()); + } + b2Body.prototype.GetAngle = function () { + return this.m_sweep.a; + } + b2Body.prototype.SetAngle = function (angle) { + if (angle === undefined) angle = 0; + this.SetPositionAndAngle(this.GetPosition(), angle); + } + b2Body.prototype.GetWorldCenter = function () { + return this.m_sweep.c; + } + b2Body.prototype.GetLocalCenter = function () { + return this.m_sweep.localCenter; + } + b2Body.prototype.SetLinearVelocity = function (v) { + if (this.m_type == b2Body.b2_staticBody) { + return; + } + this.m_linearVelocity.SetV(v); + } + b2Body.prototype.GetLinearVelocity = function () { + return this.m_linearVelocity; + } + b2Body.prototype.SetAngularVelocity = function (omega) { + if (omega === undefined) omega = 0; + if (this.m_type == b2Body.b2_staticBody) { + return; + } + this.m_angularVelocity = omega; + } + b2Body.prototype.GetAngularVelocity = function () { + return this.m_angularVelocity; + } + b2Body.prototype.GetDefinition = function () { + var bd = new b2BodyDef(); + bd.type = this.GetType(); + bd.allowSleep = (this.m_flags & b2Body.e_allowSleepFlag) == b2Body.e_allowSleepFlag; + bd.angle = this.GetAngle(); + bd.angularDamping = this.m_angularDamping; + bd.angularVelocity = this.m_angularVelocity; + bd.fixedRotation = (this.m_flags & b2Body.e_fixedRotationFlag) == b2Body.e_fixedRotationFlag; + bd.bullet = (this.m_flags & b2Body.e_bulletFlag) == b2Body.e_bulletFlag; + bd.awake = (this.m_flags & b2Body.e_awakeFlag) == b2Body.e_awakeFlag; + bd.linearDamping = this.m_linearDamping; + bd.linearVelocity.SetV(this.GetLinearVelocity()); + bd.position = this.GetPosition(); + bd.userData = this.GetUserData(); + return bd; + } + b2Body.prototype.ApplyForce = function (force, point) { + if (this.m_type != b2Body.b2_dynamicBody) { + return; + } + if (this.IsAwake() == false) { + this.SetAwake(true); + } + this.m_force.x += force.x; + this.m_force.y += force.y; + this.m_torque += ((point.x - this.m_sweep.c.x) * force.y - (point.y - this.m_sweep.c.y) * force.x); + } + b2Body.prototype.ApplyTorque = function (torque) { + if (torque === undefined) torque = 0; + if (this.m_type != b2Body.b2_dynamicBody) { + return; + } + if (this.IsAwake() == false) { + this.SetAwake(true); + } + this.m_torque += torque; + } + b2Body.prototype.ApplyImpulse = function (impulse, point) { + if (this.m_type != b2Body.b2_dynamicBody) { + return; + } + if (this.IsAwake() == false) { + this.SetAwake(true); + } + this.m_linearVelocity.x += this.m_invMass * impulse.x; + this.m_linearVelocity.y += this.m_invMass * impulse.y; + this.m_angularVelocity += this.m_invI * ((point.x - this.m_sweep.c.x) * impulse.y - (point.y - this.m_sweep.c.y) * impulse.x); + } + b2Body.prototype.Split = function (callback) { + var linearVelocity = this.GetLinearVelocity().Copy(); + var angularVelocity = this.GetAngularVelocity(); + var center = this.GetWorldCenter(); + var body1 = this; + var body2 = this.m_world.CreateBody(this.GetDefinition()); + var prev; + for (var f = body1.m_fixtureList; f;) { + if (callback(f)) { + var next = f.m_next; + if (prev) { + prev.m_next = next; + } + else { + body1.m_fixtureList = next; + } + body1.m_fixtureCount--; + f.m_next = body2.m_fixtureList; + body2.m_fixtureList = f; + body2.m_fixtureCount++; + f.m_body = body2; + f = next; + } + else { + prev = f; + f = f.m_next; + } + } + body1.ResetMassData(); + body2.ResetMassData(); + var center1 = body1.GetWorldCenter(); + var center2 = body2.GetWorldCenter(); + var velocity1 = b2Math.AddVV(linearVelocity, b2Math.CrossFV(angularVelocity, b2Math.SubtractVV(center1, center))); + var velocity2 = b2Math.AddVV(linearVelocity, b2Math.CrossFV(angularVelocity, b2Math.SubtractVV(center2, center))); + body1.SetLinearVelocity(velocity1); + body2.SetLinearVelocity(velocity2); + body1.SetAngularVelocity(angularVelocity); + body2.SetAngularVelocity(angularVelocity); + body1.SynchronizeFixtures(); + body2.SynchronizeFixtures(); + return body2; + } + b2Body.prototype.Merge = function (other) { + var f; + for (f = other.m_fixtureList; + f;) { + var next = f.m_next; + other.m_fixtureCount--; + f.m_next = this.m_fixtureList; + this.m_fixtureList = f; + this.m_fixtureCount++; + f.m_body = body2; + f = next; + } + body1.m_fixtureCount = 0; + var body1 = this; + var body2 = other; + var center1 = body1.GetWorldCenter(); + var center2 = body2.GetWorldCenter(); + var velocity1 = body1.GetLinearVelocity().Copy(); + var velocity2 = body2.GetLinearVelocity().Copy(); + var angular1 = body1.GetAngularVelocity(); + var angular = body2.GetAngularVelocity(); + body1.ResetMassData(); + this.SynchronizeFixtures(); + } + b2Body.prototype.GetMass = function () { + return this.m_mass; + } + b2Body.prototype.GetInertia = function () { + return this.m_I; + } + b2Body.prototype.GetMassData = function (data) { + data.mass = this.m_mass; + data.I = this.m_I; + data.center.SetV(this.m_sweep.localCenter); + } + b2Body.prototype.SetMassData = function (massData) { + b2Settings.b2Assert(this.m_world.IsLocked() == false); + if (this.m_world.IsLocked() == true) { + return; + } + if (this.m_type != b2Body.b2_dynamicBody) { + return; + } + this.m_invMass = 0.0; + this.m_I = 0.0; + this.m_invI = 0.0; + this.m_mass = massData.mass; + if (this.m_mass <= 0.0) { + this.m_mass = 1.0; + } + this.m_invMass = 1.0 / this.m_mass; + if (massData.I > 0.0 && (this.m_flags & b2Body.e_fixedRotationFlag) == 0) { + this.m_I = massData.I - this.m_mass * (massData.center.x * massData.center.x + massData.center.y * massData.center.y); + this.m_invI = 1.0 / this.m_I; + } + var oldCenter = this.m_sweep.c.Copy(); + this.m_sweep.localCenter.SetV(massData.center); + this.m_sweep.c0.SetV(b2Math.MulX(this.m_xf, this.m_sweep.localCenter)); + this.m_sweep.c.SetV(this.m_sweep.c0); + this.m_linearVelocity.x += this.m_angularVelocity * (-(this.m_sweep.c.y - oldCenter.y)); + this.m_linearVelocity.y += this.m_angularVelocity * (+(this.m_sweep.c.x - oldCenter.x)); + } + b2Body.prototype.ResetMassData = function () { + this.m_mass = 0.0; + this.m_invMass = 0.0; + this.m_I = 0.0; + this.m_invI = 0.0; + this.m_sweep.localCenter.SetZero(); + if (this.m_type == b2Body.b2_staticBody || this.m_type == b2Body.b2_kinematicBody) { + return; + } + var center = b2Vec2.Make(0, 0); + for (var f = this.m_fixtureList; f; f = f.m_next) { + if (f.m_density == 0.0) { + continue; + } + var massData = f.GetMassData(); + this.m_mass += massData.mass; + center.x += massData.center.x * massData.mass; + center.y += massData.center.y * massData.mass; + this.m_I += massData.I; + } + if (this.m_mass > 0.0) { + this.m_invMass = 1.0 / this.m_mass; + center.x *= this.m_invMass; + center.y *= this.m_invMass; + } + else { + this.m_mass = 1.0; + this.m_invMass = 1.0; + } + if (this.m_I > 0.0 && (this.m_flags & b2Body.e_fixedRotationFlag) == 0) { + this.m_I -= this.m_mass * (center.x * center.x + center.y * center.y); + this.m_I *= this.m_inertiaScale; + b2Settings.b2Assert(this.m_I > 0); + this.m_invI = 1.0 / this.m_I; + } + else { + this.m_I = 0.0; + this.m_invI = 0.0; + } + var oldCenter = this.m_sweep.c.Copy(); + this.m_sweep.localCenter.SetV(center); + this.m_sweep.c0.SetV(b2Math.MulX(this.m_xf, this.m_sweep.localCenter)); + this.m_sweep.c.SetV(this.m_sweep.c0); + this.m_linearVelocity.x += this.m_angularVelocity * (-(this.m_sweep.c.y - oldCenter.y)); + this.m_linearVelocity.y += this.m_angularVelocity * (+(this.m_sweep.c.x - oldCenter.x)); + } + b2Body.prototype.GetWorldPoint = function (localPoint) { + var A = this.m_xf.R; + var u = new b2Vec2(A.col1.x * localPoint.x + A.col2.x * localPoint.y, A.col1.y * localPoint.x + A.col2.y * localPoint.y); + u.x += this.m_xf.position.x; + u.y += this.m_xf.position.y; + return u; + } + b2Body.prototype.GetWorldVector = function (localVector) { + return b2Math.MulMV(this.m_xf.R, localVector); + } + b2Body.prototype.GetLocalPoint = function (worldPoint) { + return b2Math.MulXT(this.m_xf, worldPoint); + } + b2Body.prototype.GetLocalVector = function (worldVector) { + return b2Math.MulTMV(this.m_xf.R, worldVector); + } + b2Body.prototype.GetLinearVelocityFromWorldPoint = function (worldPoint) { + return new b2Vec2(this.m_linearVelocity.x - this.m_angularVelocity * (worldPoint.y - this.m_sweep.c.y), this.m_linearVelocity.y + this.m_angularVelocity * (worldPoint.x - this.m_sweep.c.x)); + } + b2Body.prototype.GetLinearVelocityFromLocalPoint = function (localPoint) { + var A = this.m_xf.R; + var worldPoint = new b2Vec2(A.col1.x * localPoint.x + A.col2.x * localPoint.y, A.col1.y * localPoint.x + A.col2.y * localPoint.y); + worldPoint.x += this.m_xf.position.x; + worldPoint.y += this.m_xf.position.y; + return new b2Vec2(this.m_linearVelocity.x - this.m_angularVelocity * (worldPoint.y - this.m_sweep.c.y), this.m_linearVelocity.y + this.m_angularVelocity * (worldPoint.x - this.m_sweep.c.x)); + } + b2Body.prototype.GetLinearDamping = function () { + return this.m_linearDamping; + } + b2Body.prototype.SetLinearDamping = function (linearDamping) { + if (linearDamping === undefined) linearDamping = 0; + this.m_linearDamping = linearDamping; + } + b2Body.prototype.GetAngularDamping = function () { + return this.m_angularDamping; + } + b2Body.prototype.SetAngularDamping = function (angularDamping) { + if (angularDamping === undefined) angularDamping = 0; + this.m_angularDamping = angularDamping; + } + b2Body.prototype.SetType = function (type) { + if (type === undefined) type = 0; + if (this.m_type == type) { + return; + } + this.m_type = type; + this.ResetMassData(); + if (this.m_type == b2Body.b2_staticBody) { + this.m_linearVelocity.SetZero(); + this.m_angularVelocity = 0.0; + } + this.SetAwake(true); + this.m_force.SetZero(); + this.m_torque = 0.0; + for (var ce = this.m_contactList; ce; ce = ce.next) { + ce.contact.FlagForFiltering(); + } + } + b2Body.prototype.GetType = function () { + return this.m_type; + } + b2Body.prototype.SetBullet = function (flag) { + if (flag) { + this.m_flags |= b2Body.e_bulletFlag; + } + else { + this.m_flags &= ~b2Body.e_bulletFlag; + } + } + b2Body.prototype.IsBullet = function () { + return (this.m_flags & b2Body.e_bulletFlag) == b2Body.e_bulletFlag; + } + b2Body.prototype.SetSleepingAllowed = function (flag) { + if (flag) { + this.m_flags |= b2Body.e_allowSleepFlag; + } + else { + this.m_flags &= ~b2Body.e_allowSleepFlag; + this.SetAwake(true); + } + } + b2Body.prototype.SetAwake = function (flag) { + if (flag) { + this.m_flags |= b2Body.e_awakeFlag; + this.m_sleepTime = 0.0; + } + else { + this.m_flags &= ~b2Body.e_awakeFlag; + this.m_sleepTime = 0.0; + this.m_linearVelocity.SetZero(); + this.m_angularVelocity = 0.0; + this.m_force.SetZero(); + this.m_torque = 0.0; + } + } + b2Body.prototype.IsAwake = function () { + return (this.m_flags & b2Body.e_awakeFlag) == b2Body.e_awakeFlag; + } + b2Body.prototype.SetFixedRotation = function (fixed) { + if (fixed) { + this.m_flags |= b2Body.e_fixedRotationFlag; + } + else { + this.m_flags &= ~b2Body.e_fixedRotationFlag; + } + this.ResetMassData(); + } + b2Body.prototype.IsFixedRotation = function () { + return (this.m_flags & b2Body.e_fixedRotationFlag) == b2Body.e_fixedRotationFlag; + } + b2Body.prototype.SetActive = function (flag) { + if (flag == this.IsActive()) { + return; + } + var broadPhase; + var f; + if (flag) { + this.m_flags |= b2Body.e_activeFlag; + broadPhase = this.m_world.m_contactManager.m_broadPhase; + for (f = this.m_fixtureList; + f; f = f.m_next) { + f.CreateProxy(broadPhase, this.m_xf); + } + } + else { + this.m_flags &= ~b2Body.e_activeFlag; + broadPhase = this.m_world.m_contactManager.m_broadPhase; + for (f = this.m_fixtureList; + f; f = f.m_next) { + f.DestroyProxy(broadPhase); + } + var ce = this.m_contactList; + while (ce) { + var ce0 = ce; + ce = ce.next; + this.m_world.m_contactManager.Destroy(ce0.contact); + } + this.m_contactList = null; + } + } + b2Body.prototype.IsActive = function () { + return (this.m_flags & b2Body.e_activeFlag) == b2Body.e_activeFlag; + } + b2Body.prototype.IsSleepingAllowed = function () { + return (this.m_flags & b2Body.e_allowSleepFlag) == b2Body.e_allowSleepFlag; + } + b2Body.prototype.GetFixtureList = function () { + return this.m_fixtureList; + } + b2Body.prototype.GetJointList = function () { + return this.m_jointList; + } + b2Body.prototype.GetControllerList = function () { + return this.m_controllerList; + } + b2Body.prototype.GetContactList = function () { + return this.m_contactList; + } + b2Body.prototype.GetNext = function () { + return this.m_next; + } + b2Body.prototype.GetUserData = function () { + return this.m_userData; + } + b2Body.prototype.SetUserData = function (data) { + this.m_userData = data; + } + b2Body.prototype.GetWorld = function () { + return this.m_world; + } + b2Body.prototype.b2Body = function (bd, world) { + this.m_flags = 0; + if (bd.bullet) { + this.m_flags |= b2Body.e_bulletFlag; + } + if (bd.fixedRotation) { + this.m_flags |= b2Body.e_fixedRotationFlag; + } + if (bd.allowSleep) { + this.m_flags |= b2Body.e_allowSleepFlag; + } + if (bd.awake) { + this.m_flags |= b2Body.e_awakeFlag; + } + if (bd.active) { + this.m_flags |= b2Body.e_activeFlag; + } + this.m_world = world; + this.m_xf.position.SetV(bd.position); + this.m_xf.R.Set(bd.angle); + this.m_sweep.localCenter.SetZero(); + this.m_sweep.t0 = 1.0; + this.m_sweep.a0 = this.m_sweep.a = bd.angle; + var tMat = this.m_xf.R; + var tVec = this.m_sweep.localCenter; + this.m_sweep.c.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + this.m_sweep.c.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + this.m_sweep.c.x += this.m_xf.position.x; + this.m_sweep.c.y += this.m_xf.position.y; + this.m_sweep.c0.SetV(this.m_sweep.c); + this.m_jointList = null; + this.m_controllerList = null; + this.m_contactList = null; + this.m_controllerCount = 0; + this.m_prev = null; + this.m_next = null; + this.m_linearVelocity.SetV(bd.linearVelocity); + this.m_angularVelocity = bd.angularVelocity; + this.m_linearDamping = bd.linearDamping; + this.m_angularDamping = bd.angularDamping; + this.m_force.Set(0.0, 0.0); + this.m_torque = 0.0; + this.m_sleepTime = 0.0; + this.m_type = bd.type; + if (this.m_type == b2Body.b2_dynamicBody) { + this.m_mass = 1.0; + this.m_invMass = 1.0; + } + else { + this.m_mass = 0.0; + this.m_invMass = 0.0; + } + this.m_I = 0.0; + this.m_invI = 0.0; + this.m_inertiaScale = bd.inertiaScale; + this.m_userData = bd.userData; + this.m_fixtureList = null; + this.m_fixtureCount = 0; + } + b2Body.prototype.SynchronizeFixtures = function () { + var xf1 = b2Body.s_xf1; + xf1.R.Set(this.m_sweep.a0); + var tMat = xf1.R; + var tVec = this.m_sweep.localCenter; + xf1.position.x = this.m_sweep.c0.x - (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + xf1.position.y = this.m_sweep.c0.y - (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + var f; + var broadPhase = this.m_world.m_contactManager.m_broadPhase; + for (f = this.m_fixtureList; + f; f = f.m_next) { + f.Synchronize(broadPhase, xf1, this.m_xf); + } + } + b2Body.prototype.SynchronizeTransform = function () { + this.m_xf.R.Set(this.m_sweep.a); + var tMat = this.m_xf.R; + var tVec = this.m_sweep.localCenter; + this.m_xf.position.x = this.m_sweep.c.x - (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + this.m_xf.position.y = this.m_sweep.c.y - (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + } + b2Body.prototype.ShouldCollide = function (other) { + if (this.m_type != b2Body.b2_dynamicBody && other.m_type != b2Body.b2_dynamicBody) { + return false; + } + for (var jn = this.m_jointList; jn; jn = jn.next) { + if (jn.other == other) if (jn.joint.m_collideConnected == false) { + return false; + } + } + return true; + } + b2Body.prototype.Advance = function (t) { + if (t === undefined) t = 0; + this.m_sweep.Advance(t); + this.m_sweep.c.SetV(this.m_sweep.c0); + this.m_sweep.a = this.m_sweep.a0; + this.SynchronizeTransform(); + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2Body.s_xf1 = new b2Transform(); + Box2D.Dynamics.b2Body.e_islandFlag = 0x0001; + Box2D.Dynamics.b2Body.e_awakeFlag = 0x0002; + Box2D.Dynamics.b2Body.e_allowSleepFlag = 0x0004; + Box2D.Dynamics.b2Body.e_bulletFlag = 0x0008; + Box2D.Dynamics.b2Body.e_fixedRotationFlag = 0x0010; + Box2D.Dynamics.b2Body.e_activeFlag = 0x0020; + Box2D.Dynamics.b2Body.b2_staticBody = 0; + Box2D.Dynamics.b2Body.b2_kinematicBody = 1; + Box2D.Dynamics.b2Body.b2_dynamicBody = 2; + }); + b2BodyDef.b2BodyDef = function () { + this.position = new b2Vec2(); + this.linearVelocity = new b2Vec2(); + }; + b2BodyDef.prototype.b2BodyDef = function () { + this.userData = null; + this.position.Set(0.0, 0.0); + this.angle = 0.0; + this.linearVelocity.Set(0, 0); + this.angularVelocity = 0.0; + this.linearDamping = 0.0; + this.angularDamping = 0.0; + this.allowSleep = true; + this.awake = true; + this.fixedRotation = false; + this.bullet = false; + this.type = b2Body.b2_staticBody; + this.active = true; + this.inertiaScale = 1.0; + } + b2ContactFilter.b2ContactFilter = function () {}; + b2ContactFilter.prototype.ShouldCollide = function (fixtureA, fixtureB) { + var filter1 = fixtureA.GetFilterData(); + var filter2 = fixtureB.GetFilterData(); + if (filter1.groupIndex == filter2.groupIndex && filter1.groupIndex != 0) { + return filter1.groupIndex > 0; + } + var collide = (filter1.maskBits & filter2.categoryBits) != 0 && (filter1.categoryBits & filter2.maskBits) != 0; + return collide; + } + b2ContactFilter.prototype.RayCollide = function (userData, fixture) { + if (!userData) return true; + return this.ShouldCollide((userData instanceof b2Fixture ? userData : null), fixture); + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2ContactFilter.b2_defaultFilter = new b2ContactFilter(); + }); + b2ContactImpulse.b2ContactImpulse = function () { + this.normalImpulses = new Vector_a2j_Number(b2Settings.b2_maxManifoldPoints); + this.tangentImpulses = new Vector_a2j_Number(b2Settings.b2_maxManifoldPoints); + }; + b2ContactListener.b2ContactListener = function () {}; + b2ContactListener.prototype.BeginContact = function (contact) {} + b2ContactListener.prototype.EndContact = function (contact) {} + b2ContactListener.prototype.PreSolve = function (contact, oldManifold) {} + b2ContactListener.prototype.PostSolve = function (contact, impulse) {} + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2ContactListener.b2_defaultListener = new b2ContactListener(); + }); + b2ContactManager.b2ContactManager = function () {}; + b2ContactManager.prototype.b2ContactManager = function () { + this.m_world = null; + this.m_contactCount = 0; + this.m_contactFilter = b2ContactFilter.b2_defaultFilter; + this.m_contactListener = b2ContactListener.b2_defaultListener; + this.m_contactFactory = new b2ContactFactory(this.m_allocator); + this.m_broadPhase = new b2DynamicTreeBroadPhase(); + } + b2ContactManager.prototype.AddPair = function (proxyUserDataA, proxyUserDataB) { + var fixtureA = (proxyUserDataA instanceof b2Fixture ? proxyUserDataA : null); + var fixtureB = (proxyUserDataB instanceof b2Fixture ? proxyUserDataB : null); + var bodyA = fixtureA.GetBody(); + var bodyB = fixtureB.GetBody(); + if (bodyA == bodyB) return; + var edge = bodyB.GetContactList(); + while (edge) { + if (edge.other == bodyA) { + var fA = edge.contact.GetFixtureA(); + var fB = edge.contact.GetFixtureB(); + if (fA == fixtureA && fB == fixtureB) return; + if (fA == fixtureB && fB == fixtureA) return; + } + edge = edge.next; + } + if (bodyB.ShouldCollide(bodyA) == false) { + return; + } + if (this.m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false) { + return; + } + var c = this.m_contactFactory.Create(fixtureA, fixtureB); + fixtureA = c.GetFixtureA(); + fixtureB = c.GetFixtureB(); + bodyA = fixtureA.m_body; + bodyB = fixtureB.m_body; + c.m_prev = null; + c.m_next = this.m_world.m_contactList; + if (this.m_world.m_contactList != null) { + this.m_world.m_contactList.m_prev = c; + } + this.m_world.m_contactList = c; + c.m_nodeA.contact = c; + c.m_nodeA.other = bodyB; + c.m_nodeA.prev = null; + c.m_nodeA.next = bodyA.m_contactList; + if (bodyA.m_contactList != null) { + bodyA.m_contactList.prev = c.m_nodeA; + } + bodyA.m_contactList = c.m_nodeA; + c.m_nodeB.contact = c; + c.m_nodeB.other = bodyA; + c.m_nodeB.prev = null; + c.m_nodeB.next = bodyB.m_contactList; + if (bodyB.m_contactList != null) { + bodyB.m_contactList.prev = c.m_nodeB; + } + bodyB.m_contactList = c.m_nodeB; + ++this.m_world.m_contactCount; + return; + } + b2ContactManager.prototype.FindNewContacts = function () { + this.m_broadPhase.UpdatePairs(Box2D.generateCallback(this, this.AddPair)); + } + b2ContactManager.prototype.Destroy = function (c) { + var fixtureA = c.GetFixtureA(); + var fixtureB = c.GetFixtureB(); + var bodyA = fixtureA.GetBody(); + var bodyB = fixtureB.GetBody(); + if (c.IsTouching()) { + this.m_contactListener.EndContact(c); + } + if (c.m_prev) { + c.m_prev.m_next = c.m_next; + } + if (c.m_next) { + c.m_next.m_prev = c.m_prev; + } + if (c == this.m_world.m_contactList) { + this.m_world.m_contactList = c.m_next; + } + if (c.m_nodeA.prev) { + c.m_nodeA.prev.next = c.m_nodeA.next; + } + if (c.m_nodeA.next) { + c.m_nodeA.next.prev = c.m_nodeA.prev; + } + if (c.m_nodeA == bodyA.m_contactList) { + bodyA.m_contactList = c.m_nodeA.next; + } + if (c.m_nodeB.prev) { + c.m_nodeB.prev.next = c.m_nodeB.next; + } + if (c.m_nodeB.next) { + c.m_nodeB.next.prev = c.m_nodeB.prev; + } + if (c.m_nodeB == bodyB.m_contactList) { + bodyB.m_contactList = c.m_nodeB.next; + } + this.m_contactFactory.Destroy(c); + --this.m_contactCount; + } + b2ContactManager.prototype.Collide = function () { + var c = this.m_world.m_contactList; + while (c) { + var fixtureA = c.GetFixtureA(); + var fixtureB = c.GetFixtureB(); + var bodyA = fixtureA.GetBody(); + var bodyB = fixtureB.GetBody(); + if (bodyA.IsAwake() == false && bodyB.IsAwake() == false) { + c = c.GetNext(); + continue; + } + if (c.m_flags & b2Contact.e_filterFlag) { + if (bodyB.ShouldCollide(bodyA) == false) { + var cNuke = c; + c = cNuke.GetNext(); + this.Destroy(cNuke); + continue; + } + if (this.m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false) { + cNuke = c; + c = cNuke.GetNext(); + this.Destroy(cNuke); + continue; + } + c.m_flags &= ~b2Contact.e_filterFlag; + } + var proxyA = fixtureA.m_proxy; + var proxyB = fixtureB.m_proxy; + var overlap = this.m_broadPhase.TestOverlap(proxyA, proxyB); + if (overlap == false) { + cNuke = c; + c = cNuke.GetNext(); + this.Destroy(cNuke); + continue; + } + c.Update(this.m_contactListener); + c = c.GetNext(); + } + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2ContactManager.s_evalCP = new b2ContactPoint(); + }); + b2DebugDraw.b2DebugDraw = function () {}; + b2DebugDraw.prototype.b2DebugDraw = function () {} + b2DebugDraw.prototype.SetFlags = function (flags) { + if (flags === undefined) flags = 0; + } + b2DebugDraw.prototype.GetFlags = function () {} + b2DebugDraw.prototype.AppendFlags = function (flags) { + if (flags === undefined) flags = 0; + } + b2DebugDraw.prototype.ClearFlags = function (flags) { + if (flags === undefined) flags = 0; + } + b2DebugDraw.prototype.SetSprite = function (sprite) {} + b2DebugDraw.prototype.GetSprite = function () {} + b2DebugDraw.prototype.SetDrawScale = function (drawScale) { + if (drawScale === undefined) drawScale = 0; + } + b2DebugDraw.prototype.GetDrawScale = function () {} + b2DebugDraw.prototype.SetLineThickness = function (lineThickness) { + if (lineThickness === undefined) lineThickness = 0; + } + b2DebugDraw.prototype.GetLineThickness = function () {} + b2DebugDraw.prototype.SetAlpha = function (alpha) { + if (alpha === undefined) alpha = 0; + } + b2DebugDraw.prototype.GetAlpha = function () {} + b2DebugDraw.prototype.SetFillAlpha = function (alpha) { + if (alpha === undefined) alpha = 0; + } + b2DebugDraw.prototype.GetFillAlpha = function () {} + b2DebugDraw.prototype.SetXFormScale = function (xformScale) { + if (xformScale === undefined) xformScale = 0; + } + b2DebugDraw.prototype.GetXFormScale = function () {} + b2DebugDraw.prototype.DrawPolygon = function (vertices, vertexCount, color) { + if (vertexCount === undefined) vertexCount = 0; + } + b2DebugDraw.prototype.DrawSolidPolygon = function (vertices, vertexCount, color) { + if (vertexCount === undefined) vertexCount = 0; + } + b2DebugDraw.prototype.DrawCircle = function (center, radius, color) { + if (radius === undefined) radius = 0; + } + b2DebugDraw.prototype.DrawSolidCircle = function (center, radius, axis, color) { + if (radius === undefined) radius = 0; + } + b2DebugDraw.prototype.DrawSegment = function (p1, p2, color) {} + b2DebugDraw.prototype.DrawTransform = function (xf) {} + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2DebugDraw.e_shapeBit = 0x0001; + Box2D.Dynamics.b2DebugDraw.e_jointBit = 0x0002; + Box2D.Dynamics.b2DebugDraw.e_aabbBit = 0x0004; + Box2D.Dynamics.b2DebugDraw.e_pairBit = 0x0008; + Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit = 0x0010; + Box2D.Dynamics.b2DebugDraw.e_controllerBit = 0x0020; + }); + b2DestructionListener.b2DestructionListener = function () {}; + b2DestructionListener.prototype.SayGoodbyeJoint = function (joint) {} + b2DestructionListener.prototype.SayGoodbyeFixture = function (fixture) {} + b2FilterData.b2FilterData = function () { + this.categoryBits = 0x0001; + this.maskBits = 0xFFFF; + this.groupIndex = 0; + }; + b2FilterData.prototype.Copy = function () { + var copy = new b2FilterData(); + copy.categoryBits = this.categoryBits; + copy.maskBits = this.maskBits; + copy.groupIndex = this.groupIndex; + return copy; + } + b2Fixture.b2Fixture = function () { + this.m_filter = new b2FilterData(); + }; + b2Fixture.prototype.GetType = function () { + return this.m_shape.GetType(); + } + b2Fixture.prototype.GetShape = function () { + return this.m_shape; + } + b2Fixture.prototype.SetSensor = function (sensor) { + if (this.m_isSensor == sensor) return; + this.m_isSensor = sensor; + if (this.m_body == null) return; + var edge = this.m_body.GetContactList(); + while (edge) { + var contact = edge.contact; + var fixtureA = contact.GetFixtureA(); + var fixtureB = contact.GetFixtureB(); + if (fixtureA == this || fixtureB == this) contact.SetSensor(fixtureA.IsSensor() || fixtureB.IsSensor()); + edge = edge.next; + } + } + b2Fixture.prototype.IsSensor = function () { + return this.m_isSensor; + } + b2Fixture.prototype.SetFilterData = function (filter) { + this.m_filter = filter.Copy(); + if (this.m_body) return; + var edge = this.m_body.GetContactList(); + while (edge) { + var contact = edge.contact; + var fixtureA = contact.GetFixtureA(); + var fixtureB = contact.GetFixtureB(); + if (fixtureA == this || fixtureB == this) contact.FlagForFiltering(); + edge = edge.next; + } + } + b2Fixture.prototype.GetFilterData = function () { + return this.m_filter.Copy(); + } + b2Fixture.prototype.GetBody = function () { + return this.m_body; + } + b2Fixture.prototype.GetNext = function () { + return this.m_next; + } + b2Fixture.prototype.GetUserData = function () { + return this.m_userData; + } + b2Fixture.prototype.SetUserData = function (data) { + this.m_userData = data; + } + b2Fixture.prototype.TestPoint = function (p) { + return this.m_shape.TestPoint(this.m_body.GetTransform(), p); + } + b2Fixture.prototype.RayCast = function (output, input) { + return this.m_shape.RayCast(output, input, this.m_body.GetTransform()); + } + b2Fixture.prototype.GetMassData = function (massData) { + if (massData === undefined) massData = null; + if (massData == null) { + massData = new b2MassData(); + } + this.m_shape.ComputeMass(massData, this.m_density); + return massData; + } + b2Fixture.prototype.SetDensity = function (density) { + if (density === undefined) density = 0; + this.m_density = density; + } + b2Fixture.prototype.GetDensity = function () { + return this.m_density; + } + b2Fixture.prototype.GetFriction = function () { + return this.m_friction; + } + b2Fixture.prototype.SetFriction = function (friction) { + if (friction === undefined) friction = 0; + this.m_friction = friction; + } + b2Fixture.prototype.GetRestitution = function () { + return this.m_restitution; + } + b2Fixture.prototype.SetRestitution = function (restitution) { + if (restitution === undefined) restitution = 0; + this.m_restitution = restitution; + } + b2Fixture.prototype.GetAABB = function () { + return this.m_aabb; + } + b2Fixture.prototype.b2Fixture = function () { + this.m_aabb = new b2AABB(); + this.m_userData = null; + this.m_body = null; + this.m_next = null; + this.m_shape = null; + this.m_density = 0.0; + this.m_friction = 0.0; + this.m_restitution = 0.0; + } + b2Fixture.prototype.Create = function (body, xf, def) { + this.m_userData = def.userData; + this.m_friction = def.friction; + this.m_restitution = def.restitution; + this.m_body = body; + this.m_next = null; + this.m_filter = def.filter.Copy(); + this.m_isSensor = def.isSensor; + this.m_shape = def.shape.Copy(); + this.m_density = def.density; + } + b2Fixture.prototype.Destroy = function () { + this.m_shape = null; + } + b2Fixture.prototype.CreateProxy = function (broadPhase, xf) { + this.m_shape.ComputeAABB(this.m_aabb, xf); + this.m_proxy = broadPhase.CreateProxy(this.m_aabb, this); + } + b2Fixture.prototype.DestroyProxy = function (broadPhase) { + if (this.m_proxy == null) { + return; + } + broadPhase.DestroyProxy(this.m_proxy); + this.m_proxy = null; + } + b2Fixture.prototype.Synchronize = function (broadPhase, transform1, transform2) { + if (!this.m_proxy) return; + var aabb1 = new b2AABB(); + var aabb2 = new b2AABB(); + this.m_shape.ComputeAABB(aabb1, transform1); + this.m_shape.ComputeAABB(aabb2, transform2); + this.m_aabb.Combine(aabb1, aabb2); + var displacement = b2Math.SubtractVV(transform2.position, transform1.position); + broadPhase.MoveProxy(this.m_proxy, this.m_aabb, displacement); + } + b2FixtureDef.b2FixtureDef = function () { + this.filter = new b2FilterData(); + }; + b2FixtureDef.prototype.b2FixtureDef = function () { + this.shape = null; + this.userData = null; + this.friction = 0.2; + this.restitution = 0.0; + this.density = 0.0; + this.filter.categoryBits = 0x0001; + this.filter.maskBits = 0xFFFF; + this.filter.groupIndex = 0; + this.isSensor = false; + } + b2Island.b2Island = function () {}; + b2Island.prototype.b2Island = function () { + this.m_bodies = new Vector(); + this.m_contacts = new Vector(); + this.m_joints = new Vector(); + } + b2Island.prototype.Initialize = function (bodyCapacity, contactCapacity, jointCapacity, allocator, listener, contactSolver) { + if (bodyCapacity === undefined) bodyCapacity = 0; + if (contactCapacity === undefined) contactCapacity = 0; + if (jointCapacity === undefined) jointCapacity = 0; + var i = 0; + this.m_bodyCapacity = bodyCapacity; + this.m_contactCapacity = contactCapacity; + this.m_jointCapacity = jointCapacity; + this.m_bodyCount = 0; + this.m_contactCount = 0; + this.m_jointCount = 0; + this.m_allocator = allocator; + this.m_listener = listener; + this.m_contactSolver = contactSolver; + for (i = this.m_bodies.length; + i < bodyCapacity; i++) + this.m_bodies[i] = null; + for (i = this.m_contacts.length; + i < contactCapacity; i++) + this.m_contacts[i] = null; + for (i = this.m_joints.length; + i < jointCapacity; i++) + this.m_joints[i] = null; + } + b2Island.prototype.Clear = function () { + this.m_bodyCount = 0; + this.m_contactCount = 0; + this.m_jointCount = 0; + } + b2Island.prototype.Solve = function (step, gravity, allowSleep) { + var i = 0; + var j = 0; + var b; + var joint; + for (i = 0; + i < this.m_bodyCount; ++i) { + b = this.m_bodies[i]; + if (b.GetType() != b2Body.b2_dynamicBody) continue; + b.m_linearVelocity.x += step.dt * (gravity.x + b.m_invMass * b.m_force.x); + b.m_linearVelocity.y += step.dt * (gravity.y + b.m_invMass * b.m_force.y); + b.m_angularVelocity += step.dt * b.m_invI * b.m_torque; + b.m_linearVelocity.Multiply(b2Math.Clamp(1.0 - step.dt * b.m_linearDamping, 0.0, 1.0)); + b.m_angularVelocity *= b2Math.Clamp(1.0 - step.dt * b.m_angularDamping, 0.0, 1.0); + } + this.m_contactSolver.Initialize(step, this.m_contacts, this.m_contactCount, this.m_allocator); + var contactSolver = this.m_contactSolver; + contactSolver.InitVelocityConstraints(step); + for (i = 0; + i < this.m_jointCount; ++i) { + joint = this.m_joints[i]; + joint.InitVelocityConstraints(step); + } + for (i = 0; + i < step.velocityIterations; ++i) { + for (j = 0; + j < this.m_jointCount; ++j) { + joint = this.m_joints[j]; + joint.SolveVelocityConstraints(step); + } + contactSolver.SolveVelocityConstraints(); + } + for (i = 0; + i < this.m_jointCount; ++i) { + joint = this.m_joints[i]; + joint.FinalizeVelocityConstraints(); + } + contactSolver.FinalizeVelocityConstraints(); + for (i = 0; + i < this.m_bodyCount; ++i) { + b = this.m_bodies[i]; + if (b.GetType() == b2Body.b2_staticBody) continue; + var translationX = step.dt * b.m_linearVelocity.x; + var translationY = step.dt * b.m_linearVelocity.y; + if ((translationX * translationX + translationY * translationY) > b2Settings.b2_maxTranslationSquared) { + b.m_linearVelocity.Normalize(); + b.m_linearVelocity.x *= b2Settings.b2_maxTranslation * step.inv_dt; + b.m_linearVelocity.y *= b2Settings.b2_maxTranslation * step.inv_dt; + } + var rotation = step.dt * b.m_angularVelocity; + if (rotation * rotation > b2Settings.b2_maxRotationSquared) { + if (b.m_angularVelocity < 0.0) { + b.m_angularVelocity = (-b2Settings.b2_maxRotation * step.inv_dt); + } + else { + b.m_angularVelocity = b2Settings.b2_maxRotation * step.inv_dt; + } + } + b.m_sweep.c0.SetV(b.m_sweep.c); + b.m_sweep.a0 = b.m_sweep.a; + b.m_sweep.c.x += step.dt * b.m_linearVelocity.x; + b.m_sweep.c.y += step.dt * b.m_linearVelocity.y; + b.m_sweep.a += step.dt * b.m_angularVelocity; + b.SynchronizeTransform(); + } + for (i = 0; + i < step.positionIterations; ++i) { + var contactsOkay = contactSolver.SolvePositionConstraints(b2Settings.b2_contactBaumgarte); + var jointsOkay = true; + for (j = 0; + j < this.m_jointCount; ++j) { + joint = this.m_joints[j]; + var jointOkay = joint.SolvePositionConstraints(b2Settings.b2_contactBaumgarte); + jointsOkay = jointsOkay && jointOkay; + } + if (contactsOkay && jointsOkay) { + break; + } + } + this.Report(contactSolver.m_constraints); + if (allowSleep) { + var minSleepTime = Number.MAX_VALUE; + var linTolSqr = b2Settings.b2_linearSleepTolerance * b2Settings.b2_linearSleepTolerance; + var angTolSqr = b2Settings.b2_angularSleepTolerance * b2Settings.b2_angularSleepTolerance; + for (i = 0; + i < this.m_bodyCount; ++i) { + b = this.m_bodies[i]; + if (b.GetType() == b2Body.b2_staticBody) { + continue; + } + if ((b.m_flags & b2Body.e_allowSleepFlag) == 0) { + b.m_sleepTime = 0.0; + minSleepTime = 0.0; + } + if ((b.m_flags & b2Body.e_allowSleepFlag) == 0 || b.m_angularVelocity * b.m_angularVelocity > angTolSqr || b2Math.Dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr) { + b.m_sleepTime = 0.0; + minSleepTime = 0.0; + } + else { + b.m_sleepTime += step.dt; + minSleepTime = b2Math.Min(minSleepTime, b.m_sleepTime); + } + } + if (minSleepTime >= b2Settings.b2_timeToSleep) { + for (i = 0; + i < this.m_bodyCount; ++i) { + b = this.m_bodies[i]; + b.SetAwake(false); + } + } + } + } + b2Island.prototype.SolveTOI = function (subStep) { + var i = 0; + var j = 0; + this.m_contactSolver.Initialize(subStep, this.m_contacts, this.m_contactCount, this.m_allocator); + var contactSolver = this.m_contactSolver; + for (i = 0; + i < this.m_jointCount; ++i) { + this.m_joints[i].InitVelocityConstraints(subStep); + } + for (i = 0; + i < subStep.velocityIterations; ++i) { + contactSolver.SolveVelocityConstraints(); + for (j = 0; + j < this.m_jointCount; ++j) { + this.m_joints[j].SolveVelocityConstraints(subStep); + } + } + for (i = 0; + i < this.m_bodyCount; ++i) { + var b = this.m_bodies[i]; + if (b.GetType() == b2Body.b2_staticBody) continue; + var translationX = subStep.dt * b.m_linearVelocity.x; + var translationY = subStep.dt * b.m_linearVelocity.y; + if ((translationX * translationX + translationY * translationY) > b2Settings.b2_maxTranslationSquared) { + b.m_linearVelocity.Normalize(); + b.m_linearVelocity.x *= b2Settings.b2_maxTranslation * subStep.inv_dt; + b.m_linearVelocity.y *= b2Settings.b2_maxTranslation * subStep.inv_dt; + } + var rotation = subStep.dt * b.m_angularVelocity; + if (rotation * rotation > b2Settings.b2_maxRotationSquared) { + if (b.m_angularVelocity < 0.0) { + b.m_angularVelocity = (-b2Settings.b2_maxRotation * subStep.inv_dt); + } + else { + b.m_angularVelocity = b2Settings.b2_maxRotation * subStep.inv_dt; + } + } + b.m_sweep.c0.SetV(b.m_sweep.c); + b.m_sweep.a0 = b.m_sweep.a; + b.m_sweep.c.x += subStep.dt * b.m_linearVelocity.x; + b.m_sweep.c.y += subStep.dt * b.m_linearVelocity.y; + b.m_sweep.a += subStep.dt * b.m_angularVelocity; + b.SynchronizeTransform(); + } + var k_toiBaumgarte = 0.75; + for (i = 0; + i < subStep.positionIterations; ++i) { + var contactsOkay = contactSolver.SolvePositionConstraints(k_toiBaumgarte); + var jointsOkay = true; + for (j = 0; + j < this.m_jointCount; ++j) { + var jointOkay = this.m_joints[j].SolvePositionConstraints(b2Settings.b2_contactBaumgarte); + jointsOkay = jointsOkay && jointOkay; + } + if (contactsOkay && jointsOkay) { + break; + } + } + this.Report(contactSolver.m_constraints); + } + b2Island.prototype.Report = function (constraints) { + if (this.m_listener == null) { + return; + } + for (var i = 0; i < this.m_contactCount; ++i) { + var c = this.m_contacts[i]; + var cc = constraints[i]; + for (var j = 0; j < cc.pointCount; ++j) { + b2Island.s_impulse.normalImpulses[j] = cc.points[j].normalImpulse; + b2Island.s_impulse.tangentImpulses[j] = cc.points[j].tangentImpulse; + } + this.m_listener.PostSolve(c, b2Island.s_impulse); + } + } + b2Island.prototype.AddBody = function (body) { + body.m_islandIndex = this.m_bodyCount; + this.m_bodies[this.m_bodyCount++] = body; + } + b2Island.prototype.AddContact = function (contact) { + this.m_contacts[this.m_contactCount++] = contact; + } + b2Island.prototype.AddJoint = function (joint) { + this.m_joints[this.m_jointCount++] = joint; + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2Island.s_impulse = new b2ContactImpulse(); + }); + b2TimeStep.b2TimeStep = function () {}; + b2TimeStep.prototype.Set = function (step) { + this.dt = step.dt; + this.inv_dt = step.inv_dt; + this.positionIterations = step.positionIterations; + this.velocityIterations = step.velocityIterations; + this.warmStarting = step.warmStarting; + } + b2World.b2World = function () { + this.s_stack = new Vector(); + this.m_contactManager = new b2ContactManager(); + this.m_contactSolver = new b2ContactSolver(); + this.m_island = new b2Island(); + }; + b2World.prototype.b2World = function (gravity, doSleep) { + this.m_destructionListener = null; + this.m_debugDraw = null; + this.m_bodyList = null; + this.m_contactList = null; + this.m_jointList = null; + this.m_controllerList = null; + this.m_bodyCount = 0; + this.m_contactCount = 0; + this.m_jointCount = 0; + this.m_controllerCount = 0; + b2World.m_warmStarting = true; + b2World.m_continuousPhysics = true; + this.m_allowSleep = doSleep; + this.m_gravity = gravity; + this.m_inv_dt0 = 0.0; + this.m_contactManager.m_world = this; + var bd = new b2BodyDef(); + this.m_groundBody = this.CreateBody(bd); + } + b2World.prototype.SetDestructionListener = function (listener) { + this.m_destructionListener = listener; + } + b2World.prototype.SetContactFilter = function (filter) { + this.m_contactManager.m_contactFilter = filter; + } + b2World.prototype.SetContactListener = function (listener) { + this.m_contactManager.m_contactListener = listener; + } + b2World.prototype.SetDebugDraw = function (debugDraw) { + this.m_debugDraw = debugDraw; + } + b2World.prototype.SetBroadPhase = function (broadPhase) { + var oldBroadPhase = this.m_contactManager.m_broadPhase; + this.m_contactManager.m_broadPhase = broadPhase; + for (var b = this.m_bodyList; b; b = b.m_next) { + for (var f = b.m_fixtureList; f; f = f.m_next) { + f.m_proxy = broadPhase.CreateProxy(oldBroadPhase.GetFatAABB(f.m_proxy), f); + } + } + } + b2World.prototype.Validate = function () { + this.m_contactManager.m_broadPhase.Validate(); + } + b2World.prototype.GetProxyCount = function () { + return this.m_contactManager.m_broadPhase.GetProxyCount(); + } + b2World.prototype.CreateBody = function (def) { + if (this.IsLocked() == true) { + return null; + } + var b = new b2Body(def, this); + b.m_prev = null; + b.m_next = this.m_bodyList; + if (this.m_bodyList) { + this.m_bodyList.m_prev = b; + } + this.m_bodyList = b; + ++this.m_bodyCount; + return b; + } + b2World.prototype.DestroyBody = function (b) { + if (this.IsLocked() == true) { + return; + } + var jn = b.m_jointList; + while (jn) { + var jn0 = jn; + jn = jn.next; + if (this.m_destructionListener) { + this.m_destructionListener.SayGoodbyeJoint(jn0.joint); + } + this.DestroyJoint(jn0.joint); + } + var coe = b.m_controllerList; + while (coe) { + var coe0 = coe; + coe = coe.nextController; + coe0.controller.RemoveBody(b); + } + var ce = b.m_contactList; + while (ce) { + var ce0 = ce; + ce = ce.next; + this.m_contactManager.Destroy(ce0.contact); + } + b.m_contactList = null; + var f = b.m_fixtureList; + while (f) { + var f0 = f; + f = f.m_next; + if (this.m_destructionListener) { + this.m_destructionListener.SayGoodbyeFixture(f0); + } + f0.DestroyProxy(this.m_contactManager.m_broadPhase); + f0.Destroy(); + } + b.m_fixtureList = null; + b.m_fixtureCount = 0; + if (b.m_prev) { + b.m_prev.m_next = b.m_next; + } + if (b.m_next) { + b.m_next.m_prev = b.m_prev; + } + if (b == this.m_bodyList) { + this.m_bodyList = b.m_next; + }--this.m_bodyCount; + } + b2World.prototype.CreateJoint = function (def) { + var j = b2Joint.Create(def, null); + j.m_prev = null; + j.m_next = this.m_jointList; + if (this.m_jointList) { + this.m_jointList.m_prev = j; + } + this.m_jointList = j; + ++this.m_jointCount; + j.m_edgeA.joint = j; + j.m_edgeA.other = j.m_bodyB; + j.m_edgeA.prev = null; + j.m_edgeA.next = j.m_bodyA.m_jointList; + if (j.m_bodyA.m_jointList) j.m_bodyA.m_jointList.prev = j.m_edgeA; + j.m_bodyA.m_jointList = j.m_edgeA; + j.m_edgeB.joint = j; + j.m_edgeB.other = j.m_bodyA; + j.m_edgeB.prev = null; + j.m_edgeB.next = j.m_bodyB.m_jointList; + if (j.m_bodyB.m_jointList) j.m_bodyB.m_jointList.prev = j.m_edgeB; + j.m_bodyB.m_jointList = j.m_edgeB; + var bodyA = def.bodyA; + var bodyB = def.bodyB; + if (def.collideConnected == false) { + var edge = bodyB.GetContactList(); + while (edge) { + if (edge.other == bodyA) { + edge.contact.FlagForFiltering(); + } + edge = edge.next; + } + } + return j; + } + b2World.prototype.DestroyJoint = function (j) { + var collideConnected = j.m_collideConnected; + if (j.m_prev) { + j.m_prev.m_next = j.m_next; + } + if (j.m_next) { + j.m_next.m_prev = j.m_prev; + } + if (j == this.m_jointList) { + this.m_jointList = j.m_next; + } + var bodyA = j.m_bodyA; + var bodyB = j.m_bodyB; + bodyA.SetAwake(true); + bodyB.SetAwake(true); + if (j.m_edgeA.prev) { + j.m_edgeA.prev.next = j.m_edgeA.next; + } + if (j.m_edgeA.next) { + j.m_edgeA.next.prev = j.m_edgeA.prev; + } + if (j.m_edgeA == bodyA.m_jointList) { + bodyA.m_jointList = j.m_edgeA.next; + } + j.m_edgeA.prev = null; + j.m_edgeA.next = null; + if (j.m_edgeB.prev) { + j.m_edgeB.prev.next = j.m_edgeB.next; + } + if (j.m_edgeB.next) { + j.m_edgeB.next.prev = j.m_edgeB.prev; + } + if (j.m_edgeB == bodyB.m_jointList) { + bodyB.m_jointList = j.m_edgeB.next; + } + j.m_edgeB.prev = null; + j.m_edgeB.next = null; + b2Joint.Destroy(j, null); + --this.m_jointCount; + if (collideConnected == false) { + var edge = bodyB.GetContactList(); + while (edge) { + if (edge.other == bodyA) { + edge.contact.FlagForFiltering(); + } + edge = edge.next; + } + } + } + b2World.prototype.AddController = function (c) { + c.m_next = this.m_controllerList; + c.m_prev = null; + this.m_controllerList = c; + c.m_world = this; + this.m_controllerCount++; + return c; + } + b2World.prototype.RemoveController = function (c) { + if (c.m_prev) c.m_prev.m_next = c.m_next; + if (c.m_next) c.m_next.m_prev = c.m_prev; + if (this.m_controllerList == c) this.m_controllerList = c.m_next; + this.m_controllerCount--; + } + b2World.prototype.CreateController = function (controller) { + if (controller.m_world != this) throw new Error("Controller can only be a member of one world"); + controller.m_next = this.m_controllerList; + controller.m_prev = null; + if (this.m_controllerList) this.m_controllerList.m_prev = controller; + this.m_controllerList = controller; + ++this.m_controllerCount; + controller.m_world = this; + return controller; + } + b2World.prototype.DestroyController = function (controller) { + controller.Clear(); + if (controller.m_next) controller.m_next.m_prev = controller.m_prev; + if (controller.m_prev) controller.m_prev.m_next = controller.m_next; + if (controller == this.m_controllerList) this.m_controllerList = controller.m_next; + --this.m_controllerCount; + } + b2World.prototype.SetWarmStarting = function (flag) { + b2World.m_warmStarting = flag; + } + b2World.prototype.SetContinuousPhysics = function (flag) { + b2World.m_continuousPhysics = flag; + } + b2World.prototype.GetBodyCount = function () { + return this.m_bodyCount; + } + b2World.prototype.GetJointCount = function () { + return this.m_jointCount; + } + b2World.prototype.GetContactCount = function () { + return this.m_contactCount; + } + b2World.prototype.SetGravity = function (gravity) { + this.m_gravity = gravity; + } + b2World.prototype.GetGravity = function () { + return this.m_gravity; + } + b2World.prototype.GetGroundBody = function () { + return this.m_groundBody; + } + b2World.prototype.Step = function (dt, velocityIterations, positionIterations) { + if (dt === undefined) dt = 0; + if (velocityIterations === undefined) velocityIterations = 0; + if (positionIterations === undefined) positionIterations = 0; + if (this.m_flags & b2World.e_newFixture) { + this.m_contactManager.FindNewContacts(); + this.m_flags &= ~b2World.e_newFixture; + } + this.m_flags |= b2World.e_locked; + var step = b2World.s_timestep2; + step.dt = dt; + step.velocityIterations = velocityIterations; + step.positionIterations = positionIterations; + if (dt > 0.0) { + step.inv_dt = 1.0 / dt; + } + else { + step.inv_dt = 0.0; + } + step.dtRatio = this.m_inv_dt0 * dt; + step.warmStarting = b2World.m_warmStarting; + this.m_contactManager.Collide(); + if (step.dt > 0.0) { + this.Solve(step); + } + if (b2World.m_continuousPhysics && step.dt > 0.0) { + this.SolveTOI(step); + } + if (step.dt > 0.0) { + this.m_inv_dt0 = step.inv_dt; + } + this.m_flags &= ~b2World.e_locked; + } + b2World.prototype.ClearForces = function () { + for (var body = this.m_bodyList; body; body = body.m_next) { + body.m_force.SetZero(); + body.m_torque = 0.0; + } + } + b2World.prototype.DrawDebugData = function () { + if (this.m_debugDraw == null) { + return; + } + this.m_debugDraw.m_sprite.graphics.clear(); + var flags = this.m_debugDraw.GetFlags(); + var i = 0; + var b; + var f; + var s; + var j; + var bp; + var invQ = new b2Vec2; + var x1 = new b2Vec2; + var x2 = new b2Vec2; + var xf; + var b1 = new b2AABB(); + var b2 = new b2AABB(); + var vs = [new b2Vec2(), new b2Vec2(), new b2Vec2(), new b2Vec2()]; + var color = new b2Color(0, 0, 0); + if (flags & b2DebugDraw.e_shapeBit) { + for (b = this.m_bodyList; + b; b = b.m_next) { + xf = b.m_xf; + for (f = b.GetFixtureList(); + f; f = f.m_next) { + s = f.GetShape(); + if (b.IsActive() == false) { + color.Set(0.5, 0.5, 0.3); + this.DrawShape(s, xf, color); + } + else if (b.GetType() == b2Body.b2_staticBody) { + color.Set(0.5, 0.9, 0.5); + this.DrawShape(s, xf, color); + } + else if (b.GetType() == b2Body.b2_kinematicBody) { + color.Set(0.5, 0.5, 0.9); + this.DrawShape(s, xf, color); + } + else if (b.IsAwake() == false) { + color.Set(0.6, 0.6, 0.6); + this.DrawShape(s, xf, color); + } + else { + color.Set(0.9, 0.7, 0.7); + this.DrawShape(s, xf, color); + } + } + } + } + if (flags & b2DebugDraw.e_jointBit) { + for (j = this.m_jointList; + j; j = j.m_next) { + this.DrawJoint(j); + } + } + if (flags & b2DebugDraw.e_controllerBit) { + for (var c = this.m_controllerList; c; c = c.m_next) { + c.Draw(this.m_debugDraw); + } + } + if (flags & b2DebugDraw.e_pairBit) { + color.Set(0.3, 0.9, 0.9); + for (var contact = this.m_contactManager.m_contactList; contact; contact = contact.GetNext()) { + var fixtureA = contact.GetFixtureA(); + var fixtureB = contact.GetFixtureB(); + var cA = fixtureA.GetAABB().GetCenter(); + var cB = fixtureB.GetAABB().GetCenter(); + this.m_debugDraw.DrawSegment(cA, cB, color); + } + } + if (flags & b2DebugDraw.e_aabbBit) { + bp = this.m_contactManager.m_broadPhase; + vs = [new b2Vec2(), new b2Vec2(), new b2Vec2(), new b2Vec2()]; + for (b = this.m_bodyList; + b; b = b.GetNext()) { + if (b.IsActive() == false) { + continue; + } + for (f = b.GetFixtureList(); + f; f = f.GetNext()) { + var aabb = bp.GetFatAABB(f.m_proxy); + vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y); + vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y); + vs[2].Set(aabb.upperBound.x, aabb.upperBound.y); + vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y); + this.m_debugDraw.DrawPolygon(vs, 4, color); + } + } + } + if (flags & b2DebugDraw.e_centerOfMassBit) { + for (b = this.m_bodyList; + b; b = b.m_next) { + xf = b2World.s_xf; + xf.R = b.m_xf.R; + xf.position = b.GetWorldCenter(); + this.m_debugDraw.DrawTransform(xf); + } + } + } + b2World.prototype.QueryAABB = function (callback, aabb) { + var __this = this; + var broadPhase = __this.m_contactManager.m_broadPhase; + + function WorldQueryWrapper(proxy) { + return callback(broadPhase.GetUserData(proxy)); + }; + broadPhase.Query(WorldQueryWrapper, aabb); + } + b2World.prototype.QueryShape = function (callback, shape, transform) { + var __this = this; + if (transform === undefined) transform = null; + if (transform == null) { + transform = new b2Transform(); + transform.SetIdentity(); + } + var broadPhase = __this.m_contactManager.m_broadPhase; + + function WorldQueryWrapper(proxy) { + var fixture = (broadPhase.GetUserData(proxy) instanceof b2Fixture ? broadPhase.GetUserData(proxy) : null); + if (b2Shape.TestOverlap(shape, transform, fixture.GetShape(), fixture.GetBody().GetTransform())) return callback(fixture); + return true; + }; + var aabb = new b2AABB(); + shape.ComputeAABB(aabb, transform); + broadPhase.Query(WorldQueryWrapper, aabb); + } + b2World.prototype.QueryPoint = function (callback, p) { + var __this = this; + var broadPhase = __this.m_contactManager.m_broadPhase; + + function WorldQueryWrapper(proxy) { + var fixture = (broadPhase.GetUserData(proxy) instanceof b2Fixture ? broadPhase.GetUserData(proxy) : null); + if (fixture.TestPoint(p)) return callback(fixture); + return true; + }; + var aabb = new b2AABB(); + aabb.lowerBound.Set(p.x - b2Settings.b2_linearSlop, p.y - b2Settings.b2_linearSlop); + aabb.upperBound.Set(p.x + b2Settings.b2_linearSlop, p.y + b2Settings.b2_linearSlop); + broadPhase.Query(WorldQueryWrapper, aabb); + } + b2World.prototype.RayCast = function (callback, point1, point2) { + var __this = this; + var broadPhase = __this.m_contactManager.m_broadPhase; + var output = new b2RayCastOutput; + + function RayCastWrapper(input, proxy) { + var userData = broadPhase.GetUserData(proxy); + var fixture = (userData instanceof b2Fixture ? userData : null); + var hit = fixture.RayCast(output, input); + if (hit) { + var fraction = output.fraction; + var point = new b2Vec2((1.0 - fraction) * point1.x + fraction * point2.x, (1.0 - fraction) * point1.y + fraction * point2.y); + return callback(fixture, point, output.normal, fraction); + } + return input.maxFraction; + }; + var input = new b2RayCastInput(point1, point2); + broadPhase.RayCast(RayCastWrapper, input); + } + b2World.prototype.RayCastOne = function (point1, point2) { + var __this = this; + var result; + + function RayCastOneWrapper(fixture, point, normal, fraction) { + if (fraction === undefined) fraction = 0; + result = fixture; + return fraction; + }; + __this.RayCast(RayCastOneWrapper, point1, point2); + return result; + } + b2World.prototype.RayCastAll = function (point1, point2) { + var __this = this; + var result = new Vector(); + + function RayCastAllWrapper(fixture, point, normal, fraction) { + if (fraction === undefined) fraction = 0; + result[result.length] = fixture; + return 1; + }; + __this.RayCast(RayCastAllWrapper, point1, point2); + return result; + } + b2World.prototype.GetBodyList = function () { + return this.m_bodyList; + } + b2World.prototype.GetJointList = function () { + return this.m_jointList; + } + b2World.prototype.GetContactList = function () { + return this.m_contactList; + } + b2World.prototype.IsLocked = function () { + return (this.m_flags & b2World.e_locked) > 0; + } + b2World.prototype.Solve = function (step) { + var b; + for (var controller = this.m_controllerList; controller; controller = controller.m_next) { + controller.Step(step); + } + var island = this.m_island; + island.Initialize(this.m_bodyCount, this.m_contactCount, this.m_jointCount, null, this.m_contactManager.m_contactListener, this.m_contactSolver); + for (b = this.m_bodyList; + b; b = b.m_next) { + b.m_flags &= ~b2Body.e_islandFlag; + } + for (var c = this.m_contactList; c; c = c.m_next) { + c.m_flags &= ~b2Contact.e_islandFlag; + } + for (var j = this.m_jointList; j; j = j.m_next) { + j.m_islandFlag = false; + } + var stackSize = parseInt(this.m_bodyCount); + var stack = this.s_stack; + for (var seed = this.m_bodyList; seed; seed = seed.m_next) { + if (seed.m_flags & b2Body.e_islandFlag) { + continue; + } + if (seed.IsAwake() == false || seed.IsActive() == false) { + continue; + } + if (seed.GetType() == b2Body.b2_staticBody) { + continue; + } + island.Clear(); + var stackCount = 0; + stack[stackCount++] = seed; + seed.m_flags |= b2Body.e_islandFlag; + while (stackCount > 0) { + b = stack[--stackCount]; + island.AddBody(b); + if (b.IsAwake() == false) { + b.SetAwake(true); + } + if (b.GetType() == b2Body.b2_staticBody) { + continue; + } + var other; + for (var ce = b.m_contactList; ce; ce = ce.next) { + if (ce.contact.m_flags & b2Contact.e_islandFlag) { + continue; + } + if (ce.contact.IsSensor() == true || ce.contact.IsEnabled() == false || ce.contact.IsTouching() == false) { + continue; + } + island.AddContact(ce.contact); + ce.contact.m_flags |= b2Contact.e_islandFlag; + other = ce.other; + if (other.m_flags & b2Body.e_islandFlag) { + continue; + } + stack[stackCount++] = other; + other.m_flags |= b2Body.e_islandFlag; + } + for (var jn = b.m_jointList; jn; jn = jn.next) { + if (jn.joint.m_islandFlag == true) { + continue; + } + other = jn.other; + if (other.IsActive() == false) { + continue; + } + island.AddJoint(jn.joint); + jn.joint.m_islandFlag = true; + if (other.m_flags & b2Body.e_islandFlag) { + continue; + } + stack[stackCount++] = other; + other.m_flags |= b2Body.e_islandFlag; + } + } + island.Solve(step, this.m_gravity, this.m_allowSleep); + for (var i = 0; i < island.m_bodyCount; ++i) { + b = island.m_bodies[i]; + if (b.GetType() == b2Body.b2_staticBody) { + b.m_flags &= ~b2Body.e_islandFlag; + } + } + } + for (i = 0; + i < stack.length; ++i) { + if (!stack[i]) break; + stack[i] = null; + } + for (b = this.m_bodyList; + b; b = b.m_next) { + if (b.IsAwake() == false || b.IsActive() == false) { + continue; + } + if (b.GetType() == b2Body.b2_staticBody) { + continue; + } + b.SynchronizeFixtures(); + } + this.m_contactManager.FindNewContacts(); + } + b2World.prototype.SolveTOI = function (step) { + var b; + var fA; + var fB; + var bA; + var bB; + var cEdge; + var j; + var island = this.m_island; + island.Initialize(this.m_bodyCount, b2Settings.b2_maxTOIContactsPerIsland, b2Settings.b2_maxTOIJointsPerIsland, null, this.m_contactManager.m_contactListener, this.m_contactSolver); + var queue = b2World.s_queue; + for (b = this.m_bodyList; + b; b = b.m_next) { + b.m_flags &= ~b2Body.e_islandFlag; + b.m_sweep.t0 = 0.0; + } + var c; + for (c = this.m_contactList; + c; c = c.m_next) { + c.m_flags &= ~ (b2Contact.e_toiFlag | b2Contact.e_islandFlag); + } + for (j = this.m_jointList; + j; j = j.m_next) { + j.m_islandFlag = false; + } + for (;;) { + var minContact = null; + var minTOI = 1.0; + for (c = this.m_contactList; + c; c = c.m_next) { + if (c.IsSensor() == true || c.IsEnabled() == false || c.IsContinuous() == false) { + continue; + } + var toi = 1.0; + if (c.m_flags & b2Contact.e_toiFlag) { + toi = c.m_toi; + } + else { + fA = c.m_fixtureA; + fB = c.m_fixtureB; + bA = fA.m_body; + bB = fB.m_body; + if ((bA.GetType() != b2Body.b2_dynamicBody || bA.IsAwake() == false) && (bB.GetType() != b2Body.b2_dynamicBody || bB.IsAwake() == false)) { + continue; + } + var t0 = bA.m_sweep.t0; + if (bA.m_sweep.t0 < bB.m_sweep.t0) { + t0 = bB.m_sweep.t0; + bA.m_sweep.Advance(t0); + } + else if (bB.m_sweep.t0 < bA.m_sweep.t0) { + t0 = bA.m_sweep.t0; + bB.m_sweep.Advance(t0); + } + toi = c.ComputeTOI(bA.m_sweep, bB.m_sweep); + b2Settings.b2Assert(0.0 <= toi && toi <= 1.0); + if (toi > 0.0 && toi < 1.0) { + toi = (1.0 - toi) * t0 + toi; + if (toi > 1) toi = 1; + } + c.m_toi = toi; + c.m_flags |= b2Contact.e_toiFlag; + } + if (Number.MIN_VALUE < toi && toi < minTOI) { + minContact = c; + minTOI = toi; + } + } + if (minContact == null || 1.0 - 100.0 * Number.MIN_VALUE < minTOI) { + break; + } + fA = minContact.m_fixtureA; + fB = minContact.m_fixtureB; + bA = fA.m_body; + bB = fB.m_body; + b2World.s_backupA.Set(bA.m_sweep); + b2World.s_backupB.Set(bB.m_sweep); + bA.Advance(minTOI); + bB.Advance(minTOI); + minContact.Update(this.m_contactManager.m_contactListener); + minContact.m_flags &= ~b2Contact.e_toiFlag; + if (minContact.IsSensor() == true || minContact.IsEnabled() == false) { + bA.m_sweep.Set(b2World.s_backupA); + bB.m_sweep.Set(b2World.s_backupB); + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + continue; + } + if (minContact.IsTouching() == false) { + continue; + } + var seed = bA; + if (seed.GetType() != b2Body.b2_dynamicBody) { + seed = bB; + } + island.Clear(); + var queueStart = 0; + var queueSize = 0; + queue[queueStart + queueSize++] = seed; + seed.m_flags |= b2Body.e_islandFlag; + while (queueSize > 0) { + b = queue[queueStart++]; + --queueSize; + island.AddBody(b); + if (b.IsAwake() == false) { + b.SetAwake(true); + } + if (b.GetType() != b2Body.b2_dynamicBody) { + continue; + } + for (cEdge = b.m_contactList; + cEdge; cEdge = cEdge.next) { + if (island.m_contactCount == island.m_contactCapacity) { + break; + } + if (cEdge.contact.m_flags & b2Contact.e_islandFlag) { + continue; + } + if (cEdge.contact.IsSensor() == true || cEdge.contact.IsEnabled() == false || cEdge.contact.IsTouching() == false) { + continue; + } + island.AddContact(cEdge.contact); + cEdge.contact.m_flags |= b2Contact.e_islandFlag; + var other = cEdge.other; + if (other.m_flags & b2Body.e_islandFlag) { + continue; + } + if (other.GetType() != b2Body.b2_staticBody) { + other.Advance(minTOI); + other.SetAwake(true); + } + queue[queueStart + queueSize] = other; + ++queueSize; + other.m_flags |= b2Body.e_islandFlag; + } + for (var jEdge = b.m_jointList; jEdge; jEdge = jEdge.next) { + if (island.m_jointCount == island.m_jointCapacity) continue; + if (jEdge.joint.m_islandFlag == true) continue; + other = jEdge.other; + if (other.IsActive() == false) { + continue; + } + island.AddJoint(jEdge.joint); + jEdge.joint.m_islandFlag = true; + if (other.m_flags & b2Body.e_islandFlag) continue; + if (other.GetType() != b2Body.b2_staticBody) { + other.Advance(minTOI); + other.SetAwake(true); + } + queue[queueStart + queueSize] = other; + ++queueSize; + other.m_flags |= b2Body.e_islandFlag; + } + } + var subStep = b2World.s_timestep; + subStep.warmStarting = false; + subStep.dt = (1.0 - minTOI) * step.dt; + subStep.inv_dt = 1.0 / subStep.dt; + subStep.dtRatio = 0.0; + subStep.velocityIterations = step.velocityIterations; + subStep.positionIterations = step.positionIterations; + island.SolveTOI(subStep); + var i = 0; + for (i = 0; + i < island.m_bodyCount; ++i) { + b = island.m_bodies[i]; + b.m_flags &= ~b2Body.e_islandFlag; + if (b.IsAwake() == false) { + continue; + } + if (b.GetType() != b2Body.b2_dynamicBody) { + continue; + } + b.SynchronizeFixtures(); + for (cEdge = b.m_contactList; + cEdge; cEdge = cEdge.next) { + cEdge.contact.m_flags &= ~b2Contact.e_toiFlag; + } + } + for (i = 0; + i < island.m_contactCount; ++i) { + c = island.m_contacts[i]; + c.m_flags &= ~ (b2Contact.e_toiFlag | b2Contact.e_islandFlag); + } + for (i = 0; + i < island.m_jointCount; ++i) { + j = island.m_joints[i]; + j.m_islandFlag = false; + } + this.m_contactManager.FindNewContacts(); + } + } + b2World.prototype.DrawJoint = function (joint) { + var b1 = joint.GetBodyA(); + var b2 = joint.GetBodyB(); + var xf1 = b1.m_xf; + var xf2 = b2.m_xf; + var x1 = xf1.position; + var x2 = xf2.position; + var p1 = joint.GetAnchorA(); + var p2 = joint.GetAnchorB(); + var color = b2World.s_jointColor; + switch (joint.m_type) { + case b2Joint.e_distanceJoint: + this.m_debugDraw.DrawSegment(p1, p2, color); + break; + case b2Joint.e_pulleyJoint: + { + var pulley = ((joint instanceof b2PulleyJoint ? joint : null)); + var s1 = pulley.GetGroundAnchorA(); + var s2 = pulley.GetGroundAnchorB(); + this.m_debugDraw.DrawSegment(s1, p1, color); + this.m_debugDraw.DrawSegment(s2, p2, color); + this.m_debugDraw.DrawSegment(s1, s2, color); + } + break; + case b2Joint.e_mouseJoint: + this.m_debugDraw.DrawSegment(p1, p2, color); + break; + default: + if (b1 != this.m_groundBody) this.m_debugDraw.DrawSegment(x1, p1, color); + this.m_debugDraw.DrawSegment(p1, p2, color); + if (b2 != this.m_groundBody) this.m_debugDraw.DrawSegment(x2, p2, color); + } + } + b2World.prototype.DrawShape = function (shape, xf, color) { + switch (shape.m_type) { + case b2Shape.e_circleShape: + { + var circle = ((shape instanceof b2CircleShape ? shape : null)); + var center = b2Math.MulX(xf, circle.m_p); + var radius = circle.m_radius; + var axis = xf.R.col1; + this.m_debugDraw.DrawSolidCircle(center, radius, axis, color); + } + break; + case b2Shape.e_polygonShape: + { + var i = 0; + var poly = ((shape instanceof b2PolygonShape ? shape : null)); + var vertexCount = parseInt(poly.GetVertexCount()); + var localVertices = poly.GetVertices(); + var vertices = new Vector(vertexCount); + for (i = 0; + i < vertexCount; ++i) { + vertices[i] = b2Math.MulX(xf, localVertices[i]); + } + this.m_debugDraw.DrawSolidPolygon(vertices, vertexCount, color); + } + break; + case b2Shape.e_edgeShape: + { + var edge = (shape instanceof b2EdgeShape ? shape : null); + this.m_debugDraw.DrawSegment(b2Math.MulX(xf, edge.GetVertex1()), b2Math.MulX(xf, edge.GetVertex2()), color); + } + break; + } + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.b2World.s_timestep2 = new b2TimeStep(); + Box2D.Dynamics.b2World.s_xf = new b2Transform(); + Box2D.Dynamics.b2World.s_backupA = new b2Sweep(); + Box2D.Dynamics.b2World.s_backupB = new b2Sweep(); + Box2D.Dynamics.b2World.s_timestep = new b2TimeStep(); + Box2D.Dynamics.b2World.s_queue = new Vector(); + Box2D.Dynamics.b2World.s_jointColor = new b2Color(0.5, 0.8, 0.8); + Box2D.Dynamics.b2World.e_newFixture = 0x0001; + Box2D.Dynamics.b2World.e_locked = 0x0002; + }); +})(); +(function () { + var b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, + b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef, + b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape, + b2MassData = Box2D.Collision.Shapes.b2MassData, + b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, + b2Shape = Box2D.Collision.Shapes.b2Shape, + b2CircleContact = Box2D.Dynamics.Contacts.b2CircleContact, + b2Contact = Box2D.Dynamics.Contacts.b2Contact, + b2ContactConstraint = Box2D.Dynamics.Contacts.b2ContactConstraint, + b2ContactConstraintPoint = Box2D.Dynamics.Contacts.b2ContactConstraintPoint, + b2ContactEdge = Box2D.Dynamics.Contacts.b2ContactEdge, + b2ContactFactory = Box2D.Dynamics.Contacts.b2ContactFactory, + b2ContactRegister = Box2D.Dynamics.Contacts.b2ContactRegister, + b2ContactResult = Box2D.Dynamics.Contacts.b2ContactResult, + b2ContactSolver = Box2D.Dynamics.Contacts.b2ContactSolver, + b2EdgeAndCircleContact = Box2D.Dynamics.Contacts.b2EdgeAndCircleContact, + b2NullContact = Box2D.Dynamics.Contacts.b2NullContact, + b2PolyAndCircleContact = Box2D.Dynamics.Contacts.b2PolyAndCircleContact, + b2PolyAndEdgeContact = Box2D.Dynamics.Contacts.b2PolyAndEdgeContact, + b2PolygonContact = Box2D.Dynamics.Contacts.b2PolygonContact, + b2PositionSolverManifold = Box2D.Dynamics.Contacts.b2PositionSolverManifold, + b2Body = Box2D.Dynamics.b2Body, + b2BodyDef = Box2D.Dynamics.b2BodyDef, + b2ContactFilter = Box2D.Dynamics.b2ContactFilter, + b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse, + b2ContactListener = Box2D.Dynamics.b2ContactListener, + b2ContactManager = Box2D.Dynamics.b2ContactManager, + b2DebugDraw = Box2D.Dynamics.b2DebugDraw, + b2DestructionListener = Box2D.Dynamics.b2DestructionListener, + b2FilterData = Box2D.Dynamics.b2FilterData, + b2Fixture = Box2D.Dynamics.b2Fixture, + b2FixtureDef = Box2D.Dynamics.b2FixtureDef, + b2Island = Box2D.Dynamics.b2Island, + b2TimeStep = Box2D.Dynamics.b2TimeStep, + b2World = Box2D.Dynamics.b2World, + b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2AABB = Box2D.Collision.b2AABB, + b2Bound = Box2D.Collision.b2Bound, + b2BoundValues = Box2D.Collision.b2BoundValues, + b2Collision = Box2D.Collision.b2Collision, + b2ContactID = Box2D.Collision.b2ContactID, + b2ContactPoint = Box2D.Collision.b2ContactPoint, + b2Distance = Box2D.Collision.b2Distance, + b2DistanceInput = Box2D.Collision.b2DistanceInput, + b2DistanceOutput = Box2D.Collision.b2DistanceOutput, + b2DistanceProxy = Box2D.Collision.b2DistanceProxy, + b2DynamicTree = Box2D.Collision.b2DynamicTree, + b2DynamicTreeBroadPhase = Box2D.Collision.b2DynamicTreeBroadPhase, + b2DynamicTreeNode = Box2D.Collision.b2DynamicTreeNode, + b2DynamicTreePair = Box2D.Collision.b2DynamicTreePair, + b2Manifold = Box2D.Collision.b2Manifold, + b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint, + b2Point = Box2D.Collision.b2Point, + b2RayCastInput = Box2D.Collision.b2RayCastInput, + b2RayCastOutput = Box2D.Collision.b2RayCastOutput, + b2Segment = Box2D.Collision.b2Segment, + b2SeparationFunction = Box2D.Collision.b2SeparationFunction, + b2Simplex = Box2D.Collision.b2Simplex, + b2SimplexCache = Box2D.Collision.b2SimplexCache, + b2SimplexVertex = Box2D.Collision.b2SimplexVertex, + b2TimeOfImpact = Box2D.Collision.b2TimeOfImpact, + b2TOIInput = Box2D.Collision.b2TOIInput, + b2WorldManifold = Box2D.Collision.b2WorldManifold, + ClipVertex = Box2D.Collision.ClipVertex, + Features = Box2D.Collision.Features, + IBroadPhase = Box2D.Collision.IBroadPhase; + + Box2D.inherit(b2CircleContact, Box2D.Dynamics.Contacts.b2Contact); + b2CircleContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2CircleContact.b2CircleContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2CircleContact.Create = function (allocator) { + return new b2CircleContact(); + } + b2CircleContact.Destroy = function (contact, allocator) {} + b2CircleContact.prototype.Reset = function (fixtureA, fixtureB) { + this.__super.Reset.call(this, fixtureA, fixtureB); + } + b2CircleContact.prototype.Evaluate = function () { + var bA = this.m_fixtureA.GetBody(); + var bB = this.m_fixtureB.GetBody(); + b2Collision.CollideCircles(this.m_manifold, (this.m_fixtureA.GetShape() instanceof b2CircleShape ? this.m_fixtureA.GetShape() : null), bA.m_xf, (this.m_fixtureB.GetShape() instanceof b2CircleShape ? this.m_fixtureB.GetShape() : null), bB.m_xf); + } + b2Contact.b2Contact = function () { + this.m_nodeA = new b2ContactEdge(); + this.m_nodeB = new b2ContactEdge(); + this.m_manifold = new b2Manifold(); + this.m_oldManifold = new b2Manifold(); + }; + b2Contact.prototype.GetManifold = function () { + return this.m_manifold; + } + b2Contact.prototype.GetWorldManifold = function (worldManifold) { + var bodyA = this.m_fixtureA.GetBody(); + var bodyB = this.m_fixtureB.GetBody(); + var shapeA = this.m_fixtureA.GetShape(); + var shapeB = this.m_fixtureB.GetShape(); + worldManifold.Initialize(this.m_manifold, bodyA.GetTransform(), shapeA.m_radius, bodyB.GetTransform(), shapeB.m_radius); + } + b2Contact.prototype.IsTouching = function () { + return (this.m_flags & b2Contact.e_touchingFlag) == b2Contact.e_touchingFlag; + } + b2Contact.prototype.IsContinuous = function () { + return (this.m_flags & b2Contact.e_continuousFlag) == b2Contact.e_continuousFlag; + } + b2Contact.prototype.SetSensor = function (sensor) { + if (sensor) { + this.m_flags |= b2Contact.e_sensorFlag; + } + else { + this.m_flags &= ~b2Contact.e_sensorFlag; + } + } + b2Contact.prototype.IsSensor = function () { + return (this.m_flags & b2Contact.e_sensorFlag) == b2Contact.e_sensorFlag; + } + b2Contact.prototype.SetEnabled = function (flag) { + if (flag) { + this.m_flags |= b2Contact.e_enabledFlag; + } + else { + this.m_flags &= ~b2Contact.e_enabledFlag; + } + } + b2Contact.prototype.IsEnabled = function () { + return (this.m_flags & b2Contact.e_enabledFlag) == b2Contact.e_enabledFlag; + } + b2Contact.prototype.GetNext = function () { + return this.m_next; + } + b2Contact.prototype.GetFixtureA = function () { + return this.m_fixtureA; + } + b2Contact.prototype.GetFixtureB = function () { + return this.m_fixtureB; + } + b2Contact.prototype.FlagForFiltering = function () { + this.m_flags |= b2Contact.e_filterFlag; + } + b2Contact.prototype.b2Contact = function () {} + b2Contact.prototype.Reset = function (fixtureA, fixtureB) { + if (fixtureA === undefined) fixtureA = null; + if (fixtureB === undefined) fixtureB = null; + this.m_flags = b2Contact.e_enabledFlag; + if (!fixtureA || !fixtureB) { + this.m_fixtureA = null; + this.m_fixtureB = null; + return; + } + if (fixtureA.IsSensor() || fixtureB.IsSensor()) { + this.m_flags |= b2Contact.e_sensorFlag; + } + var bodyA = fixtureA.GetBody(); + var bodyB = fixtureB.GetBody(); + if (bodyA.GetType() != b2Body.b2_dynamicBody || bodyA.IsBullet() || bodyB.GetType() != b2Body.b2_dynamicBody || bodyB.IsBullet()) { + this.m_flags |= b2Contact.e_continuousFlag; + } + this.m_fixtureA = fixtureA; + this.m_fixtureB = fixtureB; + this.m_manifold.m_pointCount = 0; + this.m_prev = null; + this.m_next = null; + this.m_nodeA.contact = null; + this.m_nodeA.prev = null; + this.m_nodeA.next = null; + this.m_nodeA.other = null; + this.m_nodeB.contact = null; + this.m_nodeB.prev = null; + this.m_nodeB.next = null; + this.m_nodeB.other = null; + } + b2Contact.prototype.Update = function (listener) { + var tManifold = this.m_oldManifold; + this.m_oldManifold = this.m_manifold; + this.m_manifold = tManifold; + this.m_flags |= b2Contact.e_enabledFlag; + var touching = false; + var wasTouching = (this.m_flags & b2Contact.e_touchingFlag) == b2Contact.e_touchingFlag; + var bodyA = this.m_fixtureA.m_body; + var bodyB = this.m_fixtureB.m_body; + var aabbOverlap = this.m_fixtureA.m_aabb.TestOverlap(this.m_fixtureB.m_aabb); + if (this.m_flags & b2Contact.e_sensorFlag) { + if (aabbOverlap) { + var shapeA = this.m_fixtureA.GetShape(); + var shapeB = this.m_fixtureB.GetShape(); + var xfA = bodyA.GetTransform(); + var xfB = bodyB.GetTransform(); + touching = b2Shape.TestOverlap(shapeA, xfA, shapeB, xfB); + } + this.m_manifold.m_pointCount = 0; + } + else { + if (bodyA.GetType() != b2Body.b2_dynamicBody || bodyA.IsBullet() || bodyB.GetType() != b2Body.b2_dynamicBody || bodyB.IsBullet()) { + this.m_flags |= b2Contact.e_continuousFlag; + } + else { + this.m_flags &= ~b2Contact.e_continuousFlag; + } + if (aabbOverlap) { + this.Evaluate(); + touching = this.m_manifold.m_pointCount > 0; + for (var i = 0; i < this.m_manifold.m_pointCount; ++i) { + var mp2 = this.m_manifold.m_points[i]; + mp2.m_normalImpulse = 0.0; + mp2.m_tangentImpulse = 0.0; + var id2 = mp2.m_id; + for (var j = 0; j < this.m_oldManifold.m_pointCount; ++j) { + var mp1 = this.m_oldManifold.m_points[j]; + if (mp1.m_id.key == id2.key) { + mp2.m_normalImpulse = mp1.m_normalImpulse; + mp2.m_tangentImpulse = mp1.m_tangentImpulse; + break; + } + } + } + } + else { + this.m_manifold.m_pointCount = 0; + } + if (touching != wasTouching) { + bodyA.SetAwake(true); + bodyB.SetAwake(true); + } + } + if (touching) { + this.m_flags |= b2Contact.e_touchingFlag; + } + else { + this.m_flags &= ~b2Contact.e_touchingFlag; + } + if (wasTouching == false && touching == true) { + listener.BeginContact(this); + } + if (wasTouching == true && touching == false) { + listener.EndContact(this); + } + if ((this.m_flags & b2Contact.e_sensorFlag) == 0) { + listener.PreSolve(this, this.m_oldManifold); + } + } + b2Contact.prototype.Evaluate = function () {} + b2Contact.prototype.ComputeTOI = function (sweepA, sweepB) { + b2Contact.s_input.proxyA.Set(this.m_fixtureA.GetShape()); + b2Contact.s_input.proxyB.Set(this.m_fixtureB.GetShape()); + b2Contact.s_input.sweepA = sweepA; + b2Contact.s_input.sweepB = sweepB; + b2Contact.s_input.tolerance = b2Settings.b2_linearSlop; + return b2TimeOfImpact.TimeOfImpact(b2Contact.s_input); + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Contacts.b2Contact.e_sensorFlag = 0x0001; + Box2D.Dynamics.Contacts.b2Contact.e_continuousFlag = 0x0002; + Box2D.Dynamics.Contacts.b2Contact.e_islandFlag = 0x0004; + Box2D.Dynamics.Contacts.b2Contact.e_toiFlag = 0x0008; + Box2D.Dynamics.Contacts.b2Contact.e_touchingFlag = 0x0010; + Box2D.Dynamics.Contacts.b2Contact.e_enabledFlag = 0x0020; + Box2D.Dynamics.Contacts.b2Contact.e_filterFlag = 0x0040; + Box2D.Dynamics.Contacts.b2Contact.s_input = new b2TOIInput(); + }); + b2ContactConstraint.b2ContactConstraint = function () { + this.localPlaneNormal = new b2Vec2(); + this.localPoint = new b2Vec2(); + this.normal = new b2Vec2(); + this.normalMass = new b2Mat22(); + this.K = new b2Mat22(); + }; + b2ContactConstraint.prototype.b2ContactConstraint = function () { + this.points = new Vector(b2Settings.b2_maxManifoldPoints); + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + this.points[i] = new b2ContactConstraintPoint(); + } + } + b2ContactConstraintPoint.b2ContactConstraintPoint = function () { + this.localPoint = new b2Vec2(); + this.rA = new b2Vec2(); + this.rB = new b2Vec2(); + }; + b2ContactEdge.b2ContactEdge = function () {}; + b2ContactFactory.b2ContactFactory = function () {}; + b2ContactFactory.prototype.b2ContactFactory = function (allocator) { + this.m_allocator = allocator; + this.InitializeRegisters(); + } + b2ContactFactory.prototype.AddType = function (createFcn, destroyFcn, type1, type2) { + if (type1 === undefined) type1 = 0; + if (type2 === undefined) type2 = 0; + this.m_registers[type1][type2].createFcn = createFcn; + this.m_registers[type1][type2].destroyFcn = destroyFcn; + this.m_registers[type1][type2].primary = true; + if (type1 != type2) { + this.m_registers[type2][type1].createFcn = createFcn; + this.m_registers[type2][type1].destroyFcn = destroyFcn; + this.m_registers[type2][type1].primary = false; + } + } + b2ContactFactory.prototype.InitializeRegisters = function () { + this.m_registers = new Vector(b2Shape.e_shapeTypeCount); + for (var i = 0; i < b2Shape.e_shapeTypeCount; i++) { + this.m_registers[i] = new Vector(b2Shape.e_shapeTypeCount); + for (var j = 0; j < b2Shape.e_shapeTypeCount; j++) { + this.m_registers[i][j] = new b2ContactRegister(); + } + } + this.AddType(b2CircleContact.Create, b2CircleContact.Destroy, b2Shape.e_circleShape, b2Shape.e_circleShape); + this.AddType(b2PolyAndCircleContact.Create, b2PolyAndCircleContact.Destroy, b2Shape.e_polygonShape, b2Shape.e_circleShape); + this.AddType(b2PolygonContact.Create, b2PolygonContact.Destroy, b2Shape.e_polygonShape, b2Shape.e_polygonShape); + this.AddType(b2EdgeAndCircleContact.Create, b2EdgeAndCircleContact.Destroy, b2Shape.e_edgeShape, b2Shape.e_circleShape); + this.AddType(b2PolyAndEdgeContact.Create, b2PolyAndEdgeContact.Destroy, b2Shape.e_polygonShape, b2Shape.e_edgeShape); + } + b2ContactFactory.prototype.Create = function (fixtureA, fixtureB) { + var type1 = parseInt(fixtureA.GetType()); + var type2 = parseInt(fixtureB.GetType()); + var reg = this.m_registers[type1][type2]; + var c; + if (reg.pool) { + c = reg.pool; + reg.pool = c.m_next; + reg.poolCount--; + c.Reset(fixtureA, fixtureB); + return c; + } + var createFcn = reg.createFcn; + if (createFcn != null) { + if (reg.primary) { + c = createFcn(this.m_allocator); + c.Reset(fixtureA, fixtureB); + return c; + } + else { + c = createFcn(this.m_allocator); + c.Reset(fixtureB, fixtureA); + return c; + } + } + else { + return null; + } + } + b2ContactFactory.prototype.Destroy = function (contact) { + if (contact.m_manifold.m_pointCount > 0) { + contact.m_fixtureA.m_body.SetAwake(true); + contact.m_fixtureB.m_body.SetAwake(true); + } + var type1 = parseInt(contact.m_fixtureA.GetType()); + var type2 = parseInt(contact.m_fixtureB.GetType()); + var reg = this.m_registers[type1][type2]; + if (true) { + reg.poolCount++; + contact.m_next = reg.pool; + reg.pool = contact; + } + var destroyFcn = reg.destroyFcn; + destroyFcn(contact, this.m_allocator); + } + b2ContactRegister.b2ContactRegister = function () {}; + b2ContactResult.b2ContactResult = function () { + this.position = new b2Vec2(); + this.normal = new b2Vec2(); + this.id = new b2ContactID(); + }; + b2ContactSolver.b2ContactSolver = function () { + this.m_step = new b2TimeStep(); + this.m_constraints = new Vector(); + }; + b2ContactSolver.prototype.b2ContactSolver = function () {} + b2ContactSolver.prototype.Initialize = function (step, contacts, contactCount, allocator) { + if (contactCount === undefined) contactCount = 0; + var contact; + this.m_step.Set(step); + this.m_allocator = allocator; + var i = 0; + var tVec; + var tMat; + this.m_constraintCount = contactCount; + while (this.m_constraints.length < this.m_constraintCount) { + this.m_constraints[this.m_constraints.length] = new b2ContactConstraint(); + } + for (i = 0; + i < contactCount; ++i) { + contact = contacts[i]; + var fixtureA = contact.m_fixtureA; + var fixtureB = contact.m_fixtureB; + var shapeA = fixtureA.m_shape; + var shapeB = fixtureB.m_shape; + var radiusA = shapeA.m_radius; + var radiusB = shapeB.m_radius; + var bodyA = fixtureA.m_body; + var bodyB = fixtureB.m_body; + var manifold = contact.GetManifold(); + var friction = b2Settings.b2MixFriction(fixtureA.GetFriction(), fixtureB.GetFriction()); + var restitution = b2Settings.b2MixRestitution(fixtureA.GetRestitution(), fixtureB.GetRestitution()); + var vAX = bodyA.m_linearVelocity.x; + var vAY = bodyA.m_linearVelocity.y; + var vBX = bodyB.m_linearVelocity.x; + var vBY = bodyB.m_linearVelocity.y; + var wA = bodyA.m_angularVelocity; + var wB = bodyB.m_angularVelocity; + b2Settings.b2Assert(manifold.m_pointCount > 0); + b2ContactSolver.s_worldManifold.Initialize(manifold, bodyA.m_xf, radiusA, bodyB.m_xf, radiusB); + var normalX = b2ContactSolver.s_worldManifold.m_normal.x; + var normalY = b2ContactSolver.s_worldManifold.m_normal.y; + var cc = this.m_constraints[i]; + cc.bodyA = bodyA; + cc.bodyB = bodyB; + cc.manifold = manifold; + cc.normal.x = normalX; + cc.normal.y = normalY; + cc.pointCount = manifold.m_pointCount; + cc.friction = friction; + cc.restitution = restitution; + cc.localPlaneNormal.x = manifold.m_localPlaneNormal.x; + cc.localPlaneNormal.y = manifold.m_localPlaneNormal.y; + cc.localPoint.x = manifold.m_localPoint.x; + cc.localPoint.y = manifold.m_localPoint.y; + cc.radius = radiusA + radiusB; + cc.type = manifold.m_type; + for (var k = 0; k < cc.pointCount; ++k) { + var cp = manifold.m_points[k]; + var ccp = cc.points[k]; + ccp.normalImpulse = cp.m_normalImpulse; + ccp.tangentImpulse = cp.m_tangentImpulse; + ccp.localPoint.SetV(cp.m_localPoint); + var rAX = ccp.rA.x = b2ContactSolver.s_worldManifold.m_points[k].x - bodyA.m_sweep.c.x; + var rAY = ccp.rA.y = b2ContactSolver.s_worldManifold.m_points[k].y - bodyA.m_sweep.c.y; + var rBX = ccp.rB.x = b2ContactSolver.s_worldManifold.m_points[k].x - bodyB.m_sweep.c.x; + var rBY = ccp.rB.y = b2ContactSolver.s_worldManifold.m_points[k].y - bodyB.m_sweep.c.y; + var rnA = rAX * normalY - rAY * normalX; + var rnB = rBX * normalY - rBY * normalX; + rnA *= rnA; + rnB *= rnB; + var kNormal = bodyA.m_invMass + bodyB.m_invMass + bodyA.m_invI * rnA + bodyB.m_invI * rnB; + ccp.normalMass = 1.0 / kNormal; + var kEqualized = bodyA.m_mass * bodyA.m_invMass + bodyB.m_mass * bodyB.m_invMass; + kEqualized += bodyA.m_mass * bodyA.m_invI * rnA + bodyB.m_mass * bodyB.m_invI * rnB; + ccp.equalizedMass = 1.0 / kEqualized; + var tangentX = normalY; + var tangentY = (-normalX); + var rtA = rAX * tangentY - rAY * tangentX; + var rtB = rBX * tangentY - rBY * tangentX; + rtA *= rtA; + rtB *= rtB; + var kTangent = bodyA.m_invMass + bodyB.m_invMass + bodyA.m_invI * rtA + bodyB.m_invI * rtB; + ccp.tangentMass = 1.0 / kTangent; + ccp.velocityBias = 0.0; + var tX = vBX + ((-wB * rBY)) - vAX - ((-wA * rAY)); + var tY = vBY + (wB * rBX) - vAY - (wA * rAX); + var vRel = cc.normal.x * tX + cc.normal.y * tY; + if (vRel < (-b2Settings.b2_velocityThreshold)) { + ccp.velocityBias += (-cc.restitution * vRel); + } + } + if (cc.pointCount == 2) { + var ccp1 = cc.points[0]; + var ccp2 = cc.points[1]; + var invMassA = bodyA.m_invMass; + var invIA = bodyA.m_invI; + var invMassB = bodyB.m_invMass; + var invIB = bodyB.m_invI; + var rn1A = ccp1.rA.x * normalY - ccp1.rA.y * normalX; + var rn1B = ccp1.rB.x * normalY - ccp1.rB.y * normalX; + var rn2A = ccp2.rA.x * normalY - ccp2.rA.y * normalX; + var rn2B = ccp2.rB.x * normalY - ccp2.rB.y * normalX; + var k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; + var k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; + var k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B; + var k_maxConditionNumber = 100.0; + if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { + cc.K.col1.Set(k11, k12); + cc.K.col2.Set(k12, k22); + cc.K.GetInverse(cc.normalMass); + } + else { + cc.pointCount = 1; + } + } + } + } + b2ContactSolver.prototype.InitVelocityConstraints = function (step) { + var tVec; + var tVec2; + var tMat; + for (var i = 0; i < this.m_constraintCount; ++i) { + var c = this.m_constraints[i]; + var bodyA = c.bodyA; + var bodyB = c.bodyB; + var invMassA = bodyA.m_invMass; + var invIA = bodyA.m_invI; + var invMassB = bodyB.m_invMass; + var invIB = bodyB.m_invI; + var normalX = c.normal.x; + var normalY = c.normal.y; + var tangentX = normalY; + var tangentY = (-normalX); + var tX = 0; + var j = 0; + var tCount = 0; + if (step.warmStarting) { + tCount = c.pointCount; + for (j = 0; + j < tCount; ++j) { + var ccp = c.points[j]; + ccp.normalImpulse *= step.dtRatio; + ccp.tangentImpulse *= step.dtRatio; + var PX = ccp.normalImpulse * normalX + ccp.tangentImpulse * tangentX; + var PY = ccp.normalImpulse * normalY + ccp.tangentImpulse * tangentY; + bodyA.m_angularVelocity -= invIA * (ccp.rA.x * PY - ccp.rA.y * PX); + bodyA.m_linearVelocity.x -= invMassA * PX; + bodyA.m_linearVelocity.y -= invMassA * PY; + bodyB.m_angularVelocity += invIB * (ccp.rB.x * PY - ccp.rB.y * PX); + bodyB.m_linearVelocity.x += invMassB * PX; + bodyB.m_linearVelocity.y += invMassB * PY; + } + } + else { + tCount = c.pointCount; + for (j = 0; + j < tCount; ++j) { + var ccp2 = c.points[j]; + ccp2.normalImpulse = 0.0; + ccp2.tangentImpulse = 0.0; + } + } + } + } + b2ContactSolver.prototype.SolveVelocityConstraints = function () { + var j = 0; + var ccp; + var rAX = 0; + var rAY = 0; + var rBX = 0; + var rBY = 0; + var dvX = 0; + var dvY = 0; + var vn = 0; + var vt = 0; + var lambda = 0; + var maxFriction = 0; + var newImpulse = 0; + var PX = 0; + var PY = 0; + var dX = 0; + var dY = 0; + var P1X = 0; + var P1Y = 0; + var P2X = 0; + var P2Y = 0; + var tMat; + var tVec; + for (var i = 0; i < this.m_constraintCount; ++i) { + var c = this.m_constraints[i]; + var bodyA = c.bodyA; + var bodyB = c.bodyB; + var wA = bodyA.m_angularVelocity; + var wB = bodyB.m_angularVelocity; + var vA = bodyA.m_linearVelocity; + var vB = bodyB.m_linearVelocity; + var invMassA = bodyA.m_invMass; + var invIA = bodyA.m_invI; + var invMassB = bodyB.m_invMass; + var invIB = bodyB.m_invI; + var normalX = c.normal.x; + var normalY = c.normal.y; + var tangentX = normalY; + var tangentY = (-normalX); + var friction = c.friction; + var tX = 0; + for (j = 0; + j < c.pointCount; j++) { + ccp = c.points[j]; + dvX = vB.x - wB * ccp.rB.y - vA.x + wA * ccp.rA.y; + dvY = vB.y + wB * ccp.rB.x - vA.y - wA * ccp.rA.x; + vt = dvX * tangentX + dvY * tangentY; + lambda = ccp.tangentMass * (-vt); + maxFriction = friction * ccp.normalImpulse; + newImpulse = b2Math.Clamp(ccp.tangentImpulse + lambda, (-maxFriction), maxFriction); + lambda = newImpulse - ccp.tangentImpulse; + PX = lambda * tangentX; + PY = lambda * tangentY; + vA.x -= invMassA * PX; + vA.y -= invMassA * PY; + wA -= invIA * (ccp.rA.x * PY - ccp.rA.y * PX); + vB.x += invMassB * PX; + vB.y += invMassB * PY; + wB += invIB * (ccp.rB.x * PY - ccp.rB.y * PX); + ccp.tangentImpulse = newImpulse; + } + var tCount = parseInt(c.pointCount); + if (c.pointCount == 1) { + ccp = c.points[0]; + dvX = vB.x + ((-wB * ccp.rB.y)) - vA.x - ((-wA * ccp.rA.y)); + dvY = vB.y + (wB * ccp.rB.x) - vA.y - (wA * ccp.rA.x); + vn = dvX * normalX + dvY * normalY; + lambda = (-ccp.normalMass * (vn - ccp.velocityBias)); + newImpulse = ccp.normalImpulse + lambda; + newImpulse = newImpulse > 0 ? newImpulse : 0.0; + lambda = newImpulse - ccp.normalImpulse; + PX = lambda * normalX; + PY = lambda * normalY; + vA.x -= invMassA * PX; + vA.y -= invMassA * PY; + wA -= invIA * (ccp.rA.x * PY - ccp.rA.y * PX); + vB.x += invMassB * PX; + vB.y += invMassB * PY; + wB += invIB * (ccp.rB.x * PY - ccp.rB.y * PX); + ccp.normalImpulse = newImpulse; + } + else { + var cp1 = c.points[0]; + var cp2 = c.points[1]; + var aX = cp1.normalImpulse; + var aY = cp2.normalImpulse; + var dv1X = vB.x - wB * cp1.rB.y - vA.x + wA * cp1.rA.y; + var dv1Y = vB.y + wB * cp1.rB.x - vA.y - wA * cp1.rA.x; + var dv2X = vB.x - wB * cp2.rB.y - vA.x + wA * cp2.rA.y; + var dv2Y = vB.y + wB * cp2.rB.x - vA.y - wA * cp2.rA.x; + var vn1 = dv1X * normalX + dv1Y * normalY; + var vn2 = dv2X * normalX + dv2Y * normalY; + var bX = vn1 - cp1.velocityBias; + var bY = vn2 - cp2.velocityBias; + tMat = c.K; + bX -= tMat.col1.x * aX + tMat.col2.x * aY; + bY -= tMat.col1.y * aX + tMat.col2.y * aY; + var k_errorTol = 0.001; + for (;;) { + tMat = c.normalMass; + var xX = (-(tMat.col1.x * bX + tMat.col2.x * bY)); + var xY = (-(tMat.col1.y * bX + tMat.col2.y * bY)); + if (xX >= 0.0 && xY >= 0.0) { + dX = xX - aX; + dY = xY - aY; + P1X = dX * normalX; + P1Y = dX * normalY; + P2X = dY * normalX; + P2Y = dY * normalY; + vA.x -= invMassA * (P1X + P2X); + vA.y -= invMassA * (P1Y + P2Y); + wA -= invIA * (cp1.rA.x * P1Y - cp1.rA.y * P1X + cp2.rA.x * P2Y - cp2.rA.y * P2X); + vB.x += invMassB * (P1X + P2X); + vB.y += invMassB * (P1Y + P2Y); + wB += invIB * (cp1.rB.x * P1Y - cp1.rB.y * P1X + cp2.rB.x * P2Y - cp2.rB.y * P2X); + cp1.normalImpulse = xX; + cp2.normalImpulse = xY; + break; + } + xX = (-cp1.normalMass * bX); + xY = 0.0; + vn1 = 0.0; + vn2 = c.K.col1.y * xX + bY; + if (xX >= 0.0 && vn2 >= 0.0) { + dX = xX - aX; + dY = xY - aY; + P1X = dX * normalX; + P1Y = dX * normalY; + P2X = dY * normalX; + P2Y = dY * normalY; + vA.x -= invMassA * (P1X + P2X); + vA.y -= invMassA * (P1Y + P2Y); + wA -= invIA * (cp1.rA.x * P1Y - cp1.rA.y * P1X + cp2.rA.x * P2Y - cp2.rA.y * P2X); + vB.x += invMassB * (P1X + P2X); + vB.y += invMassB * (P1Y + P2Y); + wB += invIB * (cp1.rB.x * P1Y - cp1.rB.y * P1X + cp2.rB.x * P2Y - cp2.rB.y * P2X); + cp1.normalImpulse = xX; + cp2.normalImpulse = xY; + break; + } + xX = 0.0; + xY = (-cp2.normalMass * bY); + vn1 = c.K.col2.x * xY + bX; + vn2 = 0.0; + if (xY >= 0.0 && vn1 >= 0.0) { + dX = xX - aX; + dY = xY - aY; + P1X = dX * normalX; + P1Y = dX * normalY; + P2X = dY * normalX; + P2Y = dY * normalY; + vA.x -= invMassA * (P1X + P2X); + vA.y -= invMassA * (P1Y + P2Y); + wA -= invIA * (cp1.rA.x * P1Y - cp1.rA.y * P1X + cp2.rA.x * P2Y - cp2.rA.y * P2X); + vB.x += invMassB * (P1X + P2X); + vB.y += invMassB * (P1Y + P2Y); + wB += invIB * (cp1.rB.x * P1Y - cp1.rB.y * P1X + cp2.rB.x * P2Y - cp2.rB.y * P2X); + cp1.normalImpulse = xX; + cp2.normalImpulse = xY; + break; + } + xX = 0.0; + xY = 0.0; + vn1 = bX; + vn2 = bY; + if (vn1 >= 0.0 && vn2 >= 0.0) { + dX = xX - aX; + dY = xY - aY; + P1X = dX * normalX; + P1Y = dX * normalY; + P2X = dY * normalX; + P2Y = dY * normalY; + vA.x -= invMassA * (P1X + P2X); + vA.y -= invMassA * (P1Y + P2Y); + wA -= invIA * (cp1.rA.x * P1Y - cp1.rA.y * P1X + cp2.rA.x * P2Y - cp2.rA.y * P2X); + vB.x += invMassB * (P1X + P2X); + vB.y += invMassB * (P1Y + P2Y); + wB += invIB * (cp1.rB.x * P1Y - cp1.rB.y * P1X + cp2.rB.x * P2Y - cp2.rB.y * P2X); + cp1.normalImpulse = xX; + cp2.normalImpulse = xY; + break; + } + break; + } + } + bodyA.m_angularVelocity = wA; + bodyB.m_angularVelocity = wB; + } + } + b2ContactSolver.prototype.FinalizeVelocityConstraints = function () { + for (var i = 0; i < this.m_constraintCount; ++i) { + var c = this.m_constraints[i]; + var m = c.manifold; + for (var j = 0; j < c.pointCount; ++j) { + var point1 = m.m_points[j]; + var point2 = c.points[j]; + point1.m_normalImpulse = point2.normalImpulse; + point1.m_tangentImpulse = point2.tangentImpulse; + } + } + } + b2ContactSolver.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var minSeparation = 0.0; + for (var i = 0; i < this.m_constraintCount; i++) { + var c = this.m_constraints[i]; + var bodyA = c.bodyA; + var bodyB = c.bodyB; + var invMassA = bodyA.m_mass * bodyA.m_invMass; + var invIA = bodyA.m_mass * bodyA.m_invI; + var invMassB = bodyB.m_mass * bodyB.m_invMass; + var invIB = bodyB.m_mass * bodyB.m_invI; + b2ContactSolver.s_psm.Initialize(c); + var normal = b2ContactSolver.s_psm.m_normal; + for (var j = 0; j < c.pointCount; j++) { + var ccp = c.points[j]; + var point = b2ContactSolver.s_psm.m_points[j]; + var separation = b2ContactSolver.s_psm.m_separations[j]; + var rAX = point.x - bodyA.m_sweep.c.x; + var rAY = point.y - bodyA.m_sweep.c.y; + var rBX = point.x - bodyB.m_sweep.c.x; + var rBY = point.y - bodyB.m_sweep.c.y; + minSeparation = minSeparation < separation ? minSeparation : separation; + var C = b2Math.Clamp(baumgarte * (separation + b2Settings.b2_linearSlop), (-b2Settings.b2_maxLinearCorrection), 0.0); + var impulse = (-ccp.equalizedMass * C); + var PX = impulse * normal.x; + var PY = impulse * normal.y;bodyA.m_sweep.c.x -= invMassA * PX; + bodyA.m_sweep.c.y -= invMassA * PY; + bodyA.m_sweep.a -= invIA * (rAX * PY - rAY * PX); + bodyA.SynchronizeTransform(); + bodyB.m_sweep.c.x += invMassB * PX; + bodyB.m_sweep.c.y += invMassB * PY; + bodyB.m_sweep.a += invIB * (rBX * PY - rBY * PX); + bodyB.SynchronizeTransform(); + } + } + return minSeparation > (-1.5 * b2Settings.b2_linearSlop); + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Contacts.b2ContactSolver.s_worldManifold = new b2WorldManifold(); + Box2D.Dynamics.Contacts.b2ContactSolver.s_psm = new b2PositionSolverManifold(); + }); + Box2D.inherit(b2EdgeAndCircleContact, Box2D.Dynamics.Contacts.b2Contact); + b2EdgeAndCircleContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2EdgeAndCircleContact.b2EdgeAndCircleContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2EdgeAndCircleContact.Create = function (allocator) { + return new b2EdgeAndCircleContact(); + } + b2EdgeAndCircleContact.Destroy = function (contact, allocator) {} + b2EdgeAndCircleContact.prototype.Reset = function (fixtureA, fixtureB) { + this.__super.Reset.call(this, fixtureA, fixtureB); + } + b2EdgeAndCircleContact.prototype.Evaluate = function () { + var bA = this.m_fixtureA.GetBody(); + var bB = this.m_fixtureB.GetBody(); + this.b2CollideEdgeAndCircle(this.m_manifold, (this.m_fixtureA.GetShape() instanceof b2EdgeShape ? this.m_fixtureA.GetShape() : null), bA.m_xf, (this.m_fixtureB.GetShape() instanceof b2CircleShape ? this.m_fixtureB.GetShape() : null), bB.m_xf); + } + b2EdgeAndCircleContact.prototype.b2CollideEdgeAndCircle = function (manifold, edge, xf1, circle, xf2) {} + Box2D.inherit(b2NullContact, Box2D.Dynamics.Contacts.b2Contact); + b2NullContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2NullContact.b2NullContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2NullContact.prototype.b2NullContact = function () { + this.__super.b2Contact.call(this); + } + b2NullContact.prototype.Evaluate = function () {} + Box2D.inherit(b2PolyAndCircleContact, Box2D.Dynamics.Contacts.b2Contact); + b2PolyAndCircleContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2PolyAndCircleContact.b2PolyAndCircleContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2PolyAndCircleContact.Create = function (allocator) { + return new b2PolyAndCircleContact(); + } + b2PolyAndCircleContact.Destroy = function (contact, allocator) {} + b2PolyAndCircleContact.prototype.Reset = function (fixtureA, fixtureB) { + this.__super.Reset.call(this, fixtureA, fixtureB); + b2Settings.b2Assert(fixtureA.GetType() == b2Shape.e_polygonShape); + b2Settings.b2Assert(fixtureB.GetType() == b2Shape.e_circleShape); + } + b2PolyAndCircleContact.prototype.Evaluate = function () { + var bA = this.m_fixtureA.m_body; + var bB = this.m_fixtureB.m_body; + b2Collision.CollidePolygonAndCircle(this.m_manifold, (this.m_fixtureA.GetShape() instanceof b2PolygonShape ? this.m_fixtureA.GetShape() : null), bA.m_xf, (this.m_fixtureB.GetShape() instanceof b2CircleShape ? this.m_fixtureB.GetShape() : null), bB.m_xf); + } + Box2D.inherit(b2PolyAndEdgeContact, Box2D.Dynamics.Contacts.b2Contact); + b2PolyAndEdgeContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2PolyAndEdgeContact.b2PolyAndEdgeContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2PolyAndEdgeContact.Create = function (allocator) { + return new b2PolyAndEdgeContact(); + } + b2PolyAndEdgeContact.Destroy = function (contact, allocator) {} + b2PolyAndEdgeContact.prototype.Reset = function (fixtureA, fixtureB) { + this.__super.Reset.call(this, fixtureA, fixtureB); + b2Settings.b2Assert(fixtureA.GetType() == b2Shape.e_polygonShape); + b2Settings.b2Assert(fixtureB.GetType() == b2Shape.e_edgeShape); + } + b2PolyAndEdgeContact.prototype.Evaluate = function () { + var bA = this.m_fixtureA.GetBody(); + var bB = this.m_fixtureB.GetBody(); + this.b2CollidePolyAndEdge(this.m_manifold, (this.m_fixtureA.GetShape() instanceof b2PolygonShape ? this.m_fixtureA.GetShape() : null), bA.m_xf, (this.m_fixtureB.GetShape() instanceof b2EdgeShape ? this.m_fixtureB.GetShape() : null), bB.m_xf); + } + b2PolyAndEdgeContact.prototype.b2CollidePolyAndEdge = function (manifold, polygon, xf1, edge, xf2) {} + Box2D.inherit(b2PolygonContact, Box2D.Dynamics.Contacts.b2Contact); + b2PolygonContact.prototype.__super = Box2D.Dynamics.Contacts.b2Contact.prototype; + b2PolygonContact.b2PolygonContact = function () { + Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this, arguments); + }; + b2PolygonContact.Create = function (allocator) { + return new b2PolygonContact(); + } + b2PolygonContact.Destroy = function (contact, allocator) {} + b2PolygonContact.prototype.Reset = function (fixtureA, fixtureB) { + this.__super.Reset.call(this, fixtureA, fixtureB); + } + b2PolygonContact.prototype.Evaluate = function () { + var bA = this.m_fixtureA.GetBody(); + var bB = this.m_fixtureB.GetBody(); + b2Collision.CollidePolygons(this.m_manifold, (this.m_fixtureA.GetShape() instanceof b2PolygonShape ? this.m_fixtureA.GetShape() : null), bA.m_xf, (this.m_fixtureB.GetShape() instanceof b2PolygonShape ? this.m_fixtureB.GetShape() : null), bB.m_xf); + } + b2PositionSolverManifold.b2PositionSolverManifold = function () {}; + b2PositionSolverManifold.prototype.b2PositionSolverManifold = function () { + this.m_normal = new b2Vec2(); + this.m_separations = new Vector_a2j_Number(b2Settings.b2_maxManifoldPoints); + this.m_points = new Vector(b2Settings.b2_maxManifoldPoints); + for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++) { + this.m_points[i] = new b2Vec2(); + } + } + b2PositionSolverManifold.prototype.Initialize = function (cc) { + b2Settings.b2Assert(cc.pointCount > 0); + var i = 0; + var clipPointX = 0; + var clipPointY = 0; + var tMat; + var tVec; + var planePointX = 0; + var planePointY = 0; + switch (cc.type) { + case b2Manifold.e_circles: + { + tMat = cc.bodyA.m_xf.R; + tVec = cc.localPoint; + var pointAX = cc.bodyA.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var pointAY = cc.bodyA.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = cc.bodyB.m_xf.R; + tVec = cc.points[0].localPoint; + var pointBX = cc.bodyB.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + var pointBY = cc.bodyB.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + var dX = pointBX - pointAX; + var dY = pointBY - pointAY; + var d2 = dX * dX + dY * dY; + if (d2 > Number.MIN_VALUE * Number.MIN_VALUE) { + var d = Math.sqrt(d2); + this.m_normal.x = dX / d; + this.m_normal.y = dY / d; + } + else { + this.m_normal.x = 1.0; + this.m_normal.y = 0.0; + } + this.m_points[0].x = 0.5 * (pointAX + pointBX); + this.m_points[0].y = 0.5 * (pointAY + pointBY); + this.m_separations[0] = dX * this.m_normal.x + dY * this.m_normal.y - cc.radius; + } + break; + case b2Manifold.e_faceA: + { + tMat = cc.bodyA.m_xf.R; + tVec = cc.localPlaneNormal; + this.m_normal.x = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + this.m_normal.y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = cc.bodyA.m_xf.R; + tVec = cc.localPoint; + planePointX = cc.bodyA.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + planePointY = cc.bodyA.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = cc.bodyB.m_xf.R; + for (i = 0; + i < cc.pointCount; ++i) { + tVec = cc.points[i].localPoint; + clipPointX = cc.bodyB.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + clipPointY = cc.bodyB.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + this.m_separations[i] = (clipPointX - planePointX) * this.m_normal.x + (clipPointY - planePointY) * this.m_normal.y - cc.radius; + this.m_points[i].x = clipPointX; + this.m_points[i].y = clipPointY; + } + } + break; + case b2Manifold.e_faceB: + { + tMat = cc.bodyB.m_xf.R; + tVec = cc.localPlaneNormal; + this.m_normal.x = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + this.m_normal.y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = cc.bodyB.m_xf.R; + tVec = cc.localPoint; + planePointX = cc.bodyB.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + planePointY = cc.bodyB.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + tMat = cc.bodyA.m_xf.R; + for (i = 0; + i < cc.pointCount; ++i) { + tVec = cc.points[i].localPoint; + clipPointX = cc.bodyA.m_xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); + clipPointY = cc.bodyA.m_xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); + this.m_separations[i] = (clipPointX - planePointX) * this.m_normal.x + (clipPointY - planePointY) * this.m_normal.y - cc.radius; + this.m_points[i].Set(clipPointX, clipPointY); + } + this.m_normal.x *= (-1); + this.m_normal.y *= (-1); + } + break; + } + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Contacts.b2PositionSolverManifold.circlePointA = new b2Vec2(); + Box2D.Dynamics.Contacts.b2PositionSolverManifold.circlePointB = new b2Vec2(); + }); +})(); +(function () { + var b2Body = Box2D.Dynamics.b2Body, + b2BodyDef = Box2D.Dynamics.b2BodyDef, + b2ContactFilter = Box2D.Dynamics.b2ContactFilter, + b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse, + b2ContactListener = Box2D.Dynamics.b2ContactListener, + b2ContactManager = Box2D.Dynamics.b2ContactManager, + b2DebugDraw = Box2D.Dynamics.b2DebugDraw, + b2DestructionListener = Box2D.Dynamics.b2DestructionListener, + b2FilterData = Box2D.Dynamics.b2FilterData, + b2Fixture = Box2D.Dynamics.b2Fixture, + b2FixtureDef = Box2D.Dynamics.b2FixtureDef, + b2Island = Box2D.Dynamics.b2Island, + b2TimeStep = Box2D.Dynamics.b2TimeStep, + b2World = Box2D.Dynamics.b2World, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, + b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef, + b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape, + b2MassData = Box2D.Collision.Shapes.b2MassData, + b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, + b2Shape = Box2D.Collision.Shapes.b2Shape, + b2BuoyancyController = Box2D.Dynamics.Controllers.b2BuoyancyController, + b2ConstantAccelController = Box2D.Dynamics.Controllers.b2ConstantAccelController, + b2ConstantForceController = Box2D.Dynamics.Controllers.b2ConstantForceController, + b2Controller = Box2D.Dynamics.Controllers.b2Controller, + b2ControllerEdge = Box2D.Dynamics.Controllers.b2ControllerEdge, + b2GravityController = Box2D.Dynamics.Controllers.b2GravityController, + b2TensorDampingController = Box2D.Dynamics.Controllers.b2TensorDampingController; + + Box2D.inherit(b2BuoyancyController, Box2D.Dynamics.Controllers.b2Controller); + b2BuoyancyController.prototype.__super = Box2D.Dynamics.Controllers.b2Controller.prototype; + b2BuoyancyController.b2BuoyancyController = function () { + Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this, arguments); + this.normal = new b2Vec2(0, (-1)); + this.offset = 0; + this.density = 0; + this.velocity = new b2Vec2(0, 0); + this.linearDrag = 2; + this.angularDrag = 1; + this.useDensity = false; + this.useWorldGravity = true; + this.gravity = null; + }; + b2BuoyancyController.prototype.Step = function (step) { + if (!this.m_bodyList) return; + if (this.useWorldGravity) { + this.gravity = this.GetWorld().GetGravity().Copy(); + } + for (var i = this.m_bodyList; i; i = i.nextBody) { + var body = i.body; + if (body.IsAwake() == false) { + continue; + } + var areac = new b2Vec2(); + var massc = new b2Vec2(); + var area = 0.0; + var mass = 0.0; + for (var fixture = body.GetFixtureList(); fixture; fixture = fixture.GetNext()) { + var sc = new b2Vec2(); + var sarea = fixture.GetShape().ComputeSubmergedArea(this.normal, this.offset, body.GetTransform(), sc); + area += sarea; + areac.x += sarea * sc.x; + areac.y += sarea * sc.y; + var shapeDensity = 0; + if (this.useDensity) { + shapeDensity = 1; + } + else { + shapeDensity = 1; + } + mass += sarea * shapeDensity; + massc.x += sarea * sc.x * shapeDensity; + massc.y += sarea * sc.y * shapeDensity; + } + areac.x /= area; + areac.y /= area; + massc.x /= mass; + massc.y /= mass; + if (area < Number.MIN_VALUE) continue; + var buoyancyForce = this.gravity.GetNegative(); + buoyancyForce.Multiply(this.density * area); + body.ApplyForce(buoyancyForce, massc); + var dragForce = body.GetLinearVelocityFromWorldPoint(areac); + dragForce.Subtract(this.velocity); + dragForce.Multiply((-this.linearDrag * area)); + body.ApplyForce(dragForce, areac); + body.ApplyTorque((-body.GetInertia() / body.GetMass() * area * body.GetAngularVelocity() * this.angularDrag)); + } + } + b2BuoyancyController.prototype.Draw = function (debugDraw) { + var r = 1000; + var p1 = new b2Vec2(); + var p2 = new b2Vec2(); + p1.x = this.normal.x * this.offset + this.normal.y * r; + p1.y = this.normal.y * this.offset - this.normal.x * r; + p2.x = this.normal.x * this.offset - this.normal.y * r; + p2.y = this.normal.y * this.offset + this.normal.x * r; + var color = new b2Color(0, 0, 1); + debugDraw.DrawSegment(p1, p2, color); + } + Box2D.inherit(b2ConstantAccelController, Box2D.Dynamics.Controllers.b2Controller); + b2ConstantAccelController.prototype.__super = Box2D.Dynamics.Controllers.b2Controller.prototype; + b2ConstantAccelController.b2ConstantAccelController = function () { + Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this, arguments); + this.A = new b2Vec2(0, 0); + }; + b2ConstantAccelController.prototype.Step = function (step) { + var smallA = new b2Vec2(this.A.x * step.dt, this.A.y * step.dt); + for (var i = this.m_bodyList; i; i = i.nextBody) { + var body = i.body; + if (!body.IsAwake()) continue; + body.SetLinearVelocity(new b2Vec2(body.GetLinearVelocity().x + smallA.x, body.GetLinearVelocity().y + smallA.y)); + } + } + Box2D.inherit(b2ConstantForceController, Box2D.Dynamics.Controllers.b2Controller); + b2ConstantForceController.prototype.__super = Box2D.Dynamics.Controllers.b2Controller.prototype; + b2ConstantForceController.b2ConstantForceController = function () { + Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this, arguments); + this.F = new b2Vec2(0, 0); + }; + b2ConstantForceController.prototype.Step = function (step) { + for (var i = this.m_bodyList; i; i = i.nextBody) { + var body = i.body; + if (!body.IsAwake()) continue; + body.ApplyForce(this.F, body.GetWorldCenter()); + } + } + b2Controller.b2Controller = function () {}; + b2Controller.prototype.Step = function (step) {} + b2Controller.prototype.Draw = function (debugDraw) {} + b2Controller.prototype.AddBody = function (body) { + var edge = new b2ControllerEdge(); + edge.controller = this; + edge.body = body; + edge.nextBody = this.m_bodyList; + edge.prevBody = null; + this.m_bodyList = edge; + if (edge.nextBody) edge.nextBody.prevBody = edge; + this.m_bodyCount++; + edge.nextController = body.m_controllerList; + edge.prevController = null; + body.m_controllerList = edge; + if (edge.nextController) edge.nextController.prevController = edge; + body.m_controllerCount++; + } + b2Controller.prototype.RemoveBody = function (body) { + var edge = body.m_controllerList; + while (edge && edge.controller != this) + edge = edge.nextController; + if (edge.prevBody) edge.prevBody.nextBody = edge.nextBody; + if (edge.nextBody) edge.nextBody.prevBody = edge.prevBody; + if (edge.nextController) edge.nextController.prevController = edge.prevController; + if (edge.prevController) edge.prevController.nextController = edge.nextController; + if (this.m_bodyList == edge) this.m_bodyList = edge.nextBody; + if (body.m_controllerList == edge) body.m_controllerList = edge.nextController; + body.m_controllerCount--; + this.m_bodyCount--; + } + b2Controller.prototype.Clear = function () { + while (this.m_bodyList) + this.RemoveBody(this.m_bodyList.body); + } + b2Controller.prototype.GetNext = function () { + return this.m_next; + } + b2Controller.prototype.GetWorld = function () { + return this.m_world; + } + b2Controller.prototype.GetBodyList = function () { + return this.m_bodyList; + } + b2ControllerEdge.b2ControllerEdge = function () {}; + Box2D.inherit(b2GravityController, Box2D.Dynamics.Controllers.b2Controller); + b2GravityController.prototype.__super = Box2D.Dynamics.Controllers.b2Controller.prototype; + b2GravityController.b2GravityController = function () { + Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this, arguments); + this.G = 1; + this.invSqr = true; + }; + b2GravityController.prototype.Step = function (step) { + var i = null; + var body1 = null; + var p1 = null; + var mass1 = 0; + var j = null; + var body2 = null; + var p2 = null; + var dx = 0; + var dy = 0; + var r2 = 0; + var f = null; + if (this.invSqr) { + for (i = this.m_bodyList; + i; i = i.nextBody) { + body1 = i.body; + p1 = body1.GetWorldCenter(); + mass1 = body1.GetMass(); + for (j = this.m_bodyList; + j != i; j = j.nextBody) { + body2 = j.body; + p2 = body2.GetWorldCenter(); + dx = p2.x - p1.x; + dy = p2.y - p1.y; + r2 = dx * dx + dy * dy; + if (r2 < Number.MIN_VALUE) continue; + f = new b2Vec2(dx, dy); + f.Multiply(this.G / r2 / Math.sqrt(r2) * mass1 * body2.GetMass()); + if (body1.IsAwake()) body1.ApplyForce(f, p1); + f.Multiply((-1)); + if (body2.IsAwake()) body2.ApplyForce(f, p2); + } + } + } + else { + for (i = this.m_bodyList; + i; i = i.nextBody) { + body1 = i.body; + p1 = body1.GetWorldCenter(); + mass1 = body1.GetMass(); + for (j = this.m_bodyList; + j != i; j = j.nextBody) { + body2 = j.body; + p2 = body2.GetWorldCenter(); + dx = p2.x - p1.x; + dy = p2.y - p1.y; + r2 = dx * dx + dy * dy; + if (r2 < Number.MIN_VALUE) continue; + f = new b2Vec2(dx, dy); + f.Multiply(this.G / r2 * mass1 * body2.GetMass()); + if (body1.IsAwake()) body1.ApplyForce(f, p1); + f.Multiply((-1)); + if (body2.IsAwake()) body2.ApplyForce(f, p2); + } + } + } + } + Box2D.inherit(b2TensorDampingController, Box2D.Dynamics.Controllers.b2Controller); + b2TensorDampingController.prototype.__super = Box2D.Dynamics.Controllers.b2Controller.prototype; + b2TensorDampingController.b2TensorDampingController = function () { + Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this, arguments); + this.T = new b2Mat22(); + this.maxTimestep = 0; + }; + b2TensorDampingController.prototype.SetAxisAligned = function (xDamping, yDamping) { + if (xDamping === undefined) xDamping = 0; + if (yDamping === undefined) yDamping = 0; + this.T.col1.x = (-xDamping); + this.T.col1.y = 0; + this.T.col2.x = 0; + this.T.col2.y = (-yDamping); + if (xDamping > 0 || yDamping > 0) { + this.maxTimestep = 1 / Math.max(xDamping, yDamping); + } + else { + this.maxTimestep = 0; + } + } + b2TensorDampingController.prototype.Step = function (step) { + var timestep = step.dt; + if (timestep <= Number.MIN_VALUE) return; + if (timestep > this.maxTimestep && this.maxTimestep > 0) timestep = this.maxTimestep; + for (var i = this.m_bodyList; i; i = i.nextBody) { + var body = i.body; + if (!body.IsAwake()) { + continue; + } + var damping = body.GetWorldVector(b2Math.MulMV(this.T, body.GetLocalVector(body.GetLinearVelocity()))); + body.SetLinearVelocity(new b2Vec2(body.GetLinearVelocity().x + damping.x * timestep, body.GetLinearVelocity().y + damping.y * timestep)); + } + } +})(); +(function () { + var b2Color = Box2D.Common.b2Color, + b2internal = Box2D.Common.b2internal, + b2Settings = Box2D.Common.b2Settings, + b2Mat22 = Box2D.Common.Math.b2Mat22, + b2Mat33 = Box2D.Common.Math.b2Mat33, + b2Math = Box2D.Common.Math.b2Math, + b2Sweep = Box2D.Common.Math.b2Sweep, + b2Transform = Box2D.Common.Math.b2Transform, + b2Vec2 = Box2D.Common.Math.b2Vec2, + b2Vec3 = Box2D.Common.Math.b2Vec3, + b2DistanceJoint = Box2D.Dynamics.Joints.b2DistanceJoint, + b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef, + b2FrictionJoint = Box2D.Dynamics.Joints.b2FrictionJoint, + b2FrictionJointDef = Box2D.Dynamics.Joints.b2FrictionJointDef, + b2GearJoint = Box2D.Dynamics.Joints.b2GearJoint, + b2GearJointDef = Box2D.Dynamics.Joints.b2GearJointDef, + b2Jacobian = Box2D.Dynamics.Joints.b2Jacobian, + b2Joint = Box2D.Dynamics.Joints.b2Joint, + b2JointDef = Box2D.Dynamics.Joints.b2JointDef, + b2JointEdge = Box2D.Dynamics.Joints.b2JointEdge, + b2LineJoint = Box2D.Dynamics.Joints.b2LineJoint, + b2LineJointDef = Box2D.Dynamics.Joints.b2LineJointDef, + b2MouseJoint = Box2D.Dynamics.Joints.b2MouseJoint, + b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef, + b2PrismaticJoint = Box2D.Dynamics.Joints.b2PrismaticJoint, + b2PrismaticJointDef = Box2D.Dynamics.Joints.b2PrismaticJointDef, + b2PulleyJoint = Box2D.Dynamics.Joints.b2PulleyJoint, + b2PulleyJointDef = Box2D.Dynamics.Joints.b2PulleyJointDef, + b2RevoluteJoint = Box2D.Dynamics.Joints.b2RevoluteJoint, + b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef, + b2WeldJoint = Box2D.Dynamics.Joints.b2WeldJoint, + b2WeldJointDef = Box2D.Dynamics.Joints.b2WeldJointDef, + b2Body = Box2D.Dynamics.b2Body, + b2BodyDef = Box2D.Dynamics.b2BodyDef, + b2ContactFilter = Box2D.Dynamics.b2ContactFilter, + b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse, + b2ContactListener = Box2D.Dynamics.b2ContactListener, + b2ContactManager = Box2D.Dynamics.b2ContactManager, + b2DebugDraw = Box2D.Dynamics.b2DebugDraw, + b2DestructionListener = Box2D.Dynamics.b2DestructionListener, + b2FilterData = Box2D.Dynamics.b2FilterData, + b2Fixture = Box2D.Dynamics.b2Fixture, + b2FixtureDef = Box2D.Dynamics.b2FixtureDef, + b2Island = Box2D.Dynamics.b2Island, + b2TimeStep = Box2D.Dynamics.b2TimeStep, + b2World = Box2D.Dynamics.b2World; + + Box2D.inherit(b2DistanceJoint, Box2D.Dynamics.Joints.b2Joint); + b2DistanceJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2DistanceJoint.b2DistanceJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_u = new b2Vec2(); + }; + b2DistanceJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2DistanceJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2DistanceJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse * this.m_u.x, inv_dt * this.m_impulse * this.m_u.y); + } + b2DistanceJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return 0.0; + } + b2DistanceJoint.prototype.GetLength = function () { + return this.m_length; + } + b2DistanceJoint.prototype.SetLength = function (length) { + if (length === undefined) length = 0; + this.m_length = length; + } + b2DistanceJoint.prototype.GetFrequency = function () { + return this.m_frequencyHz; + } + b2DistanceJoint.prototype.SetFrequency = function (hz) { + if (hz === undefined) hz = 0; + this.m_frequencyHz = hz; + } + b2DistanceJoint.prototype.GetDampingRatio = function () { + return this.m_dampingRatio; + } + b2DistanceJoint.prototype.SetDampingRatio = function (ratio) { + if (ratio === undefined) ratio = 0; + this.m_dampingRatio = ratio; + } + b2DistanceJoint.prototype.b2DistanceJoint = function (def) { + this.__super.b2Joint.call(this, def); + var tMat; + var tX = 0; + var tY = 0; + this.m_localAnchor1.SetV(def.localAnchorA); + this.m_localAnchor2.SetV(def.localAnchorB); + this.m_length = def.length; + this.m_frequencyHz = def.frequencyHz; + this.m_dampingRatio = def.dampingRatio; + this.m_impulse = 0.0; + this.m_gamma = 0.0; + this.m_bias = 0.0; + } + b2DistanceJoint.prototype.InitVelocityConstraints = function (step) { + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + this.m_u.x = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + this.m_u.y = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + var length = Math.sqrt(this.m_u.x * this.m_u.x + this.m_u.y * this.m_u.y); + if (length > b2Settings.b2_linearSlop) { + this.m_u.Multiply(1.0 / length); + } + else { + this.m_u.SetZero(); + } + var cr1u = (r1X * this.m_u.y - r1Y * this.m_u.x); + var cr2u = (r2X * this.m_u.y - r2Y * this.m_u.x); + var invMass = bA.m_invMass + bA.m_invI * cr1u * cr1u + bB.m_invMass + bB.m_invI * cr2u * cr2u; + this.m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0; + if (this.m_frequencyHz > 0.0) { + var C = length - this.m_length; + var omega = 2.0 * Math.PI * this.m_frequencyHz; + var d = 2.0 * this.m_mass * this.m_dampingRatio * omega; + var k = this.m_mass * omega * omega; + this.m_gamma = step.dt * (d + step.dt * k); + this.m_gamma = this.m_gamma != 0.0 ? 1 / this.m_gamma : 0.0; + this.m_bias = C * step.dt * k * this.m_gamma; + this.m_mass = invMass + this.m_gamma; + this.m_mass = this.m_mass != 0.0 ? 1.0 / this.m_mass : 0.0; + } + if (step.warmStarting) { + this.m_impulse *= step.dtRatio; + var PX = this.m_impulse * this.m_u.x; + var PY = this.m_impulse * this.m_u.y; + bA.m_linearVelocity.x -= bA.m_invMass * PX; + bA.m_linearVelocity.y -= bA.m_invMass * PY; + bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX); + bB.m_linearVelocity.x += bB.m_invMass * PX; + bB.m_linearVelocity.y += bB.m_invMass * PY; + bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX); + } + else { + this.m_impulse = 0.0; + } + } + b2DistanceJoint.prototype.SolveVelocityConstraints = function (step) { + var tMat; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var v1X = bA.m_linearVelocity.x + ((-bA.m_angularVelocity * r1Y)); + var v1Y = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); + var v2X = bB.m_linearVelocity.x + ((-bB.m_angularVelocity * r2Y)); + var v2Y = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); + var Cdot = (this.m_u.x * (v2X - v1X) + this.m_u.y * (v2Y - v1Y)); + var impulse = (-this.m_mass * (Cdot + this.m_bias + this.m_gamma * this.m_impulse)); + this.m_impulse += impulse; + var PX = impulse * this.m_u.x; + var PY = impulse * this.m_u.y; + bA.m_linearVelocity.x -= bA.m_invMass * PX; + bA.m_linearVelocity.y -= bA.m_invMass * PY; + bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX); + bB.m_linearVelocity.x += bB.m_invMass * PX; + bB.m_linearVelocity.y += bB.m_invMass * PY; + bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX); + } + b2DistanceJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var tMat; + if (this.m_frequencyHz > 0.0) { + return true; + } + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var dX = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + var dY = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + var length = Math.sqrt(dX * dX + dY * dY); + dX /= length; + dY /= length; + var C = length - this.m_length; + C = b2Math.Clamp(C, (-b2Settings.b2_maxLinearCorrection), b2Settings.b2_maxLinearCorrection); + var impulse = (-this.m_mass * C); + this.m_u.Set(dX, dY); + var PX = impulse * this.m_u.x; + var PY = impulse * this.m_u.y; + bA.m_sweep.c.x -= bA.m_invMass * PX; + bA.m_sweep.c.y -= bA.m_invMass * PY; + bA.m_sweep.a -= bA.m_invI * (r1X * PY - r1Y * PX); + bB.m_sweep.c.x += bB.m_invMass * PX; + bB.m_sweep.c.y += bB.m_invMass * PY; + bB.m_sweep.a += bB.m_invI * (r2X * PY - r2Y * PX); + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + return b2Math.Abs(C) < b2Settings.b2_linearSlop; + } + Box2D.inherit(b2DistanceJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2DistanceJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2DistanceJointDef.b2DistanceJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + }; + b2DistanceJointDef.prototype.b2DistanceJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_distanceJoint; + this.length = 1.0; + this.frequencyHz = 0.0; + this.dampingRatio = 0.0; + } + b2DistanceJointDef.prototype.Initialize = function (bA, bB, anchorA, anchorB) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA.SetV(this.bodyA.GetLocalPoint(anchorA)); + this.localAnchorB.SetV(this.bodyB.GetLocalPoint(anchorB)); + var dX = anchorB.x - anchorA.x; + var dY = anchorB.y - anchorA.y; + this.length = Math.sqrt(dX * dX + dY * dY); + this.frequencyHz = 0.0; + this.dampingRatio = 0.0; + } + Box2D.inherit(b2FrictionJoint, Box2D.Dynamics.Joints.b2Joint); + b2FrictionJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2FrictionJoint.b2FrictionJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_localAnchorA = new b2Vec2(); + this.m_localAnchorB = new b2Vec2(); + this.m_linearMass = new b2Mat22(); + this.m_linearImpulse = new b2Vec2(); + }; + b2FrictionJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); + } + b2FrictionJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); + } + b2FrictionJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_linearImpulse.x, inv_dt * this.m_linearImpulse.y); + } + b2FrictionJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return inv_dt * this.m_angularImpulse; + } + b2FrictionJoint.prototype.SetMaxForce = function (force) { + if (force === undefined) force = 0; + this.m_maxForce = force; + } + b2FrictionJoint.prototype.GetMaxForce = function () { + return this.m_maxForce; + } + b2FrictionJoint.prototype.SetMaxTorque = function (torque) { + if (torque === undefined) torque = 0; + this.m_maxTorque = torque; + } + b2FrictionJoint.prototype.GetMaxTorque = function () { + return this.m_maxTorque; + } + b2FrictionJoint.prototype.b2FrictionJoint = function (def) { + this.__super.b2Joint.call(this, def); + this.m_localAnchorA.SetV(def.localAnchorA); + this.m_localAnchorB.SetV(def.localAnchorB); + this.m_linearMass.SetZero(); + this.m_angularMass = 0.0; + this.m_linearImpulse.SetZero(); + this.m_angularImpulse = 0.0; + this.m_maxForce = def.maxForce; + this.m_maxTorque = def.maxTorque; + } + b2FrictionJoint.prototype.InitVelocityConstraints = function (step) { + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; + var rAY = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); + rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); + rAX = tX; + tMat = bB.m_xf.R; + var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; + var rBY = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); + rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); + rBX = tX; + var mA = bA.m_invMass; + var mB = bB.m_invMass; + var iA = bA.m_invI; + var iB = bB.m_invI; + var K = new b2Mat22(); + K.col1.x = mA + mB; + K.col2.x = 0.0; + K.col1.y = 0.0; + K.col2.y = mA + mB; + K.col1.x += iA * rAY * rAY; + K.col2.x += (-iA * rAX * rAY); + K.col1.y += (-iA * rAX * rAY); + K.col2.y += iA * rAX * rAX; + K.col1.x += iB * rBY * rBY; + K.col2.x += (-iB * rBX * rBY); + K.col1.y += (-iB * rBX * rBY); + K.col2.y += iB * rBX * rBX; + K.GetInverse(this.m_linearMass); + this.m_angularMass = iA + iB; + if (this.m_angularMass > 0.0) { + this.m_angularMass = 1.0 / this.m_angularMass; + } + if (step.warmStarting) { + this.m_linearImpulse.x *= step.dtRatio; + this.m_linearImpulse.y *= step.dtRatio; + this.m_angularImpulse *= step.dtRatio; + var P = this.m_linearImpulse; + bA.m_linearVelocity.x -= mA * P.x; + bA.m_linearVelocity.y -= mA * P.y; + bA.m_angularVelocity -= iA * (rAX * P.y - rAY * P.x + this.m_angularImpulse); + bB.m_linearVelocity.x += mB * P.x; + bB.m_linearVelocity.y += mB * P.y; + bB.m_angularVelocity += iB * (rBX * P.y - rBY * P.x + this.m_angularImpulse); + } + else { + this.m_linearImpulse.SetZero(); + this.m_angularImpulse = 0.0; + } + } + b2FrictionJoint.prototype.SolveVelocityConstraints = function (step) { + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var vA = bA.m_linearVelocity; + var wA = bA.m_angularVelocity; + var vB = bB.m_linearVelocity; + var wB = bB.m_angularVelocity; + var mA = bA.m_invMass; + var mB = bB.m_invMass; + var iA = bA.m_invI; + var iB = bB.m_invI; + tMat = bA.m_xf.R; + var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; + var rAY = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); + rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); + rAX = tX; + tMat = bB.m_xf.R; + var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; + var rBY = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); + rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); + rBX = tX; + var maxImpulse = 0; { + var Cdot = wB - wA; + var impulse = (-this.m_angularMass * Cdot); + var oldImpulse = this.m_angularImpulse; + maxImpulse = step.dt * this.m_maxTorque; + this.m_angularImpulse = b2Math.Clamp(this.m_angularImpulse + impulse, (-maxImpulse), maxImpulse); + impulse = this.m_angularImpulse - oldImpulse; + wA -= iA * impulse; + wB += iB * impulse; + } { + var CdotX = vB.x - wB * rBY - vA.x + wA * rAY; + var CdotY = vB.y + wB * rBX - vA.y - wA * rAX; + var impulseV = b2Math.MulMV(this.m_linearMass, new b2Vec2((-CdotX), (-CdotY))); + var oldImpulseV = this.m_linearImpulse.Copy(); + this.m_linearImpulse.Add(impulseV); + maxImpulse = step.dt * this.m_maxForce; + if (this.m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse) { + this.m_linearImpulse.Normalize(); + this.m_linearImpulse.Multiply(maxImpulse); + } + impulseV = b2Math.SubtractVV(this.m_linearImpulse, oldImpulseV); + vA.x -= mA * impulseV.x; + vA.y -= mA * impulseV.y; + wA -= iA * (rAX * impulseV.y - rAY * impulseV.x); + vB.x += mB * impulseV.x; + vB.y += mB * impulseV.y; + wB += iB * (rBX * impulseV.y - rBY * impulseV.x); + } + bA.m_angularVelocity = wA; + bB.m_angularVelocity = wB; + } + b2FrictionJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + return true; + } + Box2D.inherit(b2FrictionJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2FrictionJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2FrictionJointDef.b2FrictionJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + }; + b2FrictionJointDef.prototype.b2FrictionJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_frictionJoint; + this.maxForce = 0.0; + this.maxTorque = 0.0; + } + b2FrictionJointDef.prototype.Initialize = function (bA, bB, anchor) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA.SetV(this.bodyA.GetLocalPoint(anchor)); + this.localAnchorB.SetV(this.bodyB.GetLocalPoint(anchor)); + } + Box2D.inherit(b2GearJoint, Box2D.Dynamics.Joints.b2Joint); + b2GearJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2GearJoint.b2GearJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_groundAnchor1 = new b2Vec2(); + this.m_groundAnchor2 = new b2Vec2(); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_J = new b2Jacobian(); + }; + b2GearJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2GearJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2GearJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse * this.m_J.linearB.x, inv_dt * this.m_impulse * this.m_J.linearB.y); + } + b2GearJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + var tMat = this.m_bodyB.m_xf.R; + var rX = this.m_localAnchor1.x - this.m_bodyB.m_sweep.localCenter.x; + var rY = this.m_localAnchor1.y - this.m_bodyB.m_sweep.localCenter.y; + var tX = tMat.col1.x * rX + tMat.col2.x * rY; + rY = tMat.col1.y * rX + tMat.col2.y * rY; + rX = tX; + var PX = this.m_impulse * this.m_J.linearB.x; + var PY = this.m_impulse * this.m_J.linearB.y; + return inv_dt * (this.m_impulse * this.m_J.angularB - rX * PY + rY * PX); + } + b2GearJoint.prototype.GetRatio = function () { + return this.m_ratio; + } + b2GearJoint.prototype.SetRatio = function (ratio) { + if (ratio === undefined) ratio = 0; + this.m_ratio = ratio; + } + b2GearJoint.prototype.b2GearJoint = function (def) { + this.__super.b2Joint.call(this, def); + var type1 = parseInt(def.joint1.m_type); + var type2 = parseInt(def.joint2.m_type); + this.m_revolute1 = null; + this.m_prismatic1 = null; + this.m_revolute2 = null; + this.m_prismatic2 = null; + var coordinate1 = 0; + var coordinate2 = 0; + this.m_ground1 = def.joint1.GetBodyA(); + this.m_bodyA = def.joint1.GetBodyB(); + if (type1 == b2Joint.e_revoluteJoint) { + this.m_revolute1 = (def.joint1 instanceof b2RevoluteJoint ? def.joint1 : null); + this.m_groundAnchor1.SetV(this.m_revolute1.m_localAnchor1); + this.m_localAnchor1.SetV(this.m_revolute1.m_localAnchor2); + coordinate1 = this.m_revolute1.GetJointAngle(); + } + else { + this.m_prismatic1 = (def.joint1 instanceof b2PrismaticJoint ? def.joint1 : null); + this.m_groundAnchor1.SetV(this.m_prismatic1.m_localAnchor1); + this.m_localAnchor1.SetV(this.m_prismatic1.m_localAnchor2); + coordinate1 = this.m_prismatic1.GetJointTranslation(); + } + this.m_ground2 = def.joint2.GetBodyA(); + this.m_bodyB = def.joint2.GetBodyB(); + if (type2 == b2Joint.e_revoluteJoint) { + this.m_revolute2 = (def.joint2 instanceof b2RevoluteJoint ? def.joint2 : null); + this.m_groundAnchor2.SetV(this.m_revolute2.m_localAnchor1); + this.m_localAnchor2.SetV(this.m_revolute2.m_localAnchor2); + coordinate2 = this.m_revolute2.GetJointAngle(); + } + else { + this.m_prismatic2 = (def.joint2 instanceof b2PrismaticJoint ? def.joint2 : null); + this.m_groundAnchor2.SetV(this.m_prismatic2.m_localAnchor1); + this.m_localAnchor2.SetV(this.m_prismatic2.m_localAnchor2); + coordinate2 = this.m_prismatic2.GetJointTranslation(); + } + this.m_ratio = def.ratio; + this.m_constant = coordinate1 + this.m_ratio * coordinate2; + this.m_impulse = 0.0; + } + b2GearJoint.prototype.InitVelocityConstraints = function (step) { + var g1 = this.m_ground1; + var g2 = this.m_ground2; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var ugX = 0; + var ugY = 0; + var rX = 0; + var rY = 0; + var tMat; + var tVec; + var crug = 0; + var tX = 0; + var K = 0.0; + this.m_J.SetZero(); + if (this.m_revolute1) { + this.m_J.angularA = (-1.0); + K += bA.m_invI; + } + else { + tMat = g1.m_xf.R; + tVec = this.m_prismatic1.m_localXAxis1; + ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = bA.m_xf.R; + rX = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + rY = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = tMat.col1.x * rX + tMat.col2.x * rY; + rY = tMat.col1.y * rX + tMat.col2.y * rY; + rX = tX; + crug = rX * ugY - rY * ugX; + this.m_J.linearA.Set((-ugX), (-ugY)); + this.m_J.angularA = (-crug); + K += bA.m_invMass + bA.m_invI * crug * crug; + } + if (this.m_revolute2) { + this.m_J.angularB = (-this.m_ratio); + K += this.m_ratio * this.m_ratio * bB.m_invI; + } + else { + tMat = g2.m_xf.R; + tVec = this.m_prismatic2.m_localXAxis1; + ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; + ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; + tMat = bB.m_xf.R; + rX = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + rY = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = tMat.col1.x * rX + tMat.col2.x * rY; + rY = tMat.col1.y * rX + tMat.col2.y * rY; + rX = tX; + crug = rX * ugY - rY * ugX; + this.m_J.linearB.Set((-this.m_ratio * ugX), (-this.m_ratio * ugY)); + this.m_J.angularB = (-this.m_ratio * crug); + K += this.m_ratio * this.m_ratio * (bB.m_invMass + bB.m_invI * crug * crug); + } + this.m_mass = K > 0.0 ? 1.0 / K : 0.0; + if (step.warmStarting) { + bA.m_linearVelocity.x += bA.m_invMass * this.m_impulse * this.m_J.linearA.x; + bA.m_linearVelocity.y += bA.m_invMass * this.m_impulse * this.m_J.linearA.y; + bA.m_angularVelocity += bA.m_invI * this.m_impulse * this.m_J.angularA; + bB.m_linearVelocity.x += bB.m_invMass * this.m_impulse * this.m_J.linearB.x; + bB.m_linearVelocity.y += bB.m_invMass * this.m_impulse * this.m_J.linearB.y; + bB.m_angularVelocity += bB.m_invI * this.m_impulse * this.m_J.angularB; + } + else { + this.m_impulse = 0.0; + } + } + b2GearJoint.prototype.SolveVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var Cdot = this.m_J.Compute(bA.m_linearVelocity, bA.m_angularVelocity, bB.m_linearVelocity, bB.m_angularVelocity); + var impulse = (-this.m_mass * Cdot); + this.m_impulse += impulse; + bA.m_linearVelocity.x += bA.m_invMass * impulse * this.m_J.linearA.x; + bA.m_linearVelocity.y += bA.m_invMass * impulse * this.m_J.linearA.y; + bA.m_angularVelocity += bA.m_invI * impulse * this.m_J.angularA; + bB.m_linearVelocity.x += bB.m_invMass * impulse * this.m_J.linearB.x; + bB.m_linearVelocity.y += bB.m_invMass * impulse * this.m_J.linearB.y; + bB.m_angularVelocity += bB.m_invI * impulse * this.m_J.angularB; + } + b2GearJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var linearError = 0.0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var coordinate1 = 0; + var coordinate2 = 0; + if (this.m_revolute1) { + coordinate1 = this.m_revolute1.GetJointAngle(); + } + else { + coordinate1 = this.m_prismatic1.GetJointTranslation(); + } + if (this.m_revolute2) { + coordinate2 = this.m_revolute2.GetJointAngle(); + } + else { + coordinate2 = this.m_prismatic2.GetJointTranslation(); + } + var C = this.m_constant - (coordinate1 + this.m_ratio * coordinate2); + var impulse = (-this.m_mass * C); + bA.m_sweep.c.x += bA.m_invMass * impulse * this.m_J.linearA.x; + bA.m_sweep.c.y += bA.m_invMass * impulse * this.m_J.linearA.y; + bA.m_sweep.a += bA.m_invI * impulse * this.m_J.angularA; + bB.m_sweep.c.x += bB.m_invMass * impulse * this.m_J.linearB.x; + bB.m_sweep.c.y += bB.m_invMass * impulse * this.m_J.linearB.y; + bB.m_sweep.a += bB.m_invI * impulse * this.m_J.angularB; + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + return linearError < b2Settings.b2_linearSlop; + } + Box2D.inherit(b2GearJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2GearJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2GearJointDef.b2GearJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + }; + b2GearJointDef.prototype.b2GearJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_gearJoint; + this.joint1 = null; + this.joint2 = null; + this.ratio = 1.0; + } + b2Jacobian.b2Jacobian = function () { + this.linearA = new b2Vec2(); + this.linearB = new b2Vec2(); + }; + b2Jacobian.prototype.SetZero = function () { + this.linearA.SetZero(); + this.angularA = 0.0; + this.linearB.SetZero(); + this.angularB = 0.0; + } + b2Jacobian.prototype.Set = function (x1, a1, x2, a2) { + if (a1 === undefined) a1 = 0; + if (a2 === undefined) a2 = 0; + this.linearA.SetV(x1); + this.angularA = a1; + this.linearB.SetV(x2); + this.angularB = a2; + } + b2Jacobian.prototype.Compute = function (x1, a1, x2, a2) { + if (a1 === undefined) a1 = 0; + if (a2 === undefined) a2 = 0; + return (this.linearA.x * x1.x + this.linearA.y * x1.y) + this.angularA * a1 + (this.linearB.x * x2.x + this.linearB.y * x2.y) + this.angularB * a2; + } + b2Joint.b2Joint = function () { + this.m_edgeA = new b2JointEdge(); + this.m_edgeB = new b2JointEdge(); + this.m_localCenterA = new b2Vec2(); + this.m_localCenterB = new b2Vec2(); + }; + b2Joint.prototype.GetType = function () { + return this.m_type; + } + b2Joint.prototype.GetAnchorA = function () { + return null; + } + b2Joint.prototype.GetAnchorB = function () { + return null; + } + b2Joint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return null; + } + b2Joint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return 0.0; + } + b2Joint.prototype.GetBodyA = function () { + return this.m_bodyA; + } + b2Joint.prototype.GetBodyB = function () { + return this.m_bodyB; + } + b2Joint.prototype.GetNext = function () { + return this.m_next; + } + b2Joint.prototype.GetUserData = function () { + return this.m_userData; + } + b2Joint.prototype.SetUserData = function (data) { + this.m_userData = data; + } + b2Joint.prototype.IsActive = function () { + return this.m_bodyA.IsActive() && this.m_bodyB.IsActive(); + } + b2Joint.Create = function (def, allocator) { + var joint = null; + switch (def.type) { + case b2Joint.e_distanceJoint: + { + joint = new b2DistanceJoint((def instanceof b2DistanceJointDef ? def : null)); + } + break; + case b2Joint.e_mouseJoint: + { + joint = new b2MouseJoint((def instanceof b2MouseJointDef ? def : null)); + } + break; + case b2Joint.e_prismaticJoint: + { + joint = new b2PrismaticJoint((def instanceof b2PrismaticJointDef ? def : null)); + } + break; + case b2Joint.e_revoluteJoint: + { + joint = new b2RevoluteJoint((def instanceof b2RevoluteJointDef ? def : null)); + } + break; + case b2Joint.e_pulleyJoint: + { + joint = new b2PulleyJoint((def instanceof b2PulleyJointDef ? def : null)); + } + break; + case b2Joint.e_gearJoint: + { + joint = new b2GearJoint((def instanceof b2GearJointDef ? def : null)); + } + break; + case b2Joint.e_lineJoint: + { + joint = new b2LineJoint((def instanceof b2LineJointDef ? def : null)); + } + break; + case b2Joint.e_weldJoint: + { + joint = new b2WeldJoint((def instanceof b2WeldJointDef ? def : null)); + } + break; + case b2Joint.e_frictionJoint: + { + joint = new b2FrictionJoint((def instanceof b2FrictionJointDef ? def : null)); + } + break; + default: + break; + } + return joint; + } + b2Joint.Destroy = function (joint, allocator) {} + b2Joint.prototype.b2Joint = function (def) { + b2Settings.b2Assert(def.bodyA != def.bodyB); + this.m_type = def.type; + this.m_prev = null; + this.m_next = null; + this.m_bodyA = def.bodyA; + this.m_bodyB = def.bodyB; + this.m_collideConnected = def.collideConnected; + this.m_islandFlag = false; + this.m_userData = def.userData; + } + b2Joint.prototype.InitVelocityConstraints = function (step) {} + b2Joint.prototype.SolveVelocityConstraints = function (step) {} + b2Joint.prototype.FinalizeVelocityConstraints = function () {} + b2Joint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + return false; + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Joints.b2Joint.e_unknownJoint = 0; + Box2D.Dynamics.Joints.b2Joint.e_revoluteJoint = 1; + Box2D.Dynamics.Joints.b2Joint.e_prismaticJoint = 2; + Box2D.Dynamics.Joints.b2Joint.e_distanceJoint = 3; + Box2D.Dynamics.Joints.b2Joint.e_pulleyJoint = 4; + Box2D.Dynamics.Joints.b2Joint.e_mouseJoint = 5; + Box2D.Dynamics.Joints.b2Joint.e_gearJoint = 6; + Box2D.Dynamics.Joints.b2Joint.e_lineJoint = 7; + Box2D.Dynamics.Joints.b2Joint.e_weldJoint = 8; + Box2D.Dynamics.Joints.b2Joint.e_frictionJoint = 9; + Box2D.Dynamics.Joints.b2Joint.e_inactiveLimit = 0; + Box2D.Dynamics.Joints.b2Joint.e_atLowerLimit = 1; + Box2D.Dynamics.Joints.b2Joint.e_atUpperLimit = 2; + Box2D.Dynamics.Joints.b2Joint.e_equalLimits = 3; + }); + b2JointDef.b2JointDef = function () {}; + b2JointDef.prototype.b2JointDef = function () { + this.type = b2Joint.e_unknownJoint; + this.userData = null; + this.bodyA = null; + this.bodyB = null; + this.collideConnected = false; + } + b2JointEdge.b2JointEdge = function () {}; + Box2D.inherit(b2LineJoint, Box2D.Dynamics.Joints.b2Joint); + b2LineJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2LineJoint.b2LineJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_localXAxis1 = new b2Vec2(); + this.m_localYAxis1 = new b2Vec2(); + this.m_axis = new b2Vec2(); + this.m_perp = new b2Vec2(); + this.m_K = new b2Mat22(); + this.m_impulse = new b2Vec2(); + }; + b2LineJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2LineJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2LineJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * (this.m_impulse.x * this.m_perp.x + (this.m_motorImpulse + this.m_impulse.y) * this.m_axis.x), inv_dt * (this.m_impulse.x * this.m_perp.y + (this.m_motorImpulse + this.m_impulse.y) * this.m_axis.y)); + } + b2LineJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return inv_dt * this.m_impulse.y; + } + b2LineJoint.prototype.GetJointTranslation = function () { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var p1 = bA.GetWorldPoint(this.m_localAnchor1); + var p2 = bB.GetWorldPoint(this.m_localAnchor2); + var dX = p2.x - p1.x; + var dY = p2.y - p1.y; + var axis = bA.GetWorldVector(this.m_localXAxis1); + var translation = axis.x * dX + axis.y * dY; + return translation; + } + b2LineJoint.prototype.GetJointSpeed = function () { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var p1X = bA.m_sweep.c.x + r1X; + var p1Y = bA.m_sweep.c.y + r1Y; + var p2X = bB.m_sweep.c.x + r2X; + var p2Y = bB.m_sweep.c.y + r2Y; + var dX = p2X - p1X; + var dY = p2Y - p1Y; + var axis = bA.GetWorldVector(this.m_localXAxis1); + var v1 = bA.m_linearVelocity; + var v2 = bB.m_linearVelocity; + var w1 = bA.m_angularVelocity; + var w2 = bB.m_angularVelocity; + var speed = (dX * ((-w1 * axis.y)) + dY * (w1 * axis.x)) + (axis.x * (((v2.x + ((-w2 * r2Y))) - v1.x) - ((-w1 * r1Y))) + axis.y * (((v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X))); + return speed; + } + b2LineJoint.prototype.IsLimitEnabled = function () { + return this.m_enableLimit; + } + b2LineJoint.prototype.EnableLimit = function (flag) { + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_enableLimit = flag; + } + b2LineJoint.prototype.GetLowerLimit = function () { + return this.m_lowerTranslation; + } + b2LineJoint.prototype.GetUpperLimit = function () { + return this.m_upperTranslation; + } + b2LineJoint.prototype.SetLimits = function (lower, upper) { + if (lower === undefined) lower = 0; + if (upper === undefined) upper = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_lowerTranslation = lower; + this.m_upperTranslation = upper; + } + b2LineJoint.prototype.IsMotorEnabled = function () { + return this.m_enableMotor; + } + b2LineJoint.prototype.EnableMotor = function (flag) { + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_enableMotor = flag; + } + b2LineJoint.prototype.SetMotorSpeed = function (speed) { + if (speed === undefined) speed = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_motorSpeed = speed; + } + b2LineJoint.prototype.GetMotorSpeed = function () { + return this.m_motorSpeed; + } + b2LineJoint.prototype.SetMaxMotorForce = function (force) { + if (force === undefined) force = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_maxMotorForce = force; + } + b2LineJoint.prototype.GetMaxMotorForce = function () { + return this.m_maxMotorForce; + } + b2LineJoint.prototype.GetMotorForce = function () { + return this.m_motorImpulse; + } + b2LineJoint.prototype.b2LineJoint = function (def) { + this.__super.b2Joint.call(this, def); + var tMat; + var tX = 0; + var tY = 0; + this.m_localAnchor1.SetV(def.localAnchorA); + this.m_localAnchor2.SetV(def.localAnchorB); + this.m_localXAxis1.SetV(def.localAxisA); + this.m_localYAxis1.x = (-this.m_localXAxis1.y); + this.m_localYAxis1.y = this.m_localXAxis1.x; + this.m_impulse.SetZero(); + this.m_motorMass = 0.0; + this.m_motorImpulse = 0.0; + this.m_lowerTranslation = def.lowerTranslation; + this.m_upperTranslation = def.upperTranslation; + this.m_maxMotorForce = def.maxMotorForce; + this.m_motorSpeed = def.motorSpeed; + this.m_enableLimit = def.enableLimit; + this.m_enableMotor = def.enableMotor; + this.m_limitState = b2Joint.e_inactiveLimit; + this.m_axis.SetZero(); + this.m_perp.SetZero(); + } + b2LineJoint.prototype.InitVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var tX = 0; + this.m_localCenterA.SetV(bA.GetLocalCenter()); + this.m_localCenterB.SetV(bB.GetLocalCenter()); + var xf1 = bA.GetTransform(); + var xf2 = bB.GetTransform(); + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - this.m_localCenterA.x; + var r1Y = this.m_localAnchor1.y - this.m_localCenterA.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - this.m_localCenterB.x; + var r2Y = this.m_localAnchor2.y - this.m_localCenterB.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var dX = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + var dY = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + this.m_invMassA = bA.m_invMass; + this.m_invMassB = bB.m_invMass; + this.m_invIA = bA.m_invI; + this.m_invIB = bB.m_invI; { + this.m_axis.SetV(b2Math.MulMV(xf1.R, this.m_localXAxis1)); + this.m_a1 = (dX + r1X) * this.m_axis.y - (dY + r1Y) * this.m_axis.x; + this.m_a2 = r2X * this.m_axis.y - r2Y * this.m_axis.x; + this.m_motorMass = this.m_invMassA + this.m_invMassB + this.m_invIA * this.m_a1 * this.m_a1 + this.m_invIB * this.m_a2 * this.m_a2; + this.m_motorMass = this.m_motorMass > Number.MIN_VALUE ? 1.0 / this.m_motorMass : 0.0; + } { + this.m_perp.SetV(b2Math.MulMV(xf1.R, this.m_localYAxis1)); + this.m_s1 = (dX + r1X) * this.m_perp.y - (dY + r1Y) * this.m_perp.x; + this.m_s2 = r2X * this.m_perp.y - r2Y * this.m_perp.x; + var m1 = this.m_invMassA; + var m2 = this.m_invMassB; + var i1 = this.m_invIA; + var i2 = this.m_invIB; + this.m_K.col1.x = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + this.m_K.col1.y = i1 * this.m_s1 * this.m_a1 + i2 * this.m_s2 * this.m_a2; + this.m_K.col2.x = this.m_K.col1.y; + this.m_K.col2.y = m1 + m2 + i1 * this.m_a1 * this.m_a1 + i2 * this.m_a2 * this.m_a2; + } + if (this.m_enableLimit) { + var jointTransition = this.m_axis.x * dX + this.m_axis.y * dY; + if (b2Math.Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop) { + this.m_limitState = b2Joint.e_equalLimits; + } + else if (jointTransition <= this.m_lowerTranslation) { + if (this.m_limitState != b2Joint.e_atLowerLimit) { + this.m_limitState = b2Joint.e_atLowerLimit; + this.m_impulse.y = 0.0; + } + } + else if (jointTransition >= this.m_upperTranslation) { + if (this.m_limitState != b2Joint.e_atUpperLimit) { + this.m_limitState = b2Joint.e_atUpperLimit; + this.m_impulse.y = 0.0; + } + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + this.m_impulse.y = 0.0; + } + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + } + if (this.m_enableMotor == false) { + this.m_motorImpulse = 0.0; + } + if (step.warmStarting) { + this.m_impulse.x *= step.dtRatio; + this.m_impulse.y *= step.dtRatio; + this.m_motorImpulse *= step.dtRatio; + var PX = this.m_impulse.x * this.m_perp.x + (this.m_motorImpulse + this.m_impulse.y) * this.m_axis.x; + var PY = this.m_impulse.x * this.m_perp.y + (this.m_motorImpulse + this.m_impulse.y) * this.m_axis.y; + var L1 = this.m_impulse.x * this.m_s1 + (this.m_motorImpulse + this.m_impulse.y) * this.m_a1; + var L2 = this.m_impulse.x * this.m_s2 + (this.m_motorImpulse + this.m_impulse.y) * this.m_a2; + bA.m_linearVelocity.x -= this.m_invMassA * PX; + bA.m_linearVelocity.y -= this.m_invMassA * PY; + bA.m_angularVelocity -= this.m_invIA * L1; + bB.m_linearVelocity.x += this.m_invMassB * PX; + bB.m_linearVelocity.y += this.m_invMassB * PY; + bB.m_angularVelocity += this.m_invIB * L2; + } + else { + this.m_impulse.SetZero(); + this.m_motorImpulse = 0.0; + } + } + b2LineJoint.prototype.SolveVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var v1 = bA.m_linearVelocity; + var w1 = bA.m_angularVelocity; + var v2 = bB.m_linearVelocity; + var w2 = bB.m_angularVelocity; + var PX = 0; + var PY = 0; + var L1 = 0; + var L2 = 0; + if (this.m_enableMotor && this.m_limitState != b2Joint.e_equalLimits) { + var Cdot = this.m_axis.x * (v2.x - v1.x) + this.m_axis.y * (v2.y - v1.y) + this.m_a2 * w2 - this.m_a1 * w1; + var impulse = this.m_motorMass * (this.m_motorSpeed - Cdot); + var oldImpulse = this.m_motorImpulse; + var maxImpulse = step.dt * this.m_maxMotorForce; + this.m_motorImpulse = b2Math.Clamp(this.m_motorImpulse + impulse, (-maxImpulse), maxImpulse); + impulse = this.m_motorImpulse - oldImpulse; + PX = impulse * this.m_axis.x; + PY = impulse * this.m_axis.y; + L1 = impulse * this.m_a1; + L2 = impulse * this.m_a2; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + var Cdot1 = this.m_perp.x * (v2.x - v1.x) + this.m_perp.y * (v2.y - v1.y) + this.m_s2 * w2 - this.m_s1 * w1; + if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit) { + var Cdot2 = this.m_axis.x * (v2.x - v1.x) + this.m_axis.y * (v2.y - v1.y) + this.m_a2 * w2 - this.m_a1 * w1; + var f1 = this.m_impulse.Copy(); + var df = this.m_K.Solve(new b2Vec2(), (-Cdot1), (-Cdot2)); + this.m_impulse.Add(df); + if (this.m_limitState == b2Joint.e_atLowerLimit) { + this.m_impulse.y = b2Math.Max(this.m_impulse.y, 0.0); + } + else if (this.m_limitState == b2Joint.e_atUpperLimit) { + this.m_impulse.y = b2Math.Min(this.m_impulse.y, 0.0); + } + var b = (-Cdot1) - (this.m_impulse.y - f1.y) * this.m_K.col2.x; + var f2r = 0; + if (this.m_K.col1.x != 0.0) { + f2r = b / this.m_K.col1.x + f1.x; + } + else { + f2r = f1.x; + } + this.m_impulse.x = f2r; + df.x = this.m_impulse.x - f1.x; + df.y = this.m_impulse.y - f1.y; + PX = df.x * this.m_perp.x + df.y * this.m_axis.x; + PY = df.x * this.m_perp.y + df.y * this.m_axis.y; + L1 = df.x * this.m_s1 + df.y * this.m_a1; + L2 = df.x * this.m_s2 + df.y * this.m_a2; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + else { + var df2 = 0; + if (this.m_K.col1.x != 0.0) { + df2 = ((-Cdot1)) / this.m_K.col1.x; + } + else { + df2 = 0.0; + } + this.m_impulse.x += df2; + PX = df2 * this.m_perp.x; + PY = df2 * this.m_perp.y; + L1 = df2 * this.m_s1; + L2 = df2 * this.m_s2; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + bA.m_linearVelocity.SetV(v1); + bA.m_angularVelocity = w1; + bB.m_linearVelocity.SetV(v2); + bB.m_angularVelocity = w2; + } + b2LineJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var limitC = 0; + var oldLimitImpulse = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var c1 = bA.m_sweep.c; + var a1 = bA.m_sweep.a; + var c2 = bB.m_sweep.c; + var a2 = bB.m_sweep.a; + var tMat; + var tX = 0; + var m1 = 0; + var m2 = 0; + var i1 = 0; + var i2 = 0; + var linearError = 0.0; + var angularError = 0.0; + var active = false; + var C2 = 0.0; + var R1 = b2Mat22.FromAngle(a1); + var R2 = b2Mat22.FromAngle(a2); + tMat = R1; + var r1X = this.m_localAnchor1.x - this.m_localCenterA.x; + var r1Y = this.m_localAnchor1.y - this.m_localCenterA.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = R2; + var r2X = this.m_localAnchor2.x - this.m_localCenterB.x; + var r2Y = this.m_localAnchor2.y - this.m_localCenterB.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var dX = c2.x + r2X - c1.x - r1X; + var dY = c2.y + r2Y - c1.y - r1Y; + if (this.m_enableLimit) { + this.m_axis = b2Math.MulMV(R1, this.m_localXAxis1); + this.m_a1 = (dX + r1X) * this.m_axis.y - (dY + r1Y) * this.m_axis.x; + this.m_a2 = r2X * this.m_axis.y - r2Y * this.m_axis.x; + var translation = this.m_axis.x * dX + this.m_axis.y * dY; + if (b2Math.Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop) { + C2 = b2Math.Clamp(translation, (-b2Settings.b2_maxLinearCorrection), b2Settings.b2_maxLinearCorrection); + linearError = b2Math.Abs(translation); + active = true; + } + else if (translation <= this.m_lowerTranslation) { + C2 = b2Math.Clamp(translation - this.m_lowerTranslation + b2Settings.b2_linearSlop, (-b2Settings.b2_maxLinearCorrection), 0.0); + linearError = this.m_lowerTranslation - translation; + active = true; + } + else if (translation >= this.m_upperTranslation) { + C2 = b2Math.Clamp(translation - this.m_upperTranslation + b2Settings.b2_linearSlop, 0.0, b2Settings.b2_maxLinearCorrection); + linearError = translation - this.m_upperTranslation; + active = true; + } + } + this.m_perp = b2Math.MulMV(R1, this.m_localYAxis1); + this.m_s1 = (dX + r1X) * this.m_perp.y - (dY + r1Y) * this.m_perp.x; + this.m_s2 = r2X * this.m_perp.y - r2Y * this.m_perp.x; + var impulse = new b2Vec2(); + var C1 = this.m_perp.x * dX + this.m_perp.y * dY; + linearError = b2Math.Max(linearError, b2Math.Abs(C1)); + angularError = 0.0; + if (active) { + m1 = this.m_invMassA; + m2 = this.m_invMassB; + i1 = this.m_invIA; + i2 = this.m_invIB; + this.m_K.col1.x = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + this.m_K.col1.y = i1 * this.m_s1 * this.m_a1 + i2 * this.m_s2 * this.m_a2; + this.m_K.col2.x = this.m_K.col1.y; + this.m_K.col2.y = m1 + m2 + i1 * this.m_a1 * this.m_a1 + i2 * this.m_a2 * this.m_a2; + this.m_K.Solve(impulse, (-C1), (-C2)); + } + else { + m1 = this.m_invMassA; + m2 = this.m_invMassB; + i1 = this.m_invIA; + i2 = this.m_invIB; + var k11 = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + var impulse1 = 0; + if (k11 != 0.0) { + impulse1 = ((-C1)) / k11; + } + else { + impulse1 = 0.0; + } + impulse.x = impulse1; + impulse.y = 0.0; + } + var PX = impulse.x * this.m_perp.x + impulse.y * this.m_axis.x; + var PY = impulse.x * this.m_perp.y + impulse.y * this.m_axis.y; + var L1 = impulse.x * this.m_s1 + impulse.y * this.m_a1; + var L2 = impulse.x * this.m_s2 + impulse.y * this.m_a2; + c1.x -= this.m_invMassA * PX; + c1.y -= this.m_invMassA * PY; + a1 -= this.m_invIA * L1; + c2.x += this.m_invMassB * PX; + c2.y += this.m_invMassB * PY; + a2 += this.m_invIB * L2; + bA.m_sweep.a = a1; + bB.m_sweep.a = a2; + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + return linearError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; + } + Box2D.inherit(b2LineJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2LineJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2LineJointDef.b2LineJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + this.localAxisA = new b2Vec2(); + }; + b2LineJointDef.prototype.b2LineJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_lineJoint; + this.localAxisA.Set(1.0, 0.0); + this.enableLimit = false; + this.lowerTranslation = 0.0; + this.upperTranslation = 0.0; + this.enableMotor = false; + this.maxMotorForce = 0.0; + this.motorSpeed = 0.0; + } + b2LineJointDef.prototype.Initialize = function (bA, bB, anchor, axis) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA = this.bodyA.GetLocalPoint(anchor); + this.localAnchorB = this.bodyB.GetLocalPoint(anchor); + this.localAxisA = this.bodyA.GetLocalVector(axis); + } + Box2D.inherit(b2MouseJoint, Box2D.Dynamics.Joints.b2Joint); + b2MouseJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2MouseJoint.b2MouseJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.K = new b2Mat22(); + this.K1 = new b2Mat22(); + this.K2 = new b2Mat22(); + this.m_localAnchor = new b2Vec2(); + this.m_target = new b2Vec2(); + this.m_impulse = new b2Vec2(); + this.m_mass = new b2Mat22(); + this.m_C = new b2Vec2(); + }; + b2MouseJoint.prototype.GetAnchorA = function () { + return this.m_target; + } + b2MouseJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor); + } + b2MouseJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); + } + b2MouseJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return 0.0; + } + b2MouseJoint.prototype.GetTarget = function () { + return this.m_target; + } + b2MouseJoint.prototype.SetTarget = function (target) { + if (this.m_bodyB.IsAwake() == false) { + this.m_bodyB.SetAwake(true); + } + this.m_target = target; + } + b2MouseJoint.prototype.GetMaxForce = function () { + return this.m_maxForce; + } + b2MouseJoint.prototype.SetMaxForce = function (maxForce) { + if (maxForce === undefined) maxForce = 0; + this.m_maxForce = maxForce; + } + b2MouseJoint.prototype.GetFrequency = function () { + return this.m_frequencyHz; + } + b2MouseJoint.prototype.SetFrequency = function (hz) { + if (hz === undefined) hz = 0; + this.m_frequencyHz = hz; + } + b2MouseJoint.prototype.GetDampingRatio = function () { + return this.m_dampingRatio; + } + b2MouseJoint.prototype.SetDampingRatio = function (ratio) { + if (ratio === undefined) ratio = 0; + this.m_dampingRatio = ratio; + } + b2MouseJoint.prototype.b2MouseJoint = function (def) { + this.__super.b2Joint.call(this, def); + this.m_target.SetV(def.target); + var tX = this.m_target.x - this.m_bodyB.m_xf.position.x; + var tY = this.m_target.y - this.m_bodyB.m_xf.position.y; + var tMat = this.m_bodyB.m_xf.R; + this.m_localAnchor.x = (tX * tMat.col1.x + tY * tMat.col1.y); + this.m_localAnchor.y = (tX * tMat.col2.x + tY * tMat.col2.y); + this.m_maxForce = def.maxForce; + this.m_impulse.SetZero(); + this.m_frequencyHz = def.frequencyHz; + this.m_dampingRatio = def.dampingRatio; + this.m_beta = 0.0; + this.m_gamma = 0.0; + } + b2MouseJoint.prototype.InitVelocityConstraints = function (step) { + var b = this.m_bodyB; + var mass = b.GetMass(); + var omega = 2.0 * Math.PI * this.m_frequencyHz; + var d = 2.0 * mass * this.m_dampingRatio * omega; + var k = mass * omega * omega; + this.m_gamma = step.dt * (d + step.dt * k); + this.m_gamma = this.m_gamma != 0 ? 1 / this.m_gamma : 0.0; + this.m_beta = step.dt * k * this.m_gamma; + var tMat;tMat = b.m_xf.R; + var rX = this.m_localAnchor.x - b.m_sweep.localCenter.x; + var rY = this.m_localAnchor.y - b.m_sweep.localCenter.y; + var tX = (tMat.col1.x * rX + tMat.col2.x * rY);rY = (tMat.col1.y * rX + tMat.col2.y * rY); + rX = tX; + var invMass = b.m_invMass; + var invI = b.m_invI;this.K1.col1.x = invMass; + this.K1.col2.x = 0.0; + this.K1.col1.y = 0.0; + this.K1.col2.y = invMass; + this.K2.col1.x = invI * rY * rY; + this.K2.col2.x = (-invI * rX * rY); + this.K2.col1.y = (-invI * rX * rY); + this.K2.col2.y = invI * rX * rX; + this.K.SetM(this.K1); + this.K.AddM(this.K2); + this.K.col1.x += this.m_gamma; + this.K.col2.y += this.m_gamma; + this.K.GetInverse(this.m_mass); + this.m_C.x = b.m_sweep.c.x + rX - this.m_target.x; + this.m_C.y = b.m_sweep.c.y + rY - this.m_target.y; + b.m_angularVelocity *= 0.98; + this.m_impulse.x *= step.dtRatio; + this.m_impulse.y *= step.dtRatio; + b.m_linearVelocity.x += invMass * this.m_impulse.x; + b.m_linearVelocity.y += invMass * this.m_impulse.y; + b.m_angularVelocity += invI * (rX * this.m_impulse.y - rY * this.m_impulse.x); + } + b2MouseJoint.prototype.SolveVelocityConstraints = function (step) { + var b = this.m_bodyB; + var tMat; + var tX = 0; + var tY = 0; + tMat = b.m_xf.R; + var rX = this.m_localAnchor.x - b.m_sweep.localCenter.x; + var rY = this.m_localAnchor.y - b.m_sweep.localCenter.y; + tX = (tMat.col1.x * rX + tMat.col2.x * rY); + rY = (tMat.col1.y * rX + tMat.col2.y * rY); + rX = tX; + var CdotX = b.m_linearVelocity.x + ((-b.m_angularVelocity * rY)); + var CdotY = b.m_linearVelocity.y + (b.m_angularVelocity * rX); + tMat = this.m_mass; + tX = CdotX + this.m_beta * this.m_C.x + this.m_gamma * this.m_impulse.x; + tY = CdotY + this.m_beta * this.m_C.y + this.m_gamma * this.m_impulse.y; + var impulseX = (-(tMat.col1.x * tX + tMat.col2.x * tY)); + var impulseY = (-(tMat.col1.y * tX + tMat.col2.y * tY)); + var oldImpulseX = this.m_impulse.x; + var oldImpulseY = this.m_impulse.y; + this.m_impulse.x += impulseX; + this.m_impulse.y += impulseY; + var maxImpulse = step.dt * this.m_maxForce; + if (this.m_impulse.LengthSquared() > maxImpulse * maxImpulse) { + this.m_impulse.Multiply(maxImpulse / this.m_impulse.Length()); + } + impulseX = this.m_impulse.x - oldImpulseX; + impulseY = this.m_impulse.y - oldImpulseY; + b.m_linearVelocity.x += b.m_invMass * impulseX; + b.m_linearVelocity.y += b.m_invMass * impulseY; + b.m_angularVelocity += b.m_invI * (rX * impulseY - rY * impulseX); + } + b2MouseJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + return true; + } + Box2D.inherit(b2MouseJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2MouseJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2MouseJointDef.b2MouseJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.target = new b2Vec2(); + }; + b2MouseJointDef.prototype.b2MouseJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_mouseJoint; + this.maxForce = 0.0; + this.frequencyHz = 5.0; + this.dampingRatio = 0.7; + } + Box2D.inherit(b2PrismaticJoint, Box2D.Dynamics.Joints.b2Joint); + b2PrismaticJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2PrismaticJoint.b2PrismaticJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_localXAxis1 = new b2Vec2(); + this.m_localYAxis1 = new b2Vec2(); + this.m_axis = new b2Vec2(); + this.m_perp = new b2Vec2(); + this.m_K = new b2Mat33(); + this.m_impulse = new b2Vec3(); + }; + b2PrismaticJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2PrismaticJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2PrismaticJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * (this.m_impulse.x * this.m_perp.x + (this.m_motorImpulse + this.m_impulse.z) * this.m_axis.x), inv_dt * (this.m_impulse.x * this.m_perp.y + (this.m_motorImpulse + this.m_impulse.z) * this.m_axis.y)); + } + b2PrismaticJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return inv_dt * this.m_impulse.y; + } + b2PrismaticJoint.prototype.GetJointTranslation = function () { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var p1 = bA.GetWorldPoint(this.m_localAnchor1); + var p2 = bB.GetWorldPoint(this.m_localAnchor2); + var dX = p2.x - p1.x; + var dY = p2.y - p1.y; + var axis = bA.GetWorldVector(this.m_localXAxis1); + var translation = axis.x * dX + axis.y * dY; + return translation; + } + b2PrismaticJoint.prototype.GetJointSpeed = function () { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var p1X = bA.m_sweep.c.x + r1X; + var p1Y = bA.m_sweep.c.y + r1Y; + var p2X = bB.m_sweep.c.x + r2X; + var p2Y = bB.m_sweep.c.y + r2Y; + var dX = p2X - p1X; + var dY = p2Y - p1Y; + var axis = bA.GetWorldVector(this.m_localXAxis1); + var v1 = bA.m_linearVelocity; + var v2 = bB.m_linearVelocity; + var w1 = bA.m_angularVelocity; + var w2 = bB.m_angularVelocity; + var speed = (dX * ((-w1 * axis.y)) + dY * (w1 * axis.x)) + (axis.x * (((v2.x + ((-w2 * r2Y))) - v1.x) - ((-w1 * r1Y))) + axis.y * (((v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X))); + return speed; + } + b2PrismaticJoint.prototype.IsLimitEnabled = function () { + return this.m_enableLimit; + } + b2PrismaticJoint.prototype.EnableLimit = function (flag) { + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_enableLimit = flag; + } + b2PrismaticJoint.prototype.GetLowerLimit = function () { + return this.m_lowerTranslation; + } + b2PrismaticJoint.prototype.GetUpperLimit = function () { + return this.m_upperTranslation; + } + b2PrismaticJoint.prototype.SetLimits = function (lower, upper) { + if (lower === undefined) lower = 0; + if (upper === undefined) upper = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_lowerTranslation = lower; + this.m_upperTranslation = upper; + } + b2PrismaticJoint.prototype.IsMotorEnabled = function () { + return this.m_enableMotor; + } + b2PrismaticJoint.prototype.EnableMotor = function (flag) { + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_enableMotor = flag; + } + b2PrismaticJoint.prototype.SetMotorSpeed = function (speed) { + if (speed === undefined) speed = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_motorSpeed = speed; + } + b2PrismaticJoint.prototype.GetMotorSpeed = function () { + return this.m_motorSpeed; + } + b2PrismaticJoint.prototype.SetMaxMotorForce = function (force) { + if (force === undefined) force = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_maxMotorForce = force; + } + b2PrismaticJoint.prototype.GetMotorForce = function () { + return this.m_motorImpulse; + } + b2PrismaticJoint.prototype.b2PrismaticJoint = function (def) { + this.__super.b2Joint.call(this, def); + var tMat; + var tX = 0; + var tY = 0; + this.m_localAnchor1.SetV(def.localAnchorA); + this.m_localAnchor2.SetV(def.localAnchorB); + this.m_localXAxis1.SetV(def.localAxisA); + this.m_localYAxis1.x = (-this.m_localXAxis1.y); + this.m_localYAxis1.y = this.m_localXAxis1.x; + this.m_refAngle = def.referenceAngle; + this.m_impulse.SetZero(); + this.m_motorMass = 0.0; + this.m_motorImpulse = 0.0; + this.m_lowerTranslation = def.lowerTranslation; + this.m_upperTranslation = def.upperTranslation; + this.m_maxMotorForce = def.maxMotorForce; + this.m_motorSpeed = def.motorSpeed; + this.m_enableLimit = def.enableLimit; + this.m_enableMotor = def.enableMotor; + this.m_limitState = b2Joint.e_inactiveLimit; + this.m_axis.SetZero(); + this.m_perp.SetZero(); + } + b2PrismaticJoint.prototype.InitVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var tX = 0; + this.m_localCenterA.SetV(bA.GetLocalCenter()); + this.m_localCenterB.SetV(bB.GetLocalCenter()); + var xf1 = bA.GetTransform(); + var xf2 = bB.GetTransform(); + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - this.m_localCenterA.x; + var r1Y = this.m_localAnchor1.y - this.m_localCenterA.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - this.m_localCenterB.x; + var r2Y = this.m_localAnchor2.y - this.m_localCenterB.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var dX = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + var dY = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + this.m_invMassA = bA.m_invMass; + this.m_invMassB = bB.m_invMass; + this.m_invIA = bA.m_invI; + this.m_invIB = bB.m_invI; { + this.m_axis.SetV(b2Math.MulMV(xf1.R, this.m_localXAxis1)); + this.m_a1 = (dX + r1X) * this.m_axis.y - (dY + r1Y) * this.m_axis.x; + this.m_a2 = r2X * this.m_axis.y - r2Y * this.m_axis.x; + this.m_motorMass = this.m_invMassA + this.m_invMassB + this.m_invIA * this.m_a1 * this.m_a1 + this.m_invIB * this.m_a2 * this.m_a2; + if (this.m_motorMass > Number.MIN_VALUE) this.m_motorMass = 1.0 / this.m_motorMass; + } { + this.m_perp.SetV(b2Math.MulMV(xf1.R, this.m_localYAxis1)); + this.m_s1 = (dX + r1X) * this.m_perp.y - (dY + r1Y) * this.m_perp.x; + this.m_s2 = r2X * this.m_perp.y - r2Y * this.m_perp.x; + var m1 = this.m_invMassA; + var m2 = this.m_invMassB; + var i1 = this.m_invIA; + var i2 = this.m_invIB; + this.m_K.col1.x = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + this.m_K.col1.y = i1 * this.m_s1 + i2 * this.m_s2; + this.m_K.col1.z = i1 * this.m_s1 * this.m_a1 + i2 * this.m_s2 * this.m_a2; + this.m_K.col2.x = this.m_K.col1.y; + this.m_K.col2.y = i1 + i2; + this.m_K.col2.z = i1 * this.m_a1 + i2 * this.m_a2; + this.m_K.col3.x = this.m_K.col1.z; + this.m_K.col3.y = this.m_K.col2.z; + this.m_K.col3.z = m1 + m2 + i1 * this.m_a1 * this.m_a1 + i2 * this.m_a2 * this.m_a2; + } + if (this.m_enableLimit) { + var jointTransition = this.m_axis.x * dX + this.m_axis.y * dY; + if (b2Math.Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop) { + this.m_limitState = b2Joint.e_equalLimits; + } + else if (jointTransition <= this.m_lowerTranslation) { + if (this.m_limitState != b2Joint.e_atLowerLimit) { + this.m_limitState = b2Joint.e_atLowerLimit; + this.m_impulse.z = 0.0; + } + } + else if (jointTransition >= this.m_upperTranslation) { + if (this.m_limitState != b2Joint.e_atUpperLimit) { + this.m_limitState = b2Joint.e_atUpperLimit; + this.m_impulse.z = 0.0; + } + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + this.m_impulse.z = 0.0; + } + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + } + if (this.m_enableMotor == false) { + this.m_motorImpulse = 0.0; + } + if (step.warmStarting) { + this.m_impulse.x *= step.dtRatio; + this.m_impulse.y *= step.dtRatio; + this.m_motorImpulse *= step.dtRatio; + var PX = this.m_impulse.x * this.m_perp.x + (this.m_motorImpulse + this.m_impulse.z) * this.m_axis.x; + var PY = this.m_impulse.x * this.m_perp.y + (this.m_motorImpulse + this.m_impulse.z) * this.m_axis.y; + var L1 = this.m_impulse.x * this.m_s1 + this.m_impulse.y + (this.m_motorImpulse + this.m_impulse.z) * this.m_a1; + var L2 = this.m_impulse.x * this.m_s2 + this.m_impulse.y + (this.m_motorImpulse + this.m_impulse.z) * this.m_a2; + bA.m_linearVelocity.x -= this.m_invMassA * PX; + bA.m_linearVelocity.y -= this.m_invMassA * PY; + bA.m_angularVelocity -= this.m_invIA * L1; + bB.m_linearVelocity.x += this.m_invMassB * PX; + bB.m_linearVelocity.y += this.m_invMassB * PY; + bB.m_angularVelocity += this.m_invIB * L2; + } + else { + this.m_impulse.SetZero(); + this.m_motorImpulse = 0.0; + } + } + b2PrismaticJoint.prototype.SolveVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var v1 = bA.m_linearVelocity; + var w1 = bA.m_angularVelocity; + var v2 = bB.m_linearVelocity; + var w2 = bB.m_angularVelocity; + var PX = 0; + var PY = 0; + var L1 = 0; + var L2 = 0; + if (this.m_enableMotor && this.m_limitState != b2Joint.e_equalLimits) { + var Cdot = this.m_axis.x * (v2.x - v1.x) + this.m_axis.y * (v2.y - v1.y) + this.m_a2 * w2 - this.m_a1 * w1; + var impulse = this.m_motorMass * (this.m_motorSpeed - Cdot); + var oldImpulse = this.m_motorImpulse; + var maxImpulse = step.dt * this.m_maxMotorForce; + this.m_motorImpulse = b2Math.Clamp(this.m_motorImpulse + impulse, (-maxImpulse), maxImpulse); + impulse = this.m_motorImpulse - oldImpulse; + PX = impulse * this.m_axis.x; + PY = impulse * this.m_axis.y; + L1 = impulse * this.m_a1; + L2 = impulse * this.m_a2; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + var Cdot1X = this.m_perp.x * (v2.x - v1.x) + this.m_perp.y * (v2.y - v1.y) + this.m_s2 * w2 - this.m_s1 * w1; + var Cdot1Y = w2 - w1; + if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit) { + var Cdot2 = this.m_axis.x * (v2.x - v1.x) + this.m_axis.y * (v2.y - v1.y) + this.m_a2 * w2 - this.m_a1 * w1; + var f1 = this.m_impulse.Copy(); + var df = this.m_K.Solve33(new b2Vec3(), (-Cdot1X), (-Cdot1Y), (-Cdot2)); + this.m_impulse.Add(df); + if (this.m_limitState == b2Joint.e_atLowerLimit) { + this.m_impulse.z = b2Math.Max(this.m_impulse.z, 0.0); + } + else if (this.m_limitState == b2Joint.e_atUpperLimit) { + this.m_impulse.z = b2Math.Min(this.m_impulse.z, 0.0); + } + var bX = (-Cdot1X) - (this.m_impulse.z - f1.z) * this.m_K.col3.x; + var bY = (-Cdot1Y) - (this.m_impulse.z - f1.z) * this.m_K.col3.y; + var f2r = this.m_K.Solve22(new b2Vec2(), bX, bY); + f2r.x += f1.x; + f2r.y += f1.y; + this.m_impulse.x = f2r.x; + this.m_impulse.y = f2r.y; + df.x = this.m_impulse.x - f1.x; + df.y = this.m_impulse.y - f1.y; + df.z = this.m_impulse.z - f1.z; + PX = df.x * this.m_perp.x + df.z * this.m_axis.x; + PY = df.x * this.m_perp.y + df.z * this.m_axis.y; + L1 = df.x * this.m_s1 + df.y + df.z * this.m_a1; + L2 = df.x * this.m_s2 + df.y + df.z * this.m_a2; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + else { + var df2 = this.m_K.Solve22(new b2Vec2(), (-Cdot1X), (-Cdot1Y)); + this.m_impulse.x += df2.x; + this.m_impulse.y += df2.y; + PX = df2.x * this.m_perp.x; + PY = df2.x * this.m_perp.y; + L1 = df2.x * this.m_s1 + df2.y; + L2 = df2.x * this.m_s2 + df2.y; + v1.x -= this.m_invMassA * PX; + v1.y -= this.m_invMassA * PY; + w1 -= this.m_invIA * L1; + v2.x += this.m_invMassB * PX; + v2.y += this.m_invMassB * PY; + w2 += this.m_invIB * L2; + } + bA.m_linearVelocity.SetV(v1); + bA.m_angularVelocity = w1; + bB.m_linearVelocity.SetV(v2); + bB.m_angularVelocity = w2; + } + b2PrismaticJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var limitC = 0; + var oldLimitImpulse = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var c1 = bA.m_sweep.c; + var a1 = bA.m_sweep.a; + var c2 = bB.m_sweep.c; + var a2 = bB.m_sweep.a; + var tMat; + var tX = 0; + var m1 = 0; + var m2 = 0; + var i1 = 0; + var i2 = 0; + var linearError = 0.0; + var angularError = 0.0; + var active = false; + var C2 = 0.0; + var R1 = b2Mat22.FromAngle(a1); + var R2 = b2Mat22.FromAngle(a2); + tMat = R1; + var r1X = this.m_localAnchor1.x - this.m_localCenterA.x; + var r1Y = this.m_localAnchor1.y - this.m_localCenterA.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = R2; + var r2X = this.m_localAnchor2.x - this.m_localCenterB.x; + var r2Y = this.m_localAnchor2.y - this.m_localCenterB.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var dX = c2.x + r2X - c1.x - r1X; + var dY = c2.y + r2Y - c1.y - r1Y; + if (this.m_enableLimit) { + this.m_axis = b2Math.MulMV(R1, this.m_localXAxis1); + this.m_a1 = (dX + r1X) * this.m_axis.y - (dY + r1Y) * this.m_axis.x; + this.m_a2 = r2X * this.m_axis.y - r2Y * this.m_axis.x; + var translation = this.m_axis.x * dX + this.m_axis.y * dY; + if (b2Math.Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop) { + C2 = b2Math.Clamp(translation, (-b2Settings.b2_maxLinearCorrection), b2Settings.b2_maxLinearCorrection); + linearError = b2Math.Abs(translation); + active = true; + } + else if (translation <= this.m_lowerTranslation) { + C2 = b2Math.Clamp(translation - this.m_lowerTranslation + b2Settings.b2_linearSlop, (-b2Settings.b2_maxLinearCorrection), 0.0); + linearError = this.m_lowerTranslation - translation; + active = true; + } + else if (translation >= this.m_upperTranslation) { + C2 = b2Math.Clamp(translation - this.m_upperTranslation + b2Settings.b2_linearSlop, 0.0, b2Settings.b2_maxLinearCorrection); + linearError = translation - this.m_upperTranslation; + active = true; + } + } + this.m_perp = b2Math.MulMV(R1, this.m_localYAxis1); + this.m_s1 = (dX + r1X) * this.m_perp.y - (dY + r1Y) * this.m_perp.x; + this.m_s2 = r2X * this.m_perp.y - r2Y * this.m_perp.x; + var impulse = new b2Vec3(); + var C1X = this.m_perp.x * dX + this.m_perp.y * dY; + var C1Y = a2 - a1 - this.m_refAngle; + linearError = b2Math.Max(linearError, b2Math.Abs(C1X)); + angularError = b2Math.Abs(C1Y); + if (active) { + m1 = this.m_invMassA; + m2 = this.m_invMassB; + i1 = this.m_invIA; + i2 = this.m_invIB; + this.m_K.col1.x = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + this.m_K.col1.y = i1 * this.m_s1 + i2 * this.m_s2; + this.m_K.col1.z = i1 * this.m_s1 * this.m_a1 + i2 * this.m_s2 * this.m_a2; + this.m_K.col2.x = this.m_K.col1.y; + this.m_K.col2.y = i1 + i2; + this.m_K.col2.z = i1 * this.m_a1 + i2 * this.m_a2; + this.m_K.col3.x = this.m_K.col1.z; + this.m_K.col3.y = this.m_K.col2.z; + this.m_K.col3.z = m1 + m2 + i1 * this.m_a1 * this.m_a1 + i2 * this.m_a2 * this.m_a2; + this.m_K.Solve33(impulse, (-C1X), (-C1Y), (-C2)); + } + else { + m1 = this.m_invMassA; + m2 = this.m_invMassB; + i1 = this.m_invIA; + i2 = this.m_invIB; + var k11 = m1 + m2 + i1 * this.m_s1 * this.m_s1 + i2 * this.m_s2 * this.m_s2; + var k12 = i1 * this.m_s1 + i2 * this.m_s2; + var k22 = i1 + i2; + this.m_K.col1.Set(k11, k12, 0.0); + this.m_K.col2.Set(k12, k22, 0.0); + var impulse1 = this.m_K.Solve22(new b2Vec2(), (-C1X), (-C1Y)); + impulse.x = impulse1.x; + impulse.y = impulse1.y; + impulse.z = 0.0; + } + var PX = impulse.x * this.m_perp.x + impulse.z * this.m_axis.x; + var PY = impulse.x * this.m_perp.y + impulse.z * this.m_axis.y; + var L1 = impulse.x * this.m_s1 + impulse.y + impulse.z * this.m_a1; + var L2 = impulse.x * this.m_s2 + impulse.y + impulse.z * this.m_a2; + c1.x -= this.m_invMassA * PX; + c1.y -= this.m_invMassA * PY; + a1 -= this.m_invIA * L1; + c2.x += this.m_invMassB * PX; + c2.y += this.m_invMassB * PY; + a2 += this.m_invIB * L2; + bA.m_sweep.a = a1; + bB.m_sweep.a = a2; + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + return linearError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; + } + Box2D.inherit(b2PrismaticJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2PrismaticJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2PrismaticJointDef.b2PrismaticJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + this.localAxisA = new b2Vec2(); + }; + b2PrismaticJointDef.prototype.b2PrismaticJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_prismaticJoint; + this.localAxisA.Set(1.0, 0.0); + this.referenceAngle = 0.0; + this.enableLimit = false; + this.lowerTranslation = 0.0; + this.upperTranslation = 0.0; + this.enableMotor = false; + this.maxMotorForce = 0.0; + this.motorSpeed = 0.0; + } + b2PrismaticJointDef.prototype.Initialize = function (bA, bB, anchor, axis) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA = this.bodyA.GetLocalPoint(anchor); + this.localAnchorB = this.bodyB.GetLocalPoint(anchor); + this.localAxisA = this.bodyA.GetLocalVector(axis); + this.referenceAngle = this.bodyB.GetAngle() - this.bodyA.GetAngle(); + } + Box2D.inherit(b2PulleyJoint, Box2D.Dynamics.Joints.b2Joint); + b2PulleyJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2PulleyJoint.b2PulleyJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_groundAnchor1 = new b2Vec2(); + this.m_groundAnchor2 = new b2Vec2(); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_u1 = new b2Vec2(); + this.m_u2 = new b2Vec2(); + }; + b2PulleyJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2PulleyJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2PulleyJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse * this.m_u2.x, inv_dt * this.m_impulse * this.m_u2.y); + } + b2PulleyJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return 0.0; + } + b2PulleyJoint.prototype.GetGroundAnchorA = function () { + var a = this.m_ground.m_xf.position.Copy(); + a.Add(this.m_groundAnchor1); + return a; + } + b2PulleyJoint.prototype.GetGroundAnchorB = function () { + var a = this.m_ground.m_xf.position.Copy(); + a.Add(this.m_groundAnchor2); + return a; + } + b2PulleyJoint.prototype.GetLength1 = function () { + var p = this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + var sX = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; + var sY = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; + var dX = p.x - sX; + var dY = p.y - sY; + return Math.sqrt(dX * dX + dY * dY); + } + b2PulleyJoint.prototype.GetLength2 = function () { + var p = this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + var sX = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; + var sY = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; + var dX = p.x - sX; + var dY = p.y - sY; + return Math.sqrt(dX * dX + dY * dY); + } + b2PulleyJoint.prototype.GetRatio = function () { + return this.m_ratio; + } + b2PulleyJoint.prototype.b2PulleyJoint = function (def) { + this.__super.b2Joint.call(this, def); + var tMat; + var tX = 0; + var tY = 0; + this.m_ground = this.m_bodyA.m_world.m_groundBody; + this.m_groundAnchor1.x = def.groundAnchorA.x - this.m_ground.m_xf.position.x; + this.m_groundAnchor1.y = def.groundAnchorA.y - this.m_ground.m_xf.position.y; + this.m_groundAnchor2.x = def.groundAnchorB.x - this.m_ground.m_xf.position.x; + this.m_groundAnchor2.y = def.groundAnchorB.y - this.m_ground.m_xf.position.y; + this.m_localAnchor1.SetV(def.localAnchorA); + this.m_localAnchor2.SetV(def.localAnchorB); + this.m_ratio = def.ratio; + this.m_constant = def.lengthA + this.m_ratio * def.lengthB; + this.m_maxLength1 = b2Math.Min(def.maxLengthA, this.m_constant - this.m_ratio * b2PulleyJoint.b2_minPulleyLength); + this.m_maxLength2 = b2Math.Min(def.maxLengthB, (this.m_constant - b2PulleyJoint.b2_minPulleyLength) / this.m_ratio); + this.m_impulse = 0.0; + this.m_limitImpulse1 = 0.0; + this.m_limitImpulse2 = 0.0; + } + b2PulleyJoint.prototype.InitVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var p1X = bA.m_sweep.c.x + r1X; + var p1Y = bA.m_sweep.c.y + r1Y; + var p2X = bB.m_sweep.c.x + r2X; + var p2Y = bB.m_sweep.c.y + r2Y; + var s1X = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; + var s1Y = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; + var s2X = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; + var s2Y = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; + this.m_u1.Set(p1X - s1X, p1Y - s1Y); + this.m_u2.Set(p2X - s2X, p2Y - s2Y); + var length1 = this.m_u1.Length(); + var length2 = this.m_u2.Length(); + if (length1 > b2Settings.b2_linearSlop) { + this.m_u1.Multiply(1.0 / length1); + } + else { + this.m_u1.SetZero(); + } + if (length2 > b2Settings.b2_linearSlop) { + this.m_u2.Multiply(1.0 / length2); + } + else { + this.m_u2.SetZero(); + } + var C = this.m_constant - length1 - this.m_ratio * length2; + if (C > 0.0) { + this.m_state = b2Joint.e_inactiveLimit; + this.m_impulse = 0.0; + } + else { + this.m_state = b2Joint.e_atUpperLimit; + } + if (length1 < this.m_maxLength1) { + this.m_limitState1 = b2Joint.e_inactiveLimit; + this.m_limitImpulse1 = 0.0; + } + else { + this.m_limitState1 = b2Joint.e_atUpperLimit; + } + if (length2 < this.m_maxLength2) { + this.m_limitState2 = b2Joint.e_inactiveLimit; + this.m_limitImpulse2 = 0.0; + } + else { + this.m_limitState2 = b2Joint.e_atUpperLimit; + } + var cr1u1 = r1X * this.m_u1.y - r1Y * this.m_u1.x; + var cr2u2 = r2X * this.m_u2.y - r2Y * this.m_u2.x; + this.m_limitMass1 = bA.m_invMass + bA.m_invI * cr1u1 * cr1u1; + this.m_limitMass2 = bB.m_invMass + bB.m_invI * cr2u2 * cr2u2; + this.m_pulleyMass = this.m_limitMass1 + this.m_ratio * this.m_ratio * this.m_limitMass2; + this.m_limitMass1 = 1.0 / this.m_limitMass1; + this.m_limitMass2 = 1.0 / this.m_limitMass2; + this.m_pulleyMass = 1.0 / this.m_pulleyMass; + if (step.warmStarting) { + this.m_impulse *= step.dtRatio; + this.m_limitImpulse1 *= step.dtRatio; + this.m_limitImpulse2 *= step.dtRatio; + var P1X = ((-this.m_impulse) - this.m_limitImpulse1) * this.m_u1.x; + var P1Y = ((-this.m_impulse) - this.m_limitImpulse1) * this.m_u1.y; + var P2X = ((-this.m_ratio * this.m_impulse) - this.m_limitImpulse2) * this.m_u2.x; + var P2Y = ((-this.m_ratio * this.m_impulse) - this.m_limitImpulse2) * this.m_u2.y; + bA.m_linearVelocity.x += bA.m_invMass * P1X; + bA.m_linearVelocity.y += bA.m_invMass * P1Y; + bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); + bB.m_linearVelocity.x += bB.m_invMass * P2X; + bB.m_linearVelocity.y += bB.m_invMass * P2Y; + bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); + } + else { + this.m_impulse = 0.0; + this.m_limitImpulse1 = 0.0; + this.m_limitImpulse2 = 0.0; + } + } + b2PulleyJoint.prototype.SolveVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + var tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var v1X = 0; + var v1Y = 0; + var v2X = 0; + var v2Y = 0; + var P1X = 0; + var P1Y = 0; + var P2X = 0; + var P2Y = 0; + var Cdot = 0; + var impulse = 0; + var oldImpulse = 0; + if (this.m_state == b2Joint.e_atUpperLimit) { + v1X = bA.m_linearVelocity.x + ((-bA.m_angularVelocity * r1Y)); + v1Y = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); + v2X = bB.m_linearVelocity.x + ((-bB.m_angularVelocity * r2Y)); + v2Y = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); + Cdot = (-(this.m_u1.x * v1X + this.m_u1.y * v1Y)) - this.m_ratio * (this.m_u2.x * v2X + this.m_u2.y * v2Y); + impulse = this.m_pulleyMass * ((-Cdot)); + oldImpulse = this.m_impulse; + this.m_impulse = b2Math.Max(0.0, this.m_impulse + impulse); + impulse = this.m_impulse - oldImpulse; + P1X = (-impulse * this.m_u1.x); + P1Y = (-impulse * this.m_u1.y); + P2X = (-this.m_ratio * impulse * this.m_u2.x); + P2Y = (-this.m_ratio * impulse * this.m_u2.y); + bA.m_linearVelocity.x += bA.m_invMass * P1X; + bA.m_linearVelocity.y += bA.m_invMass * P1Y; + bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); + bB.m_linearVelocity.x += bB.m_invMass * P2X; + bB.m_linearVelocity.y += bB.m_invMass * P2Y; + bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); + } + if (this.m_limitState1 == b2Joint.e_atUpperLimit) { + v1X = bA.m_linearVelocity.x + ((-bA.m_angularVelocity * r1Y)); + v1Y = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); + Cdot = (-(this.m_u1.x * v1X + this.m_u1.y * v1Y)); + impulse = (-this.m_limitMass1 * Cdot); + oldImpulse = this.m_limitImpulse1; + this.m_limitImpulse1 = b2Math.Max(0.0, this.m_limitImpulse1 + impulse); + impulse = this.m_limitImpulse1 - oldImpulse; + P1X = (-impulse * this.m_u1.x); + P1Y = (-impulse * this.m_u1.y); + bA.m_linearVelocity.x += bA.m_invMass * P1X; + bA.m_linearVelocity.y += bA.m_invMass * P1Y; + bA.m_angularVelocity += bA.m_invI * (r1X * P1Y - r1Y * P1X); + } + if (this.m_limitState2 == b2Joint.e_atUpperLimit) { + v2X = bB.m_linearVelocity.x + ((-bB.m_angularVelocity * r2Y)); + v2Y = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); + Cdot = (-(this.m_u2.x * v2X + this.m_u2.y * v2Y)); + impulse = (-this.m_limitMass2 * Cdot); + oldImpulse = this.m_limitImpulse2; + this.m_limitImpulse2 = b2Math.Max(0.0, this.m_limitImpulse2 + impulse); + impulse = this.m_limitImpulse2 - oldImpulse; + P2X = (-impulse * this.m_u2.x); + P2Y = (-impulse * this.m_u2.y); + bB.m_linearVelocity.x += bB.m_invMass * P2X; + bB.m_linearVelocity.y += bB.m_invMass * P2Y; + bB.m_angularVelocity += bB.m_invI * (r2X * P2Y - r2Y * P2X); + } + } + b2PulleyJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var s1X = this.m_ground.m_xf.position.x + this.m_groundAnchor1.x; + var s1Y = this.m_ground.m_xf.position.y + this.m_groundAnchor1.y; + var s2X = this.m_ground.m_xf.position.x + this.m_groundAnchor2.x; + var s2Y = this.m_ground.m_xf.position.y + this.m_groundAnchor2.y; + var r1X = 0; + var r1Y = 0; + var r2X = 0; + var r2Y = 0; + var p1X = 0; + var p1Y = 0; + var p2X = 0; + var p2Y = 0; + var length1 = 0; + var length2 = 0; + var C = 0; + var impulse = 0; + var oldImpulse = 0; + var oldLimitPositionImpulse = 0; + var tX = 0; + var linearError = 0.0; + if (this.m_state == b2Joint.e_atUpperLimit) { + tMat = bA.m_xf.R; + r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + p1X = bA.m_sweep.c.x + r1X; + p1Y = bA.m_sweep.c.y + r1Y; + p2X = bB.m_sweep.c.x + r2X; + p2Y = bB.m_sweep.c.y + r2Y; + this.m_u1.Set(p1X - s1X, p1Y - s1Y); + this.m_u2.Set(p2X - s2X, p2Y - s2Y); + length1 = this.m_u1.Length(); + length2 = this.m_u2.Length(); + if (length1 > b2Settings.b2_linearSlop) { + this.m_u1.Multiply(1.0 / length1); + } + else { + this.m_u1.SetZero(); + } + if (length2 > b2Settings.b2_linearSlop) { + this.m_u2.Multiply(1.0 / length2); + } + else { + this.m_u2.SetZero(); + } + C = this.m_constant - length1 - this.m_ratio * length2; + linearError = b2Math.Max(linearError, (-C)); + C = b2Math.Clamp(C + b2Settings.b2_linearSlop, (-b2Settings.b2_maxLinearCorrection), 0.0); + impulse = (-this.m_pulleyMass * C); + p1X = (-impulse * this.m_u1.x); + p1Y = (-impulse * this.m_u1.y); + p2X = (-this.m_ratio * impulse * this.m_u2.x); + p2Y = (-this.m_ratio * impulse * this.m_u2.y); + bA.m_sweep.c.x += bA.m_invMass * p1X; + bA.m_sweep.c.y += bA.m_invMass * p1Y; + bA.m_sweep.a += bA.m_invI * (r1X * p1Y - r1Y * p1X); + bB.m_sweep.c.x += bB.m_invMass * p2X; + bB.m_sweep.c.y += bB.m_invMass * p2Y; + bB.m_sweep.a += bB.m_invI * (r2X * p2Y - r2Y * p2X); + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + } + if (this.m_limitState1 == b2Joint.e_atUpperLimit) { + tMat = bA.m_xf.R; + r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + p1X = bA.m_sweep.c.x + r1X; + p1Y = bA.m_sweep.c.y + r1Y; + this.m_u1.Set(p1X - s1X, p1Y - s1Y); + length1 = this.m_u1.Length(); + if (length1 > b2Settings.b2_linearSlop) { + this.m_u1.x *= 1.0 / length1; + this.m_u1.y *= 1.0 / length1; + } + else { + this.m_u1.SetZero(); + } + C = this.m_maxLength1 - length1; + linearError = b2Math.Max(linearError, (-C)); + C = b2Math.Clamp(C + b2Settings.b2_linearSlop, (-b2Settings.b2_maxLinearCorrection), 0.0); + impulse = (-this.m_limitMass1 * C); + p1X = (-impulse * this.m_u1.x); + p1Y = (-impulse * this.m_u1.y); + bA.m_sweep.c.x += bA.m_invMass * p1X; + bA.m_sweep.c.y += bA.m_invMass * p1Y; + bA.m_sweep.a += bA.m_invI * (r1X * p1Y - r1Y * p1X); + bA.SynchronizeTransform(); + } + if (this.m_limitState2 == b2Joint.e_atUpperLimit) { + tMat = bB.m_xf.R; + r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + p2X = bB.m_sweep.c.x + r2X; + p2Y = bB.m_sweep.c.y + r2Y; + this.m_u2.Set(p2X - s2X, p2Y - s2Y); + length2 = this.m_u2.Length(); + if (length2 > b2Settings.b2_linearSlop) { + this.m_u2.x *= 1.0 / length2; + this.m_u2.y *= 1.0 / length2; + } + else { + this.m_u2.SetZero(); + } + C = this.m_maxLength2 - length2; + linearError = b2Math.Max(linearError, (-C)); + C = b2Math.Clamp(C + b2Settings.b2_linearSlop, (-b2Settings.b2_maxLinearCorrection), 0.0); + impulse = (-this.m_limitMass2 * C); + p2X = (-impulse * this.m_u2.x); + p2Y = (-impulse * this.m_u2.y); + bB.m_sweep.c.x += bB.m_invMass * p2X; + bB.m_sweep.c.y += bB.m_invMass * p2Y; + bB.m_sweep.a += bB.m_invI * (r2X * p2Y - r2Y * p2X); + bB.SynchronizeTransform(); + } + return linearError < b2Settings.b2_linearSlop; + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Joints.b2PulleyJoint.b2_minPulleyLength = 2.0; + }); + Box2D.inherit(b2PulleyJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2PulleyJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2PulleyJointDef.b2PulleyJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.groundAnchorA = new b2Vec2(); + this.groundAnchorB = new b2Vec2(); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + }; + b2PulleyJointDef.prototype.b2PulleyJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_pulleyJoint; + this.groundAnchorA.Set((-1.0), 1.0); + this.groundAnchorB.Set(1.0, 1.0); + this.localAnchorA.Set((-1.0), 0.0); + this.localAnchorB.Set(1.0, 0.0); + this.lengthA = 0.0; + this.maxLengthA = 0.0; + this.lengthB = 0.0; + this.maxLengthB = 0.0; + this.ratio = 1.0; + this.collideConnected = true; + } + b2PulleyJointDef.prototype.Initialize = function (bA, bB, gaA, gaB, anchorA, anchorB, r) { + if (r === undefined) r = 0; + this.bodyA = bA; + this.bodyB = bB; + this.groundAnchorA.SetV(gaA); + this.groundAnchorB.SetV(gaB); + this.localAnchorA = this.bodyA.GetLocalPoint(anchorA); + this.localAnchorB = this.bodyB.GetLocalPoint(anchorB); + var d1X = anchorA.x - gaA.x; + var d1Y = anchorA.y - gaA.y; + this.lengthA = Math.sqrt(d1X * d1X + d1Y * d1Y); + var d2X = anchorB.x - gaB.x; + var d2Y = anchorB.y - gaB.y; + this.lengthB = Math.sqrt(d2X * d2X + d2Y * d2Y); + this.ratio = r; + var C = this.lengthA + this.ratio * this.lengthB; + this.maxLengthA = C - this.ratio * b2PulleyJoint.b2_minPulleyLength; + this.maxLengthB = (C - b2PulleyJoint.b2_minPulleyLength) / this.ratio; + } + Box2D.inherit(b2RevoluteJoint, Box2D.Dynamics.Joints.b2Joint); + b2RevoluteJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2RevoluteJoint.b2RevoluteJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.K = new b2Mat22(); + this.K1 = new b2Mat22(); + this.K2 = new b2Mat22(); + this.K3 = new b2Mat22(); + this.impulse3 = new b2Vec3(); + this.impulse2 = new b2Vec2(); + this.reduced = new b2Vec2(); + this.m_localAnchor1 = new b2Vec2(); + this.m_localAnchor2 = new b2Vec2(); + this.m_impulse = new b2Vec3(); + this.m_mass = new b2Mat33(); + }; + b2RevoluteJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); + } + b2RevoluteJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); + } + b2RevoluteJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); + } + b2RevoluteJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return inv_dt * this.m_impulse.z; + } + b2RevoluteJoint.prototype.GetJointAngle = function () { + return this.m_bodyB.m_sweep.a - this.m_bodyA.m_sweep.a - this.m_referenceAngle; + } + b2RevoluteJoint.prototype.GetJointSpeed = function () { + return this.m_bodyB.m_angularVelocity - this.m_bodyA.m_angularVelocity; + } + b2RevoluteJoint.prototype.IsLimitEnabled = function () { + return this.m_enableLimit; + } + b2RevoluteJoint.prototype.EnableLimit = function (flag) { + this.m_enableLimit = flag; + } + b2RevoluteJoint.prototype.GetLowerLimit = function () { + return this.m_lowerAngle; + } + b2RevoluteJoint.prototype.GetUpperLimit = function () { + return this.m_upperAngle; + } + b2RevoluteJoint.prototype.SetLimits = function (lower, upper) { + if (lower === undefined) lower = 0; + if (upper === undefined) upper = 0; + this.m_lowerAngle = lower; + this.m_upperAngle = upper; + } + b2RevoluteJoint.prototype.IsMotorEnabled = function () { + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + return this.m_enableMotor; + } + b2RevoluteJoint.prototype.EnableMotor = function (flag) { + this.m_enableMotor = flag; + } + b2RevoluteJoint.prototype.SetMotorSpeed = function (speed) { + if (speed === undefined) speed = 0; + this.m_bodyA.SetAwake(true); + this.m_bodyB.SetAwake(true); + this.m_motorSpeed = speed; + } + b2RevoluteJoint.prototype.GetMotorSpeed = function () { + return this.m_motorSpeed; + } + b2RevoluteJoint.prototype.SetMaxMotorTorque = function (torque) { + if (torque === undefined) torque = 0; + this.m_maxMotorTorque = torque; + } + b2RevoluteJoint.prototype.GetMotorTorque = function () { + return this.m_maxMotorTorque; + } + b2RevoluteJoint.prototype.b2RevoluteJoint = function (def) { + this.__super.b2Joint.call(this, def); + this.m_localAnchor1.SetV(def.localAnchorA); + this.m_localAnchor2.SetV(def.localAnchorB); + this.m_referenceAngle = def.referenceAngle; + this.m_impulse.SetZero(); + this.m_motorImpulse = 0.0; + this.m_lowerAngle = def.lowerAngle; + this.m_upperAngle = def.upperAngle; + this.m_maxMotorTorque = def.maxMotorTorque; + this.m_motorSpeed = def.motorSpeed; + this.m_enableLimit = def.enableLimit; + this.m_enableMotor = def.enableMotor; + this.m_limitState = b2Joint.e_inactiveLimit; + } + b2RevoluteJoint.prototype.InitVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var tX = 0; + if (this.m_enableMotor || this.m_enableLimit) {} + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var m1 = bA.m_invMass; + var m2 = bB.m_invMass; + var i1 = bA.m_invI; + var i2 = bB.m_invI; + this.m_mass.col1.x = m1 + m2 + r1Y * r1Y * i1 + r2Y * r2Y * i2; + this.m_mass.col2.x = (-r1Y * r1X * i1) - r2Y * r2X * i2; + this.m_mass.col3.x = (-r1Y * i1) - r2Y * i2; + this.m_mass.col1.y = this.m_mass.col2.x; + this.m_mass.col2.y = m1 + m2 + r1X * r1X * i1 + r2X * r2X * i2; + this.m_mass.col3.y = r1X * i1 + r2X * i2; + this.m_mass.col1.z = this.m_mass.col3.x; + this.m_mass.col2.z = this.m_mass.col3.y; + this.m_mass.col3.z = i1 + i2; + this.m_motorMass = 1.0 / (i1 + i2); + if (this.m_enableMotor == false) { + this.m_motorImpulse = 0.0; + } + if (this.m_enableLimit) { + var jointAngle = bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; + if (b2Math.Abs(this.m_upperAngle - this.m_lowerAngle) < 2.0 * b2Settings.b2_angularSlop) { + this.m_limitState = b2Joint.e_equalLimits; + } + else if (jointAngle <= this.m_lowerAngle) { + if (this.m_limitState != b2Joint.e_atLowerLimit) { + this.m_impulse.z = 0.0; + } + this.m_limitState = b2Joint.e_atLowerLimit; + } + else if (jointAngle >= this.m_upperAngle) { + if (this.m_limitState != b2Joint.e_atUpperLimit) { + this.m_impulse.z = 0.0; + } + this.m_limitState = b2Joint.e_atUpperLimit; + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + this.m_impulse.z = 0.0; + } + } + else { + this.m_limitState = b2Joint.e_inactiveLimit; + } + if (step.warmStarting) { + this.m_impulse.x *= step.dtRatio; + this.m_impulse.y *= step.dtRatio; + this.m_motorImpulse *= step.dtRatio; + var PX = this.m_impulse.x; + var PY = this.m_impulse.y; + bA.m_linearVelocity.x -= m1 * PX; + bA.m_linearVelocity.y -= m1 * PY; + bA.m_angularVelocity -= i1 * ((r1X * PY - r1Y * PX) + this.m_motorImpulse + this.m_impulse.z); + bB.m_linearVelocity.x += m2 * PX; + bB.m_linearVelocity.y += m2 * PY; + bB.m_angularVelocity += i2 * ((r2X * PY - r2Y * PX) + this.m_motorImpulse + this.m_impulse.z); + } + else { + this.m_impulse.SetZero(); + this.m_motorImpulse = 0.0; + } + } + b2RevoluteJoint.prototype.SolveVelocityConstraints = function (step) { + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var tMat; + var tX = 0; + var newImpulse = 0; + var r1X = 0; + var r1Y = 0; + var r2X = 0; + var r2Y = 0; + var v1 = bA.m_linearVelocity; + var w1 = bA.m_angularVelocity; + var v2 = bB.m_linearVelocity; + var w2 = bB.m_angularVelocity; + var m1 = bA.m_invMass; + var m2 = bB.m_invMass; + var i1 = bA.m_invI; + var i2 = bB.m_invI; + if (this.m_enableMotor && this.m_limitState != b2Joint.e_equalLimits) { + var Cdot = w2 - w1 - this.m_motorSpeed; + var impulse = this.m_motorMass * ((-Cdot)); + var oldImpulse = this.m_motorImpulse; + var maxImpulse = step.dt * this.m_maxMotorTorque; + this.m_motorImpulse = b2Math.Clamp(this.m_motorImpulse + impulse, (-maxImpulse), maxImpulse); + impulse = this.m_motorImpulse - oldImpulse; + w1 -= i1 * impulse; + w2 += i2 * impulse; + } + if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit) { + tMat = bA.m_xf.R; + r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var Cdot1X = v2.x + ((-w2 * r2Y)) - v1.x - ((-w1 * r1Y)); + var Cdot1Y = v2.y + (w2 * r2X) - v1.y - (w1 * r1X); + var Cdot2 = w2 - w1; + this.m_mass.Solve33(this.impulse3, (-Cdot1X), (-Cdot1Y), (-Cdot2)); + if (this.m_limitState == b2Joint.e_equalLimits) { + this.m_impulse.Add(this.impulse3); + } + else if (this.m_limitState == b2Joint.e_atLowerLimit) { + newImpulse = this.m_impulse.z + this.impulse3.z; + if (newImpulse < 0.0) { + this.m_mass.Solve22(this.reduced, (-Cdot1X), (-Cdot1Y)); + this.impulse3.x = this.reduced.x; + this.impulse3.y = this.reduced.y; + this.impulse3.z = (-this.m_impulse.z); + this.m_impulse.x += this.reduced.x; + this.m_impulse.y += this.reduced.y; + this.m_impulse.z = 0.0; + } + } + else if (this.m_limitState == b2Joint.e_atUpperLimit) { + newImpulse = this.m_impulse.z + this.impulse3.z; + if (newImpulse > 0.0) { + this.m_mass.Solve22(this.reduced, (-Cdot1X), (-Cdot1Y)); + this.impulse3.x = this.reduced.x; + this.impulse3.y = this.reduced.y; + this.impulse3.z = (-this.m_impulse.z); + this.m_impulse.x += this.reduced.x; + this.m_impulse.y += this.reduced.y; + this.m_impulse.z = 0.0; + } + } + v1.x -= m1 * this.impulse3.x; + v1.y -= m1 * this.impulse3.y; + w1 -= i1 * (r1X * this.impulse3.y - r1Y * this.impulse3.x + this.impulse3.z); + v2.x += m2 * this.impulse3.x; + v2.y += m2 * this.impulse3.y; + w2 += i2 * (r2X * this.impulse3.y - r2Y * this.impulse3.x + this.impulse3.z); + } + else { + tMat = bA.m_xf.R; + r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var CdotX = v2.x + ((-w2 * r2Y)) - v1.x - ((-w1 * r1Y)); + var CdotY = v2.y + (w2 * r2X) - v1.y - (w1 * r1X); + this.m_mass.Solve22(this.impulse2, (-CdotX), (-CdotY)); + this.m_impulse.x += this.impulse2.x; + this.m_impulse.y += this.impulse2.y; + v1.x -= m1 * this.impulse2.x; + v1.y -= m1 * this.impulse2.y; + w1 -= i1 * (r1X * this.impulse2.y - r1Y * this.impulse2.x); + v2.x += m2 * this.impulse2.x; + v2.y += m2 * this.impulse2.y; + w2 += i2 * (r2X * this.impulse2.y - r2Y * this.impulse2.x); + } + bA.m_linearVelocity.SetV(v1); + bA.m_angularVelocity = w1; + bB.m_linearVelocity.SetV(v2); + bB.m_angularVelocity = w2; + } + b2RevoluteJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var oldLimitImpulse = 0; + var C = 0; + var tMat; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var angularError = 0.0; + var positionError = 0.0; + var tX = 0; + var impulseX = 0; + var impulseY = 0; + if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit) { + var angle = bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; + var limitImpulse = 0.0; + if (this.m_limitState == b2Joint.e_equalLimits) { + C = b2Math.Clamp(angle - this.m_lowerAngle, (-b2Settings.b2_maxAngularCorrection), b2Settings.b2_maxAngularCorrection); + limitImpulse = (-this.m_motorMass * C); + angularError = b2Math.Abs(C); + } + else if (this.m_limitState == b2Joint.e_atLowerLimit) { + C = angle - this.m_lowerAngle; + angularError = (-C); + C = b2Math.Clamp(C + b2Settings.b2_angularSlop, (-b2Settings.b2_maxAngularCorrection), 0.0); + limitImpulse = (-this.m_motorMass * C); + } + else if (this.m_limitState == b2Joint.e_atUpperLimit) { + C = angle - this.m_upperAngle; + angularError = C; + C = b2Math.Clamp(C - b2Settings.b2_angularSlop, 0.0, b2Settings.b2_maxAngularCorrection); + limitImpulse = (-this.m_motorMass * C); + } + bA.m_sweep.a -= bA.m_invI * limitImpulse; + bB.m_sweep.a += bB.m_invI * limitImpulse; + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + } { + tMat = bA.m_xf.R; + var r1X = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; + var r1Y = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); + r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); + r1X = tX; + tMat = bB.m_xf.R; + var r2X = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; + var r2Y = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); + r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); + r2X = tX; + var CX = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + var CY = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + var CLengthSquared = CX * CX + CY * CY; + var CLength = Math.sqrt(CLengthSquared); + positionError = CLength; + var invMass1 = bA.m_invMass; + var invMass2 = bB.m_invMass; + var invI1 = bA.m_invI; + var invI2 = bB.m_invI; + var k_allowedStretch = 10.0 * b2Settings.b2_linearSlop; + if (CLengthSquared > k_allowedStretch * k_allowedStretch) { + var uX = CX / CLength; + var uY = CY / CLength; + var k = invMass1 + invMass2; + var m = 1.0 / k; + impulseX = m * ((-CX)); + impulseY = m * ((-CY)); + var k_beta = 0.5; + bA.m_sweep.c.x -= k_beta * invMass1 * impulseX; + bA.m_sweep.c.y -= k_beta * invMass1 * impulseY; + bB.m_sweep.c.x += k_beta * invMass2 * impulseX; + bB.m_sweep.c.y += k_beta * invMass2 * impulseY; + CX = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; + CY = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; + } + this.K1.col1.x = invMass1 + invMass2; + this.K1.col2.x = 0.0; + this.K1.col1.y = 0.0; + this.K1.col2.y = invMass1 + invMass2; + this.K2.col1.x = invI1 * r1Y * r1Y; + this.K2.col2.x = (-invI1 * r1X * r1Y); + this.K2.col1.y = (-invI1 * r1X * r1Y); + this.K2.col2.y = invI1 * r1X * r1X; + this.K3.col1.x = invI2 * r2Y * r2Y; + this.K3.col2.x = (-invI2 * r2X * r2Y); + this.K3.col1.y = (-invI2 * r2X * r2Y); + this.K3.col2.y = invI2 * r2X * r2X; + this.K.SetM(this.K1); + this.K.AddM(this.K2); + this.K.AddM(this.K3); + this.K.Solve(b2RevoluteJoint.tImpulse, (-CX), (-CY)); + impulseX = b2RevoluteJoint.tImpulse.x; + impulseY = b2RevoluteJoint.tImpulse.y; + bA.m_sweep.c.x -= bA.m_invMass * impulseX; + bA.m_sweep.c.y -= bA.m_invMass * impulseY; + bA.m_sweep.a -= bA.m_invI * (r1X * impulseY - r1Y * impulseX); + bB.m_sweep.c.x += bB.m_invMass * impulseX; + bB.m_sweep.c.y += bB.m_invMass * impulseY; + bB.m_sweep.a += bB.m_invI * (r2X * impulseY - r2Y * impulseX); + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + } + return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; + } + Box2D.postDefs.push(function () { + Box2D.Dynamics.Joints.b2RevoluteJoint.tImpulse = new b2Vec2(); + }); + Box2D.inherit(b2RevoluteJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2RevoluteJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2RevoluteJointDef.b2RevoluteJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + }; + b2RevoluteJointDef.prototype.b2RevoluteJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_revoluteJoint; + this.localAnchorA.Set(0.0, 0.0); + this.localAnchorB.Set(0.0, 0.0); + this.referenceAngle = 0.0; + this.lowerAngle = 0.0; + this.upperAngle = 0.0; + this.maxMotorTorque = 0.0; + this.motorSpeed = 0.0; + this.enableLimit = false; + this.enableMotor = false; + } + b2RevoluteJointDef.prototype.Initialize = function (bA, bB, anchor) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA = this.bodyA.GetLocalPoint(anchor); + this.localAnchorB = this.bodyB.GetLocalPoint(anchor); + this.referenceAngle = this.bodyB.GetAngle() - this.bodyA.GetAngle(); + } + Box2D.inherit(b2WeldJoint, Box2D.Dynamics.Joints.b2Joint); + b2WeldJoint.prototype.__super = Box2D.Dynamics.Joints.b2Joint.prototype; + b2WeldJoint.b2WeldJoint = function () { + Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this, arguments); + this.m_localAnchorA = new b2Vec2(); + this.m_localAnchorB = new b2Vec2(); + this.m_impulse = new b2Vec3(); + this.m_mass = new b2Mat33(); + }; + b2WeldJoint.prototype.GetAnchorA = function () { + return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); + } + b2WeldJoint.prototype.GetAnchorB = function () { + return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); + } + b2WeldJoint.prototype.GetReactionForce = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); + } + b2WeldJoint.prototype.GetReactionTorque = function (inv_dt) { + if (inv_dt === undefined) inv_dt = 0; + return inv_dt * this.m_impulse.z; + } + b2WeldJoint.prototype.b2WeldJoint = function (def) { + this.__super.b2Joint.call(this, def); + this.m_localAnchorA.SetV(def.localAnchorA); + this.m_localAnchorB.SetV(def.localAnchorB); + this.m_referenceAngle = def.referenceAngle; + this.m_impulse.SetZero(); + this.m_mass = new b2Mat33(); + } + b2WeldJoint.prototype.InitVelocityConstraints = function (step) { + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; + var rAY = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); + rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); + rAX = tX; + tMat = bB.m_xf.R; + var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; + var rBY = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); + rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); + rBX = tX; + var mA = bA.m_invMass; + var mB = bB.m_invMass; + var iA = bA.m_invI; + var iB = bB.m_invI; + this.m_mass.col1.x = mA + mB + rAY * rAY * iA + rBY * rBY * iB; + this.m_mass.col2.x = (-rAY * rAX * iA) - rBY * rBX * iB; + this.m_mass.col3.x = (-rAY * iA) - rBY * iB; + this.m_mass.col1.y = this.m_mass.col2.x; + this.m_mass.col2.y = mA + mB + rAX * rAX * iA + rBX * rBX * iB; + this.m_mass.col3.y = rAX * iA + rBX * iB; + this.m_mass.col1.z = this.m_mass.col3.x; + this.m_mass.col2.z = this.m_mass.col3.y; + this.m_mass.col3.z = iA + iB; + if (step.warmStarting) { + this.m_impulse.x *= step.dtRatio; + this.m_impulse.y *= step.dtRatio; + this.m_impulse.z *= step.dtRatio; + bA.m_linearVelocity.x -= mA * this.m_impulse.x; + bA.m_linearVelocity.y -= mA * this.m_impulse.y; + bA.m_angularVelocity -= iA * (rAX * this.m_impulse.y - rAY * this.m_impulse.x + this.m_impulse.z); + bB.m_linearVelocity.x += mB * this.m_impulse.x; + bB.m_linearVelocity.y += mB * this.m_impulse.y; + bB.m_angularVelocity += iB * (rBX * this.m_impulse.y - rBY * this.m_impulse.x + this.m_impulse.z); + } + else { + this.m_impulse.SetZero(); + } + } + b2WeldJoint.prototype.SolveVelocityConstraints = function (step) { + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + var vA = bA.m_linearVelocity; + var wA = bA.m_angularVelocity; + var vB = bB.m_linearVelocity; + var wB = bB.m_angularVelocity; + var mA = bA.m_invMass; + var mB = bB.m_invMass; + var iA = bA.m_invI; + var iB = bB.m_invI; + tMat = bA.m_xf.R; + var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; + var rAY = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); + rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); + rAX = tX; + tMat = bB.m_xf.R; + var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; + var rBY = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); + rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); + rBX = tX; + var Cdot1X = vB.x - wB * rBY - vA.x + wA * rAY; + var Cdot1Y = vB.y + wB * rBX - vA.y - wA * rAX; + var Cdot2 = wB - wA; + var impulse = new b2Vec3(); + this.m_mass.Solve33(impulse, (-Cdot1X), (-Cdot1Y), (-Cdot2)); + this.m_impulse.Add(impulse); + vA.x -= mA * impulse.x; + vA.y -= mA * impulse.y; + wA -= iA * (rAX * impulse.y - rAY * impulse.x + impulse.z); + vB.x += mB * impulse.x; + vB.y += mB * impulse.y; + wB += iB * (rBX * impulse.y - rBY * impulse.x + impulse.z); + bA.m_angularVelocity = wA; + bB.m_angularVelocity = wB; + } + b2WeldJoint.prototype.SolvePositionConstraints = function (baumgarte) { + if (baumgarte === undefined) baumgarte = 0; + var tMat; + var tX = 0; + var bA = this.m_bodyA; + var bB = this.m_bodyB; + tMat = bA.m_xf.R; + var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; + var rAY = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; + tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); + rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); + rAX = tX; + tMat = bB.m_xf.R; + var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; + var rBY = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; + tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); + rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); + rBX = tX; + var mA = bA.m_invMass; + var mB = bB.m_invMass; + var iA = bA.m_invI; + var iB = bB.m_invI; + var C1X = bB.m_sweep.c.x + rBX - bA.m_sweep.c.x - rAX; + var C1Y = bB.m_sweep.c.y + rBY - bA.m_sweep.c.y - rAY; + var C2 = bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; + var k_allowedStretch = 10.0 * b2Settings.b2_linearSlop; + var positionError = Math.sqrt(C1X * C1X + C1Y * C1Y); + var angularError = b2Math.Abs(C2); + if (positionError > k_allowedStretch) { + iA *= 1.0; + iB *= 1.0; + } + this.m_mass.col1.x = mA + mB + rAY * rAY * iA + rBY * rBY * iB; + this.m_mass.col2.x = (-rAY * rAX * iA) - rBY * rBX * iB; + this.m_mass.col3.x = (-rAY * iA) - rBY * iB; + this.m_mass.col1.y = this.m_mass.col2.x; + this.m_mass.col2.y = mA + mB + rAX * rAX * iA + rBX * rBX * iB; + this.m_mass.col3.y = rAX * iA + rBX * iB; + this.m_mass.col1.z = this.m_mass.col3.x; + this.m_mass.col2.z = this.m_mass.col3.y; + this.m_mass.col3.z = iA + iB; + var impulse = new b2Vec3(); + this.m_mass.Solve33(impulse, (-C1X), (-C1Y), (-C2)); + bA.m_sweep.c.x -= mA * impulse.x; + bA.m_sweep.c.y -= mA * impulse.y; + bA.m_sweep.a -= iA * (rAX * impulse.y - rAY * impulse.x + impulse.z); + bB.m_sweep.c.x += mB * impulse.x; + bB.m_sweep.c.y += mB * impulse.y; + bB.m_sweep.a += iB * (rBX * impulse.y - rBY * impulse.x + impulse.z); + bA.SynchronizeTransform(); + bB.SynchronizeTransform(); + return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; + } + Box2D.inherit(b2WeldJointDef, Box2D.Dynamics.Joints.b2JointDef); + b2WeldJointDef.prototype.__super = Box2D.Dynamics.Joints.b2JointDef.prototype; + b2WeldJointDef.b2WeldJointDef = function () { + Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, arguments); + this.localAnchorA = new b2Vec2(); + this.localAnchorB = new b2Vec2(); + }; + b2WeldJointDef.prototype.b2WeldJointDef = function () { + this.__super.b2JointDef.call(this); + this.type = b2Joint.e_weldJoint; + this.referenceAngle = 0.0; + } + b2WeldJointDef.prototype.Initialize = function (bA, bB, anchor) { + this.bodyA = bA; + this.bodyB = bB; + this.localAnchorA.SetV(this.bodyA.GetLocalPoint(anchor)); + this.localAnchorB.SetV(this.bodyB.GetLocalPoint(anchor)); + this.referenceAngle = this.bodyB.GetAngle() - this.bodyA.GetAngle(); + } +})(); +(function () { + var b2DebugDraw = Box2D.Dynamics.b2DebugDraw; + b2DebugDraw.b2DebugDraw = function () { + this.m_drawScale = 1.0; + this.m_lineThickness = 1.0; + this.m_alpha = 1.0; + this.m_fillAlpha = 1.0; + this.m_xformScale = 1.0; + var __this = this; + //#WORKAROUND + this.m_sprite = { + graphics: { + clear: function () { + __this.m_ctx.clearRect(0, 0, __this.m_ctx.canvas.width, __this.m_ctx.canvas.height) + } + } + }; + }; + b2DebugDraw.prototype._color = function (color, alpha) { + return "rgba(" + ((color & 0xFF0000) >> 16) + "," + ((color & 0xFF00) >> 8) + "," + (color & 0xFF) + "," + alpha + ")"; + }; + b2DebugDraw.prototype.b2DebugDraw = function () { + this.m_drawFlags = 0; + }; + b2DebugDraw.prototype.SetFlags = function (flags) { + if (flags === undefined) flags = 0; + this.m_drawFlags = flags; + }; + b2DebugDraw.prototype.GetFlags = function () { + return this.m_drawFlags; + }; + b2DebugDraw.prototype.AppendFlags = function (flags) { + if (flags === undefined) flags = 0; + this.m_drawFlags |= flags; + }; + b2DebugDraw.prototype.ClearFlags = function (flags) { + if (flags === undefined) flags = 0; + this.m_drawFlags &= ~flags; + }; + b2DebugDraw.prototype.SetSprite = function (sprite) { + this.m_ctx = sprite; + }; + b2DebugDraw.prototype.GetSprite = function () { + return this.m_ctx; + }; + b2DebugDraw.prototype.SetDrawScale = function (drawScale) { + if (drawScale === undefined) drawScale = 0; + this.m_drawScale = drawScale; + }; + b2DebugDraw.prototype.GetDrawScale = function () { + return this.m_drawScale; + }; + b2DebugDraw.prototype.SetLineThickness = function (lineThickness) { + if (lineThickness === undefined) lineThickness = 0; + this.m_lineThickness = lineThickness; + this.m_ctx.strokeWidth = lineThickness; + }; + b2DebugDraw.prototype.GetLineThickness = function () { + return this.m_lineThickness; + }; + b2DebugDraw.prototype.SetAlpha = function (alpha) { + if (alpha === undefined) alpha = 0; + this.m_alpha = alpha; + }; + b2DebugDraw.prototype.GetAlpha = function () { + return this.m_alpha; + }; + b2DebugDraw.prototype.SetFillAlpha = function (alpha) { + if (alpha === undefined) alpha = 0; + this.m_fillAlpha = alpha; + }; + b2DebugDraw.prototype.GetFillAlpha = function () { + return this.m_fillAlpha; + }; + b2DebugDraw.prototype.SetXFormScale = function (xformScale) { + if (xformScale === undefined) xformScale = 0; + this.m_xformScale = xformScale; + }; + b2DebugDraw.prototype.GetXFormScale = function () { + return this.m_xformScale; + }; + b2DebugDraw.prototype.DrawPolygon = function (vertices, vertexCount, color) { + if (!vertexCount) return; + var s = this.m_ctx; + var drawScale = this.m_drawScale; + s.beginPath(); + s.strokeStyle = this._color(color.color, this.m_alpha); + s.moveTo(vertices[0].x * drawScale, vertices[0].y * drawScale); + for (var i = 1; i < vertexCount; i++) { + s.lineTo(vertices[i].x * drawScale, vertices[i].y * drawScale); + } + s.lineTo(vertices[0].x * drawScale, vertices[0].y * drawScale); + s.closePath(); + s.stroke(); + }; + b2DebugDraw.prototype.DrawSolidPolygon = function (vertices, vertexCount, color) { + if (!vertexCount) return; + var s = this.m_ctx; + var drawScale = this.m_drawScale; + s.beginPath(); + s.strokeStyle = this._color(color.color, this.m_alpha); + s.fillStyle = this._color(color.color, this.m_fillAlpha); + s.moveTo(vertices[0].x * drawScale, vertices[0].y * drawScale); + for (var i = 1; i < vertexCount; i++) { + s.lineTo(vertices[i].x * drawScale, vertices[i].y * drawScale); + } + s.lineTo(vertices[0].x * drawScale, vertices[0].y * drawScale); + s.closePath(); + s.fill(); + s.stroke(); + }; + b2DebugDraw.prototype.DrawCircle = function (center, radius, color) { + if (!radius) return; + var s = this.m_ctx; + var drawScale = this.m_drawScale; + s.beginPath(); + s.strokeStyle = this._color(color.color, this.m_alpha); + s.arc(center.x * drawScale, center.y * drawScale, radius * drawScale, 0, Math.PI * 2, true); + s.closePath(); + s.stroke(); + }; + b2DebugDraw.prototype.DrawSolidCircle = function (center, radius, axis, color) { + if (!radius) return; + var s = this.m_ctx, + drawScale = this.m_drawScale, + cx = center.x * drawScale, + cy = center.y * drawScale; + s.moveTo(0, 0); + s.beginPath(); + s.strokeStyle = this._color(color.color, this.m_alpha); + s.fillStyle = this._color(color.color, this.m_fillAlpha); + s.arc(cx, cy, radius * drawScale, 0, Math.PI * 2, true); + s.moveTo(cx, cy); + s.lineTo((center.x + axis.x * radius) * drawScale, (center.y + axis.y * radius) * drawScale); + s.closePath(); + s.fill(); + s.stroke(); + }; + b2DebugDraw.prototype.DrawSegment = function (p1, p2, color) { + var s = this.m_ctx, + drawScale = this.m_drawScale; + s.strokeStyle = this._color(color.color, this.m_alpha); + s.beginPath(); + s.moveTo(p1.x * drawScale, p1.y * drawScale); + s.lineTo(p2.x * drawScale, p2.y * drawScale); + s.closePath(); + s.stroke(); + }; + b2DebugDraw.prototype.DrawTransform = function (xf) { + var s = this.m_ctx, + drawScale = this.m_drawScale; + s.beginPath(); + s.strokeStyle = this._color(0xff0000, this.m_alpha); + s.moveTo(xf.position.x * drawScale, xf.position.y * drawScale); + s.lineTo((xf.position.x + this.m_xformScale * xf.R.col1.x) * drawScale, (xf.position.y + this.m_xformScale * xf.R.col1.y) * drawScale); + + s.strokeStyle = this._color(0xff00, this.m_alpha); + s.moveTo(xf.position.x * drawScale, xf.position.y * drawScale); + s.lineTo((xf.position.x + this.m_xformScale * xf.R.col2.x) * drawScale, (xf.position.y + this.m_xformScale * xf.R.col2.y) * drawScale); + s.closePath(); + s.stroke(); + }; +})(); //post-definitions +var i; +for (i = 0; i < Box2D.postDefs.length; ++i) Box2D.postDefs[i](); +delete Box2D.postDefs; \ No newline at end of file diff --git a/lib/Box2d/Box2dWeb-2.1.a.3.min.js b/lib/Box2d/Box2dWeb-2.1.a.3.min.js new file mode 100755 index 0000000..f005184 --- /dev/null +++ b/lib/Box2d/Box2dWeb-2.1.a.3.min.js @@ -0,0 +1,445 @@ +var Box2D={}; +(function(F,G){function K(){}if(!(Object.prototype.defineProperty instanceof Function)&&Object.prototype.__defineGetter__ instanceof Function&&Object.prototype.__defineSetter__ instanceof Function)Object.defineProperty=function(y,w,A){A.get instanceof Function&&y.__defineGetter__(w,A.get);A.set instanceof Function&&y.__defineSetter__(w,A.set)};F.inherit=function(y,w){K.prototype=w.prototype;y.prototype=new K;y.prototype.constructor=y};F.generateCallback=function(y,w){return function(){w.apply(y,arguments)}}; +F.NVector=function(y){if(y===G)y=0;for(var w=Array(y||0),A=0;A=0&&b>=0)&&this.lowerBound.IsValid()&&this.upperBound.IsValid()};B.prototype.GetCenter=function(){return new p((this.lowerBound.x+ +this.upperBound.x)/2,(this.lowerBound.y+this.upperBound.y)/2)};B.prototype.GetExtents=function(){return new p((this.upperBound.x-this.lowerBound.x)/2,(this.upperBound.y-this.lowerBound.y)/2)};B.prototype.Contains=function(b){var e=true;return e=(e=(e=(e=e&&this.lowerBound.x<=b.lowerBound.x)&&this.lowerBound.y<=b.lowerBound.y)&&b.upperBound.x<=this.upperBound.x)&&b.upperBound.y<=this.upperBound.y};B.prototype.RayCast=function(b,e){var f=-Number.MAX_VALUE,m=Number.MAX_VALUE,r=e.p1.x,s=e.p1.y,v=e.p2.x- +e.p1.x,t=e.p2.y-e.p1.y,x=Math.abs(t),C=b.normal,J=0,T=0,P=J=0;P=0;if(Math.abs(v)J){P=T;T=J;J=P;P=1}if(T>f){C.x=P;C.y=0;f=T}m=Math.min(m,J);if(f>m)return false}if(xJ){P=T;T=J;J=P;P=1}if(T>f){C.y=P;C.x=0;f= +T}m=Math.min(m,J);if(f>m)return false}b.fraction=f;return true};B.prototype.TestOverlap=function(b){var e=b.lowerBound.y-this.upperBound.y,f=this.lowerBound.y-b.upperBound.y;if(b.lowerBound.x-this.upperBound.x>0||e>0)return false;if(this.lowerBound.x-b.upperBound.x>0||f>0)return false;return true};B.Combine=function(b,e){var f=new B;f.Combine(b,e);return f};B.prototype.Combine=function(b,e){this.lowerBound.x=Math.min(b.lowerBound.x,e.lowerBound.x);this.lowerBound.y=Math.min(b.lowerBound.y,e.lowerBound.y); +this.upperBound.x=Math.max(b.upperBound.x,e.upperBound.x);this.upperBound.y=Math.max(b.upperBound.y,e.upperBound.y)};Q.b2Bound=function(){};Q.prototype.IsLower=function(){return(this.value&1)==0};Q.prototype.IsUpper=function(){return(this.value&1)==1};Q.prototype.Swap=function(b){var e=this.value,f=this.proxy,m=this.stabbingCount;this.value=b.value;this.proxy=b.proxy;this.stabbingCount=b.stabbingCount;b.value=e;b.proxy=f;b.stabbingCount=m};V.b2BoundValues=function(){};V.prototype.b2BoundValues=function(){this.lowerValues= +new Vector_a2j_Number;this.lowerValues[0]=0;this.lowerValues[1]=0;this.upperValues=new Vector_a2j_Number;this.upperValues[0]=0;this.upperValues[1]=0};M.b2Collision=function(){};M.ClipSegmentToLine=function(b,e,f,m){if(m===undefined)m=0;var r,s=0;r=e[0];var v=r.v;r=e[1];var t=r.v,x=f.x*v.x+f.y*v.y-m;r=f.x*t.x+f.y*t.y-m;x<=0&&b[s++].Set(e[0]);r<=0&&b[s++].Set(e[1]);if(x*r<0){f=x/(x-r);r=b[s];r=r.v;r.x=v.x+f*(t.x-v.x);r.y=v.y+f*(t.y-v.y);r=b[s];r.id=(x>0?e[0]:e[1]).id;++s}return s};M.EdgeSeparation= +function(b,e,f,m,r){if(f===undefined)f=0;parseInt(b.m_vertexCount);var s=b.m_vertices;b=b.m_normals;var v=parseInt(m.m_vertexCount),t=m.m_vertices,x,C;x=e.R;C=b[f];b=x.col1.x*C.x+x.col2.x*C.y;m=x.col1.y*C.x+x.col2.y*C.y;x=r.R;var J=x.col1.x*b+x.col1.y*m;x=x.col2.x*b+x.col2.y*m;for(var T=0,P=Number.MAX_VALUE,X=0;XT){T=t;C=P}}v=M.EdgeSeparation(e,f,C,m,r);t=parseInt(C-1>=0?C-1:s-1);x=M.EdgeSeparation(e,f,t,m,r);J=parseInt(C+1v&&x>T){$=-1;P=t;X=x}else if(T>v){$=1;P=J;X=T}else{b[0]=C;return v}for(;;){C=$==-1?P-1>=0?P-1:s-1:P+1X){P=C;X=v}else break}b[0]=P;return X};M.FindIncidentEdge=function(b,e,f,m,r,s){if(m===undefined)m=0;parseInt(e.m_vertexCount);var v=e.m_normals,t=parseInt(r.m_vertexCount); +e=r.m_vertices;r=r.m_normals;var x;x=f.R;f=v[m];v=x.col1.x*f.x+x.col2.x*f.y;var C=x.col1.y*f.x+x.col2.y*f.y;x=s.R;f=x.col1.x*v+x.col1.y*C;C=x.col2.x*v+x.col2.y*C;v=f;x=0;for(var J=Number.MAX_VALUE,T=0;Tv)){var x=0;M.s_edgeBO[0]=x;var C=M.FindMaxSeparation(M.s_edgeBO, +m,r,e,f);x=M.s_edgeBO[0];if(!(C>v)){var J=0,T=0;if(C>0.98*t+0.0010){t=m;m=e;e=r;f=f;J=x;b.m_type=E.e_faceB;T=1}else{t=e;m=m;e=f;f=r;J=s;b.m_type=E.e_faceA;T=0}s=M.s_incidentEdge;M.FindIncidentEdge(s,t,e,J,m,f);x=parseInt(t.m_vertexCount);r=t.m_vertices;t=r[J];var P;P=J+1s*s)){b.m_type=E.e_circles;b.m_localPoint.SetV(e.m_p);b.m_localPlaneNormal.SetZero();b.m_pointCount=1;b.m_points[0].m_localPoint.SetV(m.m_p);b.m_points[0].m_id.key=0}};M.CollidePolygonAndCircle=function(b,e,f,m,r){var s=b.m_pointCount=0,v=0,t,x;x=r.R;t=m.m_p;var C=r.position.y+(x.col1.y*t.x+x.col2.y*t.y);s=r.position.x+(x.col1.x*t.x+x.col2.x*t.y)-f.position.x;v=C-f.position.y;x=f.R;f=s* +x.col1.x+v*x.col1.y;x=s*x.col2.x+v*x.col2.y;var J=0;C=-Number.MAX_VALUE;r=e.m_radius+m.m_radius;var T=parseInt(e.m_vertexCount),P=e.m_vertices;e=e.m_normals;for(var X=0;Xr)return;if(s>C){C=s;J=X}}s=parseInt(J);v=parseInt(s+1r*r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=f-t.x;b.m_localPlaneNormal.y=x-t.y;b.m_localPlaneNormal.Normalize();b.m_localPoint.SetV(t)}else if(C<=0){if((f-P.x)*(f-P.x)+(x-P.y)*(x-P.y)>r*r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=f-P.x;b.m_localPlaneNormal.y=x-P.y;b.m_localPlaneNormal.Normalize();b.m_localPoint.SetV(P)}else{J=0.5*(t.x+P.x);t=0.5*(t.y+P.y);C=(f-J)*e[s].x+ +(x-t)*e[s].y;if(C>r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=e[s].x;b.m_localPlaneNormal.y=e[s].y;b.m_localPlaneNormal.Normalize();b.m_localPoint.Set(J,t)}}b.m_points[0].m_localPoint.SetV(m.m_p);b.m_points[0].m_id.key=0};M.TestOverlap=function(b,e){var f=e.lowerBound,m=b.upperBound,r=f.x-m.x,s=f.y-m.y;f=b.lowerBound;m=e.upperBound;var v=f.y-m.y;if(r>0||s>0)return false;if(f.x-m.x>0||v>0)return false;return true};Box2D.postDefs.push(function(){Box2D.Collision.b2Collision.s_incidentEdge= +M.MakeClipPointVector();Box2D.Collision.b2Collision.s_clipPoints1=M.MakeClipPointVector();Box2D.Collision.b2Collision.s_clipPoints2=M.MakeClipPointVector();Box2D.Collision.b2Collision.s_edgeAO=new Vector_a2j_Number(1);Box2D.Collision.b2Collision.s_edgeBO=new Vector_a2j_Number(1);Box2D.Collision.b2Collision.s_localTangent=new p;Box2D.Collision.b2Collision.s_localNormal=new p;Box2D.Collision.b2Collision.s_planePoint=new p;Box2D.Collision.b2Collision.s_normal=new p;Box2D.Collision.b2Collision.s_tangent= +new p;Box2D.Collision.b2Collision.s_tangent2=new p;Box2D.Collision.b2Collision.s_v11=new p;Box2D.Collision.b2Collision.s_v12=new p;Box2D.Collision.b2Collision.b2CollidePolyTempVec=new p;Box2D.Collision.b2Collision.b2_nullFeature=255});L.b2ContactID=function(){this.features=new c};L.prototype.b2ContactID=function(){this.features._m_id=this};L.prototype.Set=function(b){this.key=b._key};L.prototype.Copy=function(){var b=new L;b.key=this.key;return b};Object.defineProperty(L.prototype,"key",{enumerable:false, +configurable:true,get:function(){return this._key}});Object.defineProperty(L.prototype,"key",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._key=b;this.features._referenceEdge=this._key&255;this.features._incidentEdge=(this._key&65280)>>8&255;this.features._incidentVertex=(this._key&16711680)>>16&255;this.features._flip=(this._key&4278190080)>>24&255}});I.b2ContactPoint=function(){this.position=new p;this.velocity=new p;this.normal=new p;this.id=new L};W.b2Distance= +function(){};W.Distance=function(b,e,f){++W.b2_gjkCalls;var m=f.proxyA,r=f.proxyB,s=f.transformA,v=f.transformB,t=W.s_simplex;t.ReadCache(e,m,s,r,v);var x=t.m_vertices,C=W.s_saveA,J=W.s_saveB,T=0;t.GetClosestPoint().LengthSquared();for(var P=0,X,$=0;$<20;){T=t.m_count;for(P=0;Pe+r&&b.distance>Number.MIN_VALUE){b.distance-=e+r;f=w.SubtractVV(b.pointB,b.pointA);f.Normalize();b.pointA.x+=e*f.x;b.pointA.y+=e*f.y;b.pointB.x-=r*f.x;b.pointB.y-=r*f.y}else{X=new p;X.x=0.5*(b.pointA.x+b.pointB.x);X.y=0.5*(b.pointA.y+b.pointB.y);b.pointA.x=b.pointB.x=X.x;b.pointA.y=b.pointB.y=X.y;b.distance=0}}};Box2D.postDefs.push(function(){Box2D.Collision.b2Distance.s_simplex=new h;Box2D.Collision.b2Distance.s_saveA= +new Vector_a2j_Number(3);Box2D.Collision.b2Distance.s_saveB=new Vector_a2j_Number(3)});Y.b2DistanceInput=function(){};k.b2DistanceOutput=function(){this.pointA=new p;this.pointB=new p};z.b2DistanceProxy=function(){};z.prototype.Set=function(b){switch(b.GetType()){case K.e_circleShape:b=b instanceof F?b:null;this.m_vertices=new Vector(1,true);this.m_vertices[0]=b.m_p;this.m_count=1;this.m_radius=b.m_radius;break;case K.e_polygonShape:b=b instanceof G?b:null;this.m_vertices=b.m_vertices;this.m_count= +b.m_vertexCount;this.m_radius=b.m_radius;break;default:y.b2Assert(false)}};z.prototype.GetSupport=function(b){for(var e=0,f=this.m_vertices[0].x*b.x+this.m_vertices[0].y*b.y,m=1;mf){e=m;f=r}}return e};z.prototype.GetSupportVertex=function(b){for(var e=0,f=this.m_vertices[0].x*b.x+this.m_vertices[0].y*b.y,m=1;mf){e=m;f=r}}return this.m_vertices[e]}; +z.prototype.GetVertexCount=function(){return this.m_count};z.prototype.GetVertex=function(b){if(b===undefined)b=0;y.b2Assert(0<=b&&b0?f.x:-f.x);f=y.b2_aabbExtension+y.b2_aabbMultiplier*(f.y>0?f.y:-f.y);b.aabb.lowerBound.x=e.lowerBound.x-m;b.aabb.lowerBound.y=e.lowerBound.y-f;b.aabb.upperBound.x=e.upperBound.x+ +m;b.aabb.upperBound.y=e.upperBound.y+f;this.InsertLeaf(b);return true};u.prototype.Rebalance=function(b){if(b===undefined)b=0;if(this.m_root!=null)for(var e=0;e>m&1?f.child2:f.child1;m=m+1&31}++this.m_path;this.RemoveLeaf(f);this.InsertLeaf(f)}};u.prototype.GetFatAABB=function(b){return b.aabb};u.prototype.GetUserData=function(b){return b.userData};u.prototype.Query=function(b,e){if(this.m_root!=null){var f=new Vector,m=0;for(f[m++]= +this.m_root;m>0;){var r=f[--m];if(r.aabb.TestOverlap(e))if(r.IsLeaf()){if(!b(r))break}else{f[m++]=r.child1;f[m++]=r.child2}}}};u.prototype.RayCast=function(b,e){if(this.m_root!=null){var f=e.p1,m=e.p2,r=w.SubtractVV(f,m);r.Normalize();r=w.CrossFV(1,r);var s=w.AbsV(r),v=e.maxFraction,t=new B,x=0,C=0;x=f.x+v*(m.x-f.x);C=f.y+v*(m.y-f.y);t.lowerBound.x=Math.min(f.x,x);t.lowerBound.y=Math.min(f.y,C);t.upperBound.x=Math.max(f.x,x);t.upperBound.y=Math.max(f.y,C);var J=new Vector,T=0;for(J[T++]=this.m_root;T> +0;){v=J[--T];if(v.aabb.TestOverlap(t)!=false){x=v.aabb.GetCenter();C=v.aabb.GetExtents();if(!(Math.abs(r.x*(f.x-x.x)+r.y*(f.y-x.y))-s.x*C.x-s.y*C.y>0))if(v.IsLeaf()){x=new S;x.p1=e.p1;x.p2=e.p2;x.maxFraction=e.maxFraction;v=b(x,v);if(v==0)break;if(v>0){x=f.x+v*(m.x-f.x);C=f.y+v*(m.y-f.y);t.lowerBound.x=Math.min(f.x,x);t.lowerBound.y=Math.min(f.y,C);t.upperBound.x=Math.max(f.x,x);t.upperBound.y=Math.max(f.y,C)}}else{J[T++]=v.child1;J[T++]=v.child2}}}}};u.prototype.AllocateNode=function(){if(this.m_freeList){var b= +this.m_freeList;this.m_freeList=b.parent;b.parent=null;b.child1=null;b.child2=null;return b}return new H};u.prototype.FreeNode=function(b){b.parent=this.m_freeList;this.m_freeList=b};u.prototype.InsertLeaf=function(b){++this.m_insertionCount;if(this.m_root==null){this.m_root=b;this.m_root.parent=null}else{var e=b.aabb.GetCenter(),f=this.m_root;if(f.IsLeaf()==false){do{var m=f.child1;f=f.child2;f=Math.abs((m.aabb.lowerBound.x+m.aabb.upperBound.x)/2-e.x)+Math.abs((m.aabb.lowerBound.y+m.aabb.upperBound.y)/ +2-e.y)=m?t:m;++e.m_pairCount;return true}, +r)}for(f=e.m_moveBuffer.length=0;fx){var J=r.x-this.p1.x,T=r.y-this.p1.y;r=J*f+T*t;if(0<=r&&r<=m*C){m=-s*T+v*J;if(-x*C<=m&&m<=C*(1+x)){r/=C;m=Math.sqrt(f*f+t*t);f/=m;t/=m;b[0]=r;e.Set(f, +t);return true}}}return false};Z.prototype.Extend=function(b){this.ExtendForward(b);this.ExtendBackward(b)};Z.prototype.ExtendForward=function(b){var e=this.p2.x-this.p1.x,f=this.p2.y-this.p1.y;b=Math.min(e>0?(b.upperBound.x-this.p1.x)/e:e<0?(b.lowerBound.x-this.p1.x)/e:Number.POSITIVE_INFINITY,f>0?(b.upperBound.y-this.p1.y)/f:f<0?(b.lowerBound.y-this.p1.y)/f:Number.POSITIVE_INFINITY);this.p2.x=this.p1.x+e*b;this.p2.y=this.p1.y+f*b};Z.prototype.ExtendBackward=function(b){var e=-this.p2.x+this.p1.x, +f=-this.p2.y+this.p1.y;b=Math.min(e>0?(b.upperBound.x-this.p2.x)/e:e<0?(b.lowerBound.x-this.p2.x)/e:Number.POSITIVE_INFINITY,f>0?(b.upperBound.y-this.p2.y)/f:f<0?(b.lowerBound.y-this.p2.y)/f:Number.POSITIVE_INFINITY);this.p1.x=this.p2.x+e*b;this.p1.y=this.p2.y+f*b};d.b2SeparationFunction=function(){this.m_localPoint=new p;this.m_axis=new p};d.prototype.Initialize=function(b,e,f,m,r){this.m_proxyA=e;this.m_proxyB=m;var s=parseInt(b.count);y.b2Assert(01){b=b.metric;s=this.GetMetric();if(s<0.5*b||2*b0?w.CrossFV(1,b):w.CrossVF(b,1);default:y.b2Assert(false);return new p}};h.prototype.GetClosestPoint= +function(){switch(this.m_count){case 0:y.b2Assert(false);return new p;case 1:return this.m_v1.w;case 2:return new p(this.m_v1.a*this.m_v1.w.x+this.m_v2.a*this.m_v2.w.x,this.m_v1.a*this.m_v1.w.y+this.m_v2.a*this.m_v2.w.y);default:y.b2Assert(false);return new p}};h.prototype.GetWitnessPoints=function(b,e){switch(this.m_count){case 0:y.b2Assert(false);break;case 1:b.SetV(this.m_v1.wA);e.SetV(this.m_v1.wB);break;case 2:b.x=this.m_v1.a*this.m_v1.wA.x+this.m_v2.a*this.m_v2.wA.x;b.y=this.m_v1.a*this.m_v1.wA.y+ +this.m_v2.a*this.m_v2.wA.y;e.x=this.m_v1.a*this.m_v1.wB.x+this.m_v2.a*this.m_v2.wB.x;e.y=this.m_v1.a*this.m_v1.wB.y+this.m_v2.a*this.m_v2.wB.y;break;case 3:e.x=b.x=this.m_v1.a*this.m_v1.wA.x+this.m_v2.a*this.m_v2.wA.x+this.m_v3.a*this.m_v3.wA.x;e.y=b.y=this.m_v1.a*this.m_v1.wA.y+this.m_v2.a*this.m_v2.wA.y+this.m_v3.a*this.m_v3.wA.y;break;default:y.b2Assert(false)}};h.prototype.GetMetric=function(){switch(this.m_count){case 0:y.b2Assert(false);return 0;case 1:return 0;case 2:return w.SubtractVV(this.m_v1.w, +this.m_v2.w).Length();case 3:return w.CrossVV(w.SubtractVV(this.m_v2.w,this.m_v1.w),w.SubtractVV(this.m_v3.w,this.m_v1.w));default:y.b2Assert(false);return 0}};h.prototype.Solve2=function(){var b=this.m_v1.w,e=this.m_v2.w,f=w.SubtractVV(e,b);b=-(b.x*f.x+b.y*f.y);if(b<=0)this.m_count=this.m_v1.a=1;else{e=e.x*f.x+e.y*f.y;if(e<=0){this.m_count=this.m_v2.a=1;this.m_v1.Set(this.m_v2)}else{f=1/(e+b);this.m_v1.a=e*f;this.m_v2.a=b*f;this.m_count=2}}};h.prototype.Solve3=function(){var b=this.m_v1.w,e=this.m_v2.w, +f=this.m_v3.w,m=w.SubtractVV(e,b),r=w.Dot(b,m),s=w.Dot(e,m);r=-r;var v=w.SubtractVV(f,b),t=w.Dot(b,v),x=w.Dot(f,v);t=-t;var C=w.SubtractVV(f,e),J=w.Dot(e,C);C=w.Dot(f,C);J=-J;v=w.CrossVV(m,v);m=v*w.CrossVV(e,f);f=v*w.CrossVV(f,b);b=v*w.CrossVV(b,e);if(r<=0&&t<=0)this.m_count=this.m_v1.a=1;else if(s>0&&r>0&&b<=0){x=1/(s+r);this.m_v1.a=s*x;this.m_v2.a=r*x;this.m_count=2}else if(x>0&&t>0&&f<=0){s=1/(x+t);this.m_v1.a=x*s;this.m_v3.a=t*s;this.m_count=2;this.m_v2.Set(this.m_v3)}else if(s<=0&&J<=0){this.m_count= +this.m_v2.a=1;this.m_v1.Set(this.m_v2)}else if(x<=0&&C<=0){this.m_count=this.m_v3.a=1;this.m_v1.Set(this.m_v3)}else if(C>0&&J>0&&m<=0){s=1/(C+J);this.m_v2.a=C*s;this.m_v3.a=J*s;this.m_count=2;this.m_v1.Set(this.m_v3)}else{s=1/(m+f+b);this.m_v1.a=m*s;this.m_v2.a=f*s;this.m_v3.a=b*s;this.m_count=3}};l.b2SimplexCache=function(){this.indexA=new Vector_a2j_Number(3);this.indexB=new Vector_a2j_Number(3)};j.b2SimplexVertex=function(){};j.prototype.Set=function(b){this.wA.SetV(b.wA);this.wB.SetV(b.wB);this.w.SetV(b.w); +this.a=b.a;this.indexA=b.indexA;this.indexB=b.indexB};o.b2TimeOfImpact=function(){};o.TimeOfImpact=function(b){++o.b2_toiCalls;var e=b.proxyA,f=b.proxyB,m=b.sweepA,r=b.sweepB;y.b2Assert(m.t0==r.t0);y.b2Assert(1-m.t0>Number.MIN_VALUE);var s=e.m_radius+f.m_radius;b=b.tolerance;var v=0,t=0,x=0;o.s_cache.count=0;for(o.s_distanceInput.useRadii=false;;){m.GetTransform(o.s_xfA,v);r.GetTransform(o.s_xfB,v);o.s_distanceInput.proxyA=e;o.s_distanceInput.proxyB=f;o.s_distanceInput.transformA=o.s_xfA;o.s_distanceInput.transformB= +o.s_xfB;W.Distance(o.s_distanceOutput,o.s_cache,o.s_distanceInput);if(o.s_distanceOutput.distance<=0){v=1;break}o.s_fcn.Initialize(o.s_cache,e,o.s_xfA,f,o.s_xfB);var C=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(C<=0){v=1;break}if(t==0)x=C>s?w.Max(s-b,0.75*s):w.Max(C-b,0.02*s);if(C-x<0.5*b){if(t==0){v=1;break}break}var J=v,T=v,P=1;C=C;m.GetTransform(o.s_xfA,P);r.GetTransform(o.s_xfB,P);var X=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(X>=x){v=1;break}for(var $=0;;){var ba=0;ba=$&1?T+(x-C)*(P-T)/(X-C):0.5*(T+P); +m.GetTransform(o.s_xfA,ba);r.GetTransform(o.s_xfB,ba);var ca=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(w.Abs(ca-x)<0.025*b){J=ba;break}if(ca>x){T=ba;C=ca}else{P=ba;X=ca}++$;++o.b2_toiRootIters;if($==50)break}o.b2_toiMaxRootIters=w.Max(o.b2_toiMaxRootIters,$);if(J<(1+100*Number.MIN_VALUE)*v)break;v=J;t++;++o.b2_toiIters;if(t==1E3)break}o.b2_toiMaxIters=w.Max(o.b2_toiMaxIters,t);return v};Box2D.postDefs.push(function(){Box2D.Collision.b2TimeOfImpact.b2_toiCalls=0;Box2D.Collision.b2TimeOfImpact.b2_toiIters= +0;Box2D.Collision.b2TimeOfImpact.b2_toiMaxIters=0;Box2D.Collision.b2TimeOfImpact.b2_toiRootIters=0;Box2D.Collision.b2TimeOfImpact.b2_toiMaxRootIters=0;Box2D.Collision.b2TimeOfImpact.s_cache=new l;Box2D.Collision.b2TimeOfImpact.s_distanceInput=new Y;Box2D.Collision.b2TimeOfImpact.s_xfA=new U;Box2D.Collision.b2TimeOfImpact.s_xfB=new U;Box2D.Collision.b2TimeOfImpact.s_fcn=new d;Box2D.Collision.b2TimeOfImpact.s_distanceOutput=new k});q.b2TOIInput=function(){this.proxyA=new z;this.proxyB=new z;this.sweepA= +new A;this.sweepB=new A};n.b2WorldManifold=function(){this.m_normal=new p};n.prototype.b2WorldManifold=function(){this.m_points=new Vector(y.b2_maxManifoldPoints);for(var b=0;bNumber.MIN_VALUE*Number.MIN_VALUE){x=Math.sqrt(x);this.m_normal.x=v/x;this.m_normal.y=t/x}else{this.m_normal.x=1;this.m_normal.y=0}v=e+f*this.m_normal.y;m=m-r*this.m_normal.y;this.m_points[0].x=0.5*(s+f*this.m_normal.x+(b-r*this.m_normal.x));this.m_points[0].y=0.5*(v+m);break;case E.e_faceA:t=e.R;v=b.m_localPlaneNormal;x=t.col1.x*v.x+t.col2.x*v.y;C=t.col1.y* +v.x+t.col2.y*v.y;t=e.R;v=b.m_localPoint;J=e.position.x+t.col1.x*v.x+t.col2.x*v.y;T=e.position.y+t.col1.y*v.x+t.col2.y*v.y;this.m_normal.x=x;this.m_normal.y=C;for(s=0;sthis.m_radius){D.SetV(u);return Math.PI*this.m_radius*this.m_radius}z=this.m_radius*this.m_radius;var O=H*H;H=z*(Math.asin(H/this.m_radius)+Math.PI/2)+H*Math.sqrt(z-O);z=-2/3*Math.pow(z-O,1.5)/H;D.x=u.x+k.x*z;D.y=u.y+k.y*z;return H};G.prototype.GetLocalPosition= +function(){return this.m_p};G.prototype.SetLocalPosition=function(k){this.m_p.SetV(k)};G.prototype.GetRadius=function(){return this.m_radius};G.prototype.SetRadius=function(k){if(k===undefined)k=0;this.m_radius=k};G.prototype.b2CircleShape=function(k){if(k===undefined)k=0;this.__super.b2Shape.call(this);this.m_type=U.e_circleShape;this.m_radius=k};K.b2EdgeChainDef=function(){};K.prototype.b2EdgeChainDef=function(){this.vertexCount=0;this.isALoop=true;this.vertices=[]};Box2D.inherit(y,Box2D.Collision.Shapes.b2Shape); +y.prototype.__super=Box2D.Collision.Shapes.b2Shape.prototype;y.b2EdgeShape=function(){Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this,arguments);this.s_supportVec=new V;this.m_v1=new V;this.m_v2=new V;this.m_coreV1=new V;this.m_coreV2=new V;this.m_normal=new V;this.m_direction=new V;this.m_cornerDir1=new V;this.m_cornerDir2=new V};y.prototype.TestPoint=function(){return false};y.prototype.RayCast=function(k,z,u){var D,H=z.p2.x-z.p1.x,O=z.p2.y-z.p1.y;D=u.R;var E=u.position.x+(D.col1.x*this.m_v1.x+ +D.col2.x*this.m_v1.y),R=u.position.y+(D.col1.y*this.m_v1.x+D.col2.y*this.m_v1.y),N=u.position.y+(D.col1.y*this.m_v2.x+D.col2.y*this.m_v2.y)-R;u=-(u.position.x+(D.col1.x*this.m_v2.x+D.col2.x*this.m_v2.y)-E);D=100*Number.MIN_VALUE;var S=-(H*N+O*u);if(S>D){E=z.p1.x-E;var aa=z.p1.y-R;R=E*N+aa*u;if(0<=R&&R<=z.maxFraction*S){z=-H*aa+O*E;if(-D*S<=z&&z<=S*(1+D)){R/=S;k.fraction=R;z=Math.sqrt(N*N+u*u);k.normal.x=N/z;k.normal.y=u/z;return true}}}return false};y.prototype.ComputeAABB=function(k,z){var u=z.R, +D=z.position.x+(u.col1.x*this.m_v1.x+u.col2.x*this.m_v1.y),H=z.position.y+(u.col1.y*this.m_v1.x+u.col2.y*this.m_v1.y),O=z.position.x+(u.col1.x*this.m_v2.x+u.col2.x*this.m_v2.y);u=z.position.y+(u.col1.y*this.m_v2.x+u.col2.y*this.m_v2.y);if(D0)if(k>0)return 0;else{O.x=-k/(E-k)*O.x+E/(E-k)*u.x;O.y=-k/(E-k)*O.y+E/(E-k)*u.y}else if(k>0){u.x=-k/(E-k)*O.x+E/(E-k)*u.x;u.y=-k/(E-k)*O.y+E/(E-k)*u.y}D.x=(H.x+O.x+u.x)/3;D.y=(H.y+O.y+u.y)/3;return 0.5*((O.x-H.x)*(u.y-H.y)-(O.y-H.y)*(u.x-H.x))};y.prototype.GetLength=function(){return this.m_length};y.prototype.GetVertex1=function(){return this.m_v1};y.prototype.GetVertex2= +function(){return this.m_v2};y.prototype.GetCoreVertex1=function(){return this.m_coreV1};y.prototype.GetCoreVertex2=function(){return this.m_coreV2};y.prototype.GetNormalVector=function(){return this.m_normal};y.prototype.GetDirectionVector=function(){return this.m_direction};y.prototype.GetCorner1Vector=function(){return this.m_cornerDir1};y.prototype.GetCorner2Vector=function(){return this.m_cornerDir2};y.prototype.Corner1IsConvex=function(){return this.m_cornerConvex1};y.prototype.Corner2IsConvex= +function(){return this.m_cornerConvex2};y.prototype.GetFirstVertex=function(k){var z=k.R;return new V(k.position.x+(z.col1.x*this.m_coreV1.x+z.col2.x*this.m_coreV1.y),k.position.y+(z.col1.y*this.m_coreV1.x+z.col2.y*this.m_coreV1.y))};y.prototype.GetNextEdge=function(){return this.m_nextEdge};y.prototype.GetPrevEdge=function(){return this.m_prevEdge};y.prototype.Support=function(k,z,u){if(z===undefined)z=0;if(u===undefined)u=0;var D=k.R,H=k.position.x+(D.col1.x*this.m_coreV1.x+D.col2.x*this.m_coreV1.y), +O=k.position.y+(D.col1.y*this.m_coreV1.x+D.col2.y*this.m_coreV1.y),E=k.position.x+(D.col1.x*this.m_coreV2.x+D.col2.x*this.m_coreV2.y);k=k.position.y+(D.col1.y*this.m_coreV2.x+D.col2.y*this.m_coreV2.y);if(H*z+O*u>E*z+k*u){this.s_supportVec.x=H;this.s_supportVec.y=O}else{this.s_supportVec.x=E;this.s_supportVec.y=k}return this.s_supportVec};y.prototype.b2EdgeShape=function(k,z){this.__super.b2Shape.call(this);this.m_type=U.e_edgeShape;this.m_nextEdge=this.m_prevEdge=null;this.m_v1=k;this.m_v2=z;this.m_direction.Set(this.m_v2.x- +this.m_v1.x,this.m_v2.y-this.m_v1.y);this.m_length=this.m_direction.Normalize();this.m_normal.Set(this.m_direction.y,-this.m_direction.x);this.m_coreV1.Set(-F.b2_toiSlop*(this.m_normal.x-this.m_direction.x)+this.m_v1.x,-F.b2_toiSlop*(this.m_normal.y-this.m_direction.y)+this.m_v1.y);this.m_coreV2.Set(-F.b2_toiSlop*(this.m_normal.x+this.m_direction.x)+this.m_v2.x,-F.b2_toiSlop*(this.m_normal.y+this.m_direction.y)+this.m_v2.y);this.m_cornerDir1=this.m_normal;this.m_cornerDir2.Set(-this.m_normal.x,-this.m_normal.y)}; +y.prototype.SetPrevEdge=function(k,z,u,D){this.m_prevEdge=k;this.m_coreV1=z;this.m_cornerDir1=u;this.m_cornerConvex1=D};y.prototype.SetNextEdge=function(k,z,u,D){this.m_nextEdge=k;this.m_coreV2=z;this.m_cornerDir2=u;this.m_cornerConvex2=D};w.b2MassData=function(){this.mass=0;this.center=new V(0,0);this.I=0};Box2D.inherit(A,Box2D.Collision.Shapes.b2Shape);A.prototype.__super=Box2D.Collision.Shapes.b2Shape.prototype;A.b2PolygonShape=function(){Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this,arguments)}; +A.prototype.Copy=function(){var k=new A;k.Set(this);return k};A.prototype.Set=function(k){this.__super.Set.call(this,k);if(Box2D.is(k,A)){k=k instanceof A?k:null;this.m_centroid.SetV(k.m_centroid);this.m_vertexCount=k.m_vertexCount;this.Reserve(this.m_vertexCount);for(var z=0;zNumber.MIN_VALUE);this.m_normals[u].SetV(B.CrossVF(D, +1));this.m_normals[u].Normalize()}this.m_centroid=A.ComputeCentroid(this.m_vertices,this.m_vertexCount)};A.AsVector=function(k,z){if(z===undefined)z=0;var u=new A;u.SetAsVector(k,z);return u};A.prototype.SetAsBox=function(k,z){if(k===undefined)k=0;if(z===undefined)z=0;this.m_vertexCount=4;this.Reserve(4);this.m_vertices[0].Set(-k,-z);this.m_vertices[1].Set(k,-z);this.m_vertices[2].Set(k,z);this.m_vertices[3].Set(-k,z);this.m_normals[0].Set(0,-1);this.m_normals[1].Set(1,0);this.m_normals[2].Set(0, +1);this.m_normals[3].Set(-1,0);this.m_centroid.SetZero()};A.AsBox=function(k,z){if(k===undefined)k=0;if(z===undefined)z=0;var u=new A;u.SetAsBox(k,z);return u};A.prototype.SetAsOrientedBox=function(k,z,u,D){if(k===undefined)k=0;if(z===undefined)z=0;if(u===undefined)u=null;if(D===undefined)D=0;this.m_vertexCount=4;this.Reserve(4);this.m_vertices[0].Set(-k,-z);this.m_vertices[1].Set(k,-z);this.m_vertices[2].Set(k,z);this.m_vertices[3].Set(-k,z);this.m_normals[0].Set(0,-1);this.m_normals[1].Set(1,0); +this.m_normals[2].Set(0,1);this.m_normals[3].Set(-1,0);this.m_centroid=u;k=new Q;k.position=u;k.R.Set(D);for(u=0;u0)return false}return true};A.prototype.RayCast=function(k,z,u){var D=0,H=z.maxFraction,O=0,E=0,R,N;O=z.p1.x-u.position.x;E=z.p1.y-u.position.y;R=u.R;var S=O*R.col1.x+E*R.col1.y,aa=O*R.col2.x+E*R.col2.y;O=z.p2.x-u.position.x;E=z.p2.y-u.position.y;R=u.R;z=O*R.col1.x+E*R.col1.y-S;R=O*R.col2.x+E*R.col2.y-aa;for(var Z=parseInt(-1),d=0;d0&&O=0){k.fraction=D;R=u.R;N=this.m_normals[Z];k.normal.x=R.col1.x*N.x+R.col2.x*N.y;k.normal.y=R.col1.y*N.x+R.col2.y*N.y;return true}return false};A.prototype.ComputeAABB=function(k,z){for(var u=z.R,D=this.m_vertices[0],H=z.position.x+(u.col1.x*D.x+u.col2.x*D.y),O=z.position.y+(u.col1.y*D.x+u.col2.y*D.y),E=H,R=O,N=1;NS?E:S;R=R>D?R:D}k.lowerBound.x=H-this.m_radius;k.lowerBound.y=O-this.m_radius;k.upperBound.x=E+this.m_radius;k.upperBound.y=R+this.m_radius};A.prototype.ComputeMass=function(k,z){if(z===undefined)z=0;if(this.m_vertexCount==2){k.center.x=0.5*(this.m_vertices[0].x+this.m_vertices[1].x);k.center.y=0.5*(this.m_vertices[0].y+this.m_vertices[1].y);k.mass=0;k.I=0}else{for(var u=0,D=0,H=0,O=0,E=1/3,R=0;R0)if(aa){if(!S){N=k-1;R++}}else if(S){z=k-1;R++}S=aa}switch(R){case 0:if(S){k=new w;this.ComputeMass(k,1);D.SetV(B.MulX(u,k.center));return k.mass}else return 0;case 1:if(N==-1)N=this.m_vertexCount-1;else z=this.m_vertexCount-1}k=parseInt((N+1)%this.m_vertexCount);H=parseInt((z+1)%this.m_vertexCount);O=(0-E[N])/(E[k]-E[N]);E=(0-E[z])/(E[H]-E[z]);N=new V(this.m_vertices[N].x* +(1-O)+this.m_vertices[k].x*O,this.m_vertices[N].y*(1-O)+this.m_vertices[k].y*O);z=new V(this.m_vertices[z].x*(1-E)+this.m_vertices[H].x*E,this.m_vertices[z].y*(1-E)+this.m_vertices[H].y*E);E=0;O=new V;R=this.m_vertices[k];for(k=k;k!=H;){k=(k+1)%this.m_vertexCount;S=k==H?z:this.m_vertices[k];aa=0.5*((R.x-N.x)*(S.y-N.y)-(R.y-N.y)*(S.x-N.x));E+=aa;O.x+=aa*(N.x+R.x+S.x)/3;O.y+=aa*(N.y+R.y+S.y)/3;R=S}O.Multiply(1/E);D.SetV(B.MulX(u,O));return E};A.prototype.GetVertexCount=function(){return this.m_vertexCount}; +A.prototype.GetVertices=function(){return this.m_vertices};A.prototype.GetNormals=function(){return this.m_normals};A.prototype.GetSupport=function(k){for(var z=0,u=this.m_vertices[0].x*k.x+this.m_vertices[0].y*k.y,D=1;Du){z=D;u=H}}return z};A.prototype.GetSupportVertex=function(k){for(var z=0,u=this.m_vertices[0].x*k.x+this.m_vertices[0].y*k.y,D=1;Du){z=D;u=H}}return this.m_vertices[z]};A.prototype.Validate=function(){return false};A.prototype.b2PolygonShape=function(){this.__super.b2Shape.call(this);this.m_type=U.e_polygonShape;this.m_centroid=new V;this.m_vertices=new Vector;this.m_normals=new Vector};A.prototype.Reserve=function(k){if(k===undefined)k=0;for(var z=parseInt(this.m_vertices.length);zd)d=q;if(j>h)h=j}l=(d-N)*(h-Z);if(l<0.95*z){z=l;k.R.col1.x=E;k.R.col1.y=R;k.R.col2.x=S;k.R.col2.y=aa;E=0.5*(N+d);R=0.5*(Z+h);S=k.R;k.center.x=O.x+(S.col1.x*E+S.col2.x*R);k.center.y=O.y+(S.col1.y*E+S.col2.y*R);k.extents.x=0.5*(d-N);k.extents.y=0.5*(h-Z)}}};Box2D.postDefs.push(function(){Box2D.Collision.Shapes.b2PolygonShape.s_mat=new p});U.b2Shape=function(){};U.prototype.Copy=function(){return null};U.prototype.Set=function(k){this.m_radius= +k.m_radius};U.prototype.GetType=function(){return this.m_type};U.prototype.TestPoint=function(){return false};U.prototype.RayCast=function(){return false};U.prototype.ComputeAABB=function(){};U.prototype.ComputeMass=function(){};U.prototype.ComputeSubmergedArea=function(){return 0};U.TestOverlap=function(k,z,u,D){var H=new L;H.proxyA=new W;H.proxyA.Set(k);H.proxyB=new W;H.proxyB.Set(u);H.transformA=z;H.transformB=D;H.useRadii=true;k=new Y;k.count=0;z=new I;M.Distance(z,k,H);return z.distance<10*Number.MIN_VALUE}; +U.prototype.b2Shape=function(){this.m_type=U.e_unknownShape;this.m_radius=F.b2_linearSlop};Box2D.postDefs.push(function(){Box2D.Collision.Shapes.b2Shape.e_unknownShape=parseInt(-1);Box2D.Collision.Shapes.b2Shape.e_circleShape=0;Box2D.Collision.Shapes.b2Shape.e_polygonShape=1;Box2D.Collision.Shapes.b2Shape.e_edgeShape=2;Box2D.Collision.Shapes.b2Shape.e_shapeTypeCount=3;Box2D.Collision.Shapes.b2Shape.e_hitCollide=1;Box2D.Collision.Shapes.b2Shape.e_missCollide=0;Box2D.Collision.Shapes.b2Shape.e_startsInsideCollide= +parseInt(-1)})})(); +(function(){var F=Box2D.Common.b2Color,G=Box2D.Common.b2Settings,K=Box2D.Common.Math.b2Math;F.b2Color=function(){this._b=this._g=this._r=0};F.prototype.b2Color=function(y,w,A){if(y===undefined)y=0;if(w===undefined)w=0;if(A===undefined)A=0;this._r=Box2D.parseUInt(255*K.Clamp(y,0,1));this._g=Box2D.parseUInt(255*K.Clamp(w,0,1));this._b=Box2D.parseUInt(255*K.Clamp(A,0,1))};F.prototype.Set=function(y,w,A){if(y===undefined)y=0;if(w===undefined)w=0;if(A===undefined)A=0;this._r=Box2D.parseUInt(255*K.Clamp(y, +0,1));this._g=Box2D.parseUInt(255*K.Clamp(w,0,1));this._b=Box2D.parseUInt(255*K.Clamp(A,0,1))};Object.defineProperty(F.prototype,"r",{enumerable:false,configurable:true,set:function(y){if(y===undefined)y=0;this._r=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"g",{enumerable:false,configurable:true,set:function(y){if(y===undefined)y=0;this._g=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"b",{enumerable:false,configurable:true,set:function(y){if(y=== +undefined)y=0;this._b=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"color",{enumerable:false,configurable:true,get:function(){return this._r<<16|this._g<<8|this._b}});G.b2Settings=function(){};G.b2MixFriction=function(y,w){if(y===undefined)y=0;if(w===undefined)w=0;return Math.sqrt(y*w)};G.b2MixRestitution=function(y,w){if(y===undefined)y=0;if(w===undefined)w=0;return y>w?y:w};G.b2Assert=function(y){if(!y)throw"Assertion Failed";};Box2D.postDefs.push(function(){Box2D.Common.b2Settings.VERSION= +"2.1alpha";Box2D.Common.b2Settings.USHRT_MAX=65535;Box2D.Common.b2Settings.b2_pi=Math.PI;Box2D.Common.b2Settings.b2_maxManifoldPoints=2;Box2D.Common.b2Settings.b2_aabbExtension=0.1;Box2D.Common.b2Settings.b2_aabbMultiplier=2;Box2D.Common.b2Settings.b2_polygonRadius=2*G.b2_linearSlop;Box2D.Common.b2Settings.b2_linearSlop=0.0050;Box2D.Common.b2Settings.b2_angularSlop=2/180*G.b2_pi;Box2D.Common.b2Settings.b2_toiSlop=8*G.b2_linearSlop;Box2D.Common.b2Settings.b2_maxTOIContactsPerIsland=32;Box2D.Common.b2Settings.b2_maxTOIJointsPerIsland= +32;Box2D.Common.b2Settings.b2_velocityThreshold=1;Box2D.Common.b2Settings.b2_maxLinearCorrection=0.2;Box2D.Common.b2Settings.b2_maxAngularCorrection=8/180*G.b2_pi;Box2D.Common.b2Settings.b2_maxTranslation=2;Box2D.Common.b2Settings.b2_maxTranslationSquared=G.b2_maxTranslation*G.b2_maxTranslation;Box2D.Common.b2Settings.b2_maxRotation=0.5*G.b2_pi;Box2D.Common.b2Settings.b2_maxRotationSquared=G.b2_maxRotation*G.b2_maxRotation;Box2D.Common.b2Settings.b2_contactBaumgarte=0.2;Box2D.Common.b2Settings.b2_timeToSleep= +0.5;Box2D.Common.b2Settings.b2_linearSleepTolerance=0.01;Box2D.Common.b2Settings.b2_angularSleepTolerance=2/180*G.b2_pi})})(); +(function(){var F=Box2D.Common.Math.b2Mat22,G=Box2D.Common.Math.b2Mat33,K=Box2D.Common.Math.b2Math,y=Box2D.Common.Math.b2Sweep,w=Box2D.Common.Math.b2Transform,A=Box2D.Common.Math.b2Vec2,U=Box2D.Common.Math.b2Vec3;F.b2Mat22=function(){this.col1=new A;this.col2=new A};F.prototype.b2Mat22=function(){this.SetIdentity()};F.FromAngle=function(p){if(p===undefined)p=0;var B=new F;B.Set(p);return B};F.FromVV=function(p,B){var Q=new F;Q.SetVV(p,B);return Q};F.prototype.Set=function(p){if(p===undefined)p=0; +var B=Math.cos(p);p=Math.sin(p);this.col1.x=B;this.col2.x=-p;this.col1.y=p;this.col2.y=B};F.prototype.SetVV=function(p,B){this.col1.SetV(p);this.col2.SetV(B)};F.prototype.Copy=function(){var p=new F;p.SetM(this);return p};F.prototype.SetM=function(p){this.col1.SetV(p.col1);this.col2.SetV(p.col2)};F.prototype.AddM=function(p){this.col1.x+=p.col1.x;this.col1.y+=p.col1.y;this.col2.x+=p.col2.x;this.col2.y+=p.col2.y};F.prototype.SetIdentity=function(){this.col1.x=1;this.col2.x=0;this.col1.y=0;this.col2.y= +1};F.prototype.SetZero=function(){this.col1.x=0;this.col2.x=0;this.col1.y=0;this.col2.y=0};F.prototype.GetAngle=function(){return Math.atan2(this.col1.y,this.col1.x)};F.prototype.GetInverse=function(p){var B=this.col1.x,Q=this.col2.x,V=this.col1.y,M=this.col2.y,L=B*M-Q*V;if(L!=0)L=1/L;p.col1.x=L*M;p.col2.x=-L*Q;p.col1.y=-L*V;p.col2.y=L*B;return p};F.prototype.Solve=function(p,B,Q){if(B===undefined)B=0;if(Q===undefined)Q=0;var V=this.col1.x,M=this.col2.x,L=this.col1.y,I=this.col2.y,W=V*I-M*L;if(W!= +0)W=1/W;p.x=W*(I*B-M*Q);p.y=W*(V*Q-L*B);return p};F.prototype.Abs=function(){this.col1.Abs();this.col2.Abs()};G.b2Mat33=function(){this.col1=new U;this.col2=new U;this.col3=new U};G.prototype.b2Mat33=function(p,B,Q){if(p===undefined)p=null;if(B===undefined)B=null;if(Q===undefined)Q=null;if(!p&&!B&&!Q){this.col1.SetZero();this.col2.SetZero();this.col3.SetZero()}else{this.col1.SetV(p);this.col2.SetV(B);this.col3.SetV(Q)}};G.prototype.SetVVV=function(p,B,Q){this.col1.SetV(p);this.col2.SetV(B);this.col3.SetV(Q)}; +G.prototype.Copy=function(){return new G(this.col1,this.col2,this.col3)};G.prototype.SetM=function(p){this.col1.SetV(p.col1);this.col2.SetV(p.col2);this.col3.SetV(p.col3)};G.prototype.AddM=function(p){this.col1.x+=p.col1.x;this.col1.y+=p.col1.y;this.col1.z+=p.col1.z;this.col2.x+=p.col2.x;this.col2.y+=p.col2.y;this.col2.z+=p.col2.z;this.col3.x+=p.col3.x;this.col3.y+=p.col3.y;this.col3.z+=p.col3.z};G.prototype.SetIdentity=function(){this.col1.x=1;this.col2.x=0;this.col3.x=0;this.col1.y=0;this.col2.y= +1;this.col3.y=0;this.col1.z=0;this.col2.z=0;this.col3.z=1};G.prototype.SetZero=function(){this.col1.x=0;this.col2.x=0;this.col3.x=0;this.col1.y=0;this.col2.y=0;this.col3.y=0;this.col1.z=0;this.col2.z=0;this.col3.z=0};G.prototype.Solve22=function(p,B,Q){if(B===undefined)B=0;if(Q===undefined)Q=0;var V=this.col1.x,M=this.col2.x,L=this.col1.y,I=this.col2.y,W=V*I-M*L;if(W!=0)W=1/W;p.x=W*(I*B-M*Q);p.y=W*(V*Q-L*B);return p};G.prototype.Solve33=function(p,B,Q,V){if(B===undefined)B=0;if(Q===undefined)Q=0; +if(V===undefined)V=0;var M=this.col1.x,L=this.col1.y,I=this.col1.z,W=this.col2.x,Y=this.col2.y,k=this.col2.z,z=this.col3.x,u=this.col3.y,D=this.col3.z,H=M*(Y*D-k*u)+L*(k*z-W*D)+I*(W*u-Y*z);if(H!=0)H=1/H;p.x=H*(B*(Y*D-k*u)+Q*(k*z-W*D)+V*(W*u-Y*z));p.y=H*(M*(Q*D-V*u)+L*(V*z-B*D)+I*(B*u-Q*z));p.z=H*(M*(Y*V-k*Q)+L*(k*B-W*V)+I*(W*Q-Y*B));return p};K.b2Math=function(){};K.IsValid=function(p){if(p===undefined)p=0;return isFinite(p)};K.Dot=function(p,B){return p.x*B.x+p.y*B.y};K.CrossVV=function(p,B){return p.x* +B.y-p.y*B.x};K.CrossVF=function(p,B){if(B===undefined)B=0;return new A(B*p.y,-B*p.x)};K.CrossFV=function(p,B){if(p===undefined)p=0;return new A(-p*B.y,p*B.x)};K.MulMV=function(p,B){return new A(p.col1.x*B.x+p.col2.x*B.y,p.col1.y*B.x+p.col2.y*B.y)};K.MulTMV=function(p,B){return new A(K.Dot(B,p.col1),K.Dot(B,p.col2))};K.MulX=function(p,B){var Q=K.MulMV(p.R,B);Q.x+=p.position.x;Q.y+=p.position.y;return Q};K.MulXT=function(p,B){var Q=K.SubtractVV(B,p.position),V=Q.x*p.R.col1.x+Q.y*p.R.col1.y;Q.y=Q.x* +p.R.col2.x+Q.y*p.R.col2.y;Q.x=V;return Q};K.AddVV=function(p,B){return new A(p.x+B.x,p.y+B.y)};K.SubtractVV=function(p,B){return new A(p.x-B.x,p.y-B.y)};K.Distance=function(p,B){var Q=p.x-B.x,V=p.y-B.y;return Math.sqrt(Q*Q+V*V)};K.DistanceSquared=function(p,B){var Q=p.x-B.x,V=p.y-B.y;return Q*Q+V*V};K.MulFV=function(p,B){if(p===undefined)p=0;return new A(p*B.x,p*B.y)};K.AddMM=function(p,B){return F.FromVV(K.AddVV(p.col1,B.col1),K.AddVV(p.col2,B.col2))};K.MulMM=function(p,B){return F.FromVV(K.MulMV(p, +B.col1),K.MulMV(p,B.col2))};K.MulTMM=function(p,B){var Q=new A(K.Dot(p.col1,B.col1),K.Dot(p.col2,B.col1)),V=new A(K.Dot(p.col1,B.col2),K.Dot(p.col2,B.col2));return F.FromVV(Q,V)};K.Abs=function(p){if(p===undefined)p=0;return p>0?p:-p};K.AbsV=function(p){return new A(K.Abs(p.x),K.Abs(p.y))};K.AbsM=function(p){return F.FromVV(K.AbsV(p.col1),K.AbsV(p.col2))};K.Min=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;return pB?p:B};K.MaxV=function(p,B){return new A(K.Max(p.x,B.x),K.Max(p.y,B.y))};K.Clamp=function(p,B,Q){if(p===undefined)p=0;if(B===undefined)B=0;if(Q===undefined)Q=0;return pQ?Q:p};K.ClampV=function(p,B,Q){return K.MaxV(B,K.MinV(p,Q))};K.Swap=function(p,B){var Q=p[0];p[0]=B[0];B[0]=Q};K.Random=function(){return Math.random()*2-1};K.RandomRange=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;var Q=Math.random();return Q= +(B-p)*Q+p};K.NextPowerOfTwo=function(p){if(p===undefined)p=0;p|=p>>1&2147483647;p|=p>>2&1073741823;p|=p>>4&268435455;p|=p>>8&16777215;p|=p>>16&65535;return p+1};K.IsPowerOfTwo=function(p){if(p===undefined)p=0;return p>0&&(p&p-1)==0};Box2D.postDefs.push(function(){Box2D.Common.Math.b2Math.b2Vec2_zero=new A(0,0);Box2D.Common.Math.b2Math.b2Mat22_identity=F.FromVV(new A(1,0),new A(0,1));Box2D.Common.Math.b2Math.b2Transform_identity=new w(K.b2Vec2_zero,K.b2Mat22_identity)});y.b2Sweep=function(){this.localCenter= +new A;this.c0=new A;this.c=new A};y.prototype.Set=function(p){this.localCenter.SetV(p.localCenter);this.c0.SetV(p.c0);this.c.SetV(p.c);this.a0=p.a0;this.a=p.a;this.t0=p.t0};y.prototype.Copy=function(){var p=new y;p.localCenter.SetV(this.localCenter);p.c0.SetV(this.c0);p.c.SetV(this.c);p.a0=this.a0;p.a=this.a;p.t0=this.t0;return p};y.prototype.GetTransform=function(p,B){if(B===undefined)B=0;p.position.x=(1-B)*this.c0.x+B*this.c.x;p.position.y=(1-B)*this.c0.y+B*this.c.y;p.R.Set((1-B)*this.a0+B*this.a); +var Q=p.R;p.position.x-=Q.col1.x*this.localCenter.x+Q.col2.x*this.localCenter.y;p.position.y-=Q.col1.y*this.localCenter.x+Q.col2.y*this.localCenter.y};y.prototype.Advance=function(p){if(p===undefined)p=0;if(this.t0Number.MIN_VALUE){var B=(p-this.t0)/(1-this.t0);this.c0.x=(1-B)*this.c0.x+B*this.c.x;this.c0.y=(1-B)*this.c0.y+B*this.c.y;this.a0=(1-B)*this.a0+B*this.a;this.t0=p}};w.b2Transform=function(){this.position=new A;this.R=new F};w.prototype.b2Transform=function(p,B){if(p===undefined)p= +null;if(B===undefined)B=null;if(p){this.position.SetV(p);this.R.SetM(B)}};w.prototype.Initialize=function(p,B){this.position.SetV(p);this.R.SetM(B)};w.prototype.SetIdentity=function(){this.position.SetZero();this.R.SetIdentity()};w.prototype.Set=function(p){this.position.SetV(p.position);this.R.SetM(p.R)};w.prototype.GetAngle=function(){return Math.atan2(this.R.col1.y,this.R.col1.x)};A.b2Vec2=function(){};A.prototype.b2Vec2=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;this.x=p;this.y=B}; +A.prototype.SetZero=function(){this.y=this.x=0};A.prototype.Set=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;this.x=p;this.y=B};A.prototype.SetV=function(p){this.x=p.x;this.y=p.y};A.prototype.GetNegative=function(){return new A(-this.x,-this.y)};A.prototype.NegativeSelf=function(){this.x=-this.x;this.y=-this.y};A.Make=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;return new A(p,B)};A.prototype.Copy=function(){return new A(this.x,this.y)};A.prototype.Add=function(p){this.x+=p.x; +this.y+=p.y};A.prototype.Subtract=function(p){this.x-=p.x;this.y-=p.y};A.prototype.Multiply=function(p){if(p===undefined)p=0;this.x*=p;this.y*=p};A.prototype.MulM=function(p){var B=this.x;this.x=p.col1.x*B+p.col2.x*this.y;this.y=p.col1.y*B+p.col2.y*this.y};A.prototype.MulTM=function(p){var B=K.Dot(this,p.col1);this.y=K.Dot(this,p.col2);this.x=B};A.prototype.CrossVF=function(p){if(p===undefined)p=0;var B=this.x;this.x=p*this.y;this.y=-p*B};A.prototype.CrossFV=function(p){if(p===undefined)p=0;var B= +this.x;this.x=-p*this.y;this.y=p*B};A.prototype.MinV=function(p){this.x=this.xp.x?this.x:p.x;this.y=this.y>p.y?this.y:p.y};A.prototype.Abs=function(){if(this.x<0)this.x=-this.x;if(this.y<0)this.y=-this.y};A.prototype.Length=function(){return Math.sqrt(this.x*this.x+this.y*this.y)};A.prototype.LengthSquared=function(){return this.x*this.x+this.y*this.y};A.prototype.Normalize=function(){var p=Math.sqrt(this.x*this.x+ +this.y*this.y);if(p0;a.SetNextEdge(c,g,e,f);c.SetPrevEdge(a,g,e,f);return b};k.prototype.CreateFixture=function(a){if(this.m_world.IsLocked()==true)return null;var c=new S;c.Create(this,this.m_xf,a);this.m_flags&k.e_activeFlag&&c.CreateProxy(this.m_world.m_contactManager.m_broadPhase,this.m_xf);c.m_next=this.m_fixtureList;this.m_fixtureList=c;++this.m_fixtureCount;c.m_body=this;c.m_density>0&&this.ResetMassData();this.m_world.m_flags|= +h.e_newFixture;return c};k.prototype.CreateFixture2=function(a,c){if(c===undefined)c=0;var g=new aa;g.shape=a;g.density=c;return this.CreateFixture(g)};k.prototype.DestroyFixture=function(a){if(this.m_world.IsLocked()!=true){for(var c=this.m_fixtureList,g=null;c!=null;){if(c==a){if(g)g.m_next=a.m_next;else this.m_fixtureList=a.m_next;break}g=c;c=c.m_next}for(c=this.m_contactList;c;){g=c.contact;c=c.next;var b=g.GetFixtureA(),e=g.GetFixtureB();if(a==b||a==e)this.m_world.m_contactManager.Destroy(g)}this.m_flags& +k.e_activeFlag&&a.DestroyProxy(this.m_world.m_contactManager.m_broadPhase);a.Destroy();a.m_body=null;a.m_next=null;--this.m_fixtureCount;this.ResetMassData()}};k.prototype.SetPositionAndAngle=function(a,c){if(c===undefined)c=0;var g;if(this.m_world.IsLocked()!=true){this.m_xf.R.Set(c);this.m_xf.position.SetV(a);g=this.m_xf.R;var b=this.m_sweep.localCenter;this.m_sweep.c.x=g.col1.x*b.x+g.col2.x*b.y;this.m_sweep.c.y=g.col1.y*b.x+g.col2.y*b.y;this.m_sweep.c.x+=this.m_xf.position.x;this.m_sweep.c.y+= +this.m_xf.position.y;this.m_sweep.c0.SetV(this.m_sweep.c);this.m_sweep.a0=this.m_sweep.a=c;b=this.m_world.m_contactManager.m_broadPhase;for(g=this.m_fixtureList;g;g=g.m_next)g.Synchronize(b,this.m_xf,this.m_xf);this.m_world.m_contactManager.FindNewContacts()}};k.prototype.SetTransform=function(a){this.SetPositionAndAngle(a.position,a.GetAngle())};k.prototype.GetTransform=function(){return this.m_xf};k.prototype.GetPosition=function(){return this.m_xf.position};k.prototype.SetPosition=function(a){this.SetPositionAndAngle(a, +this.GetAngle())};k.prototype.GetAngle=function(){return this.m_sweep.a};k.prototype.SetAngle=function(a){if(a===undefined)a=0;this.SetPositionAndAngle(this.GetPosition(),a)};k.prototype.GetWorldCenter=function(){return this.m_sweep.c};k.prototype.GetLocalCenter=function(){return this.m_sweep.localCenter};k.prototype.SetLinearVelocity=function(a){this.m_type!=k.b2_staticBody&&this.m_linearVelocity.SetV(a)};k.prototype.GetLinearVelocity=function(){return this.m_linearVelocity};k.prototype.SetAngularVelocity= +function(a){if(a===undefined)a=0;if(this.m_type!=k.b2_staticBody)this.m_angularVelocity=a};k.prototype.GetAngularVelocity=function(){return this.m_angularVelocity};k.prototype.GetDefinition=function(){var a=new z;a.type=this.GetType();a.allowSleep=(this.m_flags&k.e_allowSleepFlag)==k.e_allowSleepFlag;a.angle=this.GetAngle();a.angularDamping=this.m_angularDamping;a.angularVelocity=this.m_angularVelocity;a.fixedRotation=(this.m_flags&k.e_fixedRotationFlag)==k.e_fixedRotationFlag;a.bullet=(this.m_flags& +k.e_bulletFlag)==k.e_bulletFlag;a.awake=(this.m_flags&k.e_awakeFlag)==k.e_awakeFlag;a.linearDamping=this.m_linearDamping;a.linearVelocity.SetV(this.GetLinearVelocity());a.position=this.GetPosition();a.userData=this.GetUserData();return a};k.prototype.ApplyForce=function(a,c){if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_force.x+=a.x;this.m_force.y+=a.y;this.m_torque+=(c.x-this.m_sweep.c.x)*a.y-(c.y-this.m_sweep.c.y)*a.x}};k.prototype.ApplyTorque=function(a){if(a=== +undefined)a=0;if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_torque+=a}};k.prototype.ApplyImpulse=function(a,c){if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_linearVelocity.x+=this.m_invMass*a.x;this.m_linearVelocity.y+=this.m_invMass*a.y;this.m_angularVelocity+=this.m_invI*((c.x-this.m_sweep.c.x)*a.y-(c.y-this.m_sweep.c.y)*a.x)}};k.prototype.Split=function(a){for(var c=this.GetLinearVelocity().Copy(),g=this.GetAngularVelocity(), +b=this.GetWorldCenter(),e=this.m_world.CreateBody(this.GetDefinition()),f,m=this.m_fixtureList;m;)if(a(m)){var r=m.m_next;if(f)f.m_next=r;else this.m_fixtureList=r;this.m_fixtureCount--;m.m_next=e.m_fixtureList;e.m_fixtureList=m;e.m_fixtureCount++;m.m_body=e;m=r}else{f=m;m=m.m_next}this.ResetMassData();e.ResetMassData();f=this.GetWorldCenter();a=e.GetWorldCenter();f=F.AddVV(c,F.CrossFV(g,F.SubtractVV(f,b)));c=F.AddVV(c,F.CrossFV(g,F.SubtractVV(a,b)));this.SetLinearVelocity(f);e.SetLinearVelocity(c); +this.SetAngularVelocity(g);e.SetAngularVelocity(g);this.SynchronizeFixtures();e.SynchronizeFixtures();return e};k.prototype.Merge=function(a){var c;for(c=a.m_fixtureList;c;){var g=c.m_next;a.m_fixtureCount--;c.m_next=this.m_fixtureList;this.m_fixtureList=c;this.m_fixtureCount++;c.m_body=e;c=g}b.m_fixtureCount=0;var b=this,e=a;b.GetWorldCenter();e.GetWorldCenter();b.GetLinearVelocity().Copy();e.GetLinearVelocity().Copy();b.GetAngularVelocity();e.GetAngularVelocity();b.ResetMassData();this.SynchronizeFixtures()}; +k.prototype.GetMass=function(){return this.m_mass};k.prototype.GetInertia=function(){return this.m_I};k.prototype.GetMassData=function(a){a.mass=this.m_mass;a.I=this.m_I;a.center.SetV(this.m_sweep.localCenter)};k.prototype.SetMassData=function(a){A.b2Assert(this.m_world.IsLocked()==false);if(this.m_world.IsLocked()!=true)if(this.m_type==k.b2_dynamicBody){this.m_invI=this.m_I=this.m_invMass=0;this.m_mass=a.mass;if(this.m_mass<=0)this.m_mass=1;this.m_invMass=1/this.m_mass;if(a.I>0&&(this.m_flags&k.e_fixedRotationFlag)== +0){this.m_I=a.I-this.m_mass*(a.center.x*a.center.x+a.center.y*a.center.y);this.m_invI=1/this.m_I}var c=this.m_sweep.c.Copy();this.m_sweep.localCenter.SetV(a.center);this.m_sweep.c0.SetV(F.MulX(this.m_xf,this.m_sweep.localCenter));this.m_sweep.c.SetV(this.m_sweep.c0);this.m_linearVelocity.x+=this.m_angularVelocity*-(this.m_sweep.c.y-c.y);this.m_linearVelocity.y+=this.m_angularVelocity*+(this.m_sweep.c.x-c.x)}};k.prototype.ResetMassData=function(){this.m_invI=this.m_I=this.m_invMass=this.m_mass=0;this.m_sweep.localCenter.SetZero(); +if(!(this.m_type==k.b2_staticBody||this.m_type==k.b2_kinematicBody)){for(var a=y.Make(0,0),c=this.m_fixtureList;c;c=c.m_next)if(c.m_density!=0){var g=c.GetMassData();this.m_mass+=g.mass;a.x+=g.center.x*g.mass;a.y+=g.center.y*g.mass;this.m_I+=g.I}if(this.m_mass>0){this.m_invMass=1/this.m_mass;a.x*=this.m_invMass;a.y*=this.m_invMass}else this.m_invMass=this.m_mass=1;if(this.m_I>0&&(this.m_flags&k.e_fixedRotationFlag)==0){this.m_I-=this.m_mass*(a.x*a.x+a.y*a.y);this.m_I*=this.m_inertiaScale;A.b2Assert(this.m_I> +0);this.m_invI=1/this.m_I}else this.m_invI=this.m_I=0;c=this.m_sweep.c.Copy();this.m_sweep.localCenter.SetV(a);this.m_sweep.c0.SetV(F.MulX(this.m_xf,this.m_sweep.localCenter));this.m_sweep.c.SetV(this.m_sweep.c0);this.m_linearVelocity.x+=this.m_angularVelocity*-(this.m_sweep.c.y-c.y);this.m_linearVelocity.y+=this.m_angularVelocity*+(this.m_sweep.c.x-c.x)}};k.prototype.GetWorldPoint=function(a){var c=this.m_xf.R;a=new y(c.col1.x*a.x+c.col2.x*a.y,c.col1.y*a.x+c.col2.y*a.y);a.x+=this.m_xf.position.x; +a.y+=this.m_xf.position.y;return a};k.prototype.GetWorldVector=function(a){return F.MulMV(this.m_xf.R,a)};k.prototype.GetLocalPoint=function(a){return F.MulXT(this.m_xf,a)};k.prototype.GetLocalVector=function(a){return F.MulTMV(this.m_xf.R,a)};k.prototype.GetLinearVelocityFromWorldPoint=function(a){return new y(this.m_linearVelocity.x-this.m_angularVelocity*(a.y-this.m_sweep.c.y),this.m_linearVelocity.y+this.m_angularVelocity*(a.x-this.m_sweep.c.x))};k.prototype.GetLinearVelocityFromLocalPoint=function(a){var c= +this.m_xf.R;a=new y(c.col1.x*a.x+c.col2.x*a.y,c.col1.y*a.x+c.col2.y*a.y);a.x+=this.m_xf.position.x;a.y+=this.m_xf.position.y;return new y(this.m_linearVelocity.x-this.m_angularVelocity*(a.y-this.m_sweep.c.y),this.m_linearVelocity.y+this.m_angularVelocity*(a.x-this.m_sweep.c.x))};k.prototype.GetLinearDamping=function(){return this.m_linearDamping};k.prototype.SetLinearDamping=function(a){if(a===undefined)a=0;this.m_linearDamping=a};k.prototype.GetAngularDamping=function(){return this.m_angularDamping}; +k.prototype.SetAngularDamping=function(a){if(a===undefined)a=0;this.m_angularDamping=a};k.prototype.SetType=function(a){if(a===undefined)a=0;if(this.m_type!=a){this.m_type=a;this.ResetMassData();if(this.m_type==k.b2_staticBody){this.m_linearVelocity.SetZero();this.m_angularVelocity=0}this.SetAwake(true);this.m_force.SetZero();this.m_torque=0;for(a=this.m_contactList;a;a=a.next)a.contact.FlagForFiltering()}};k.prototype.GetType=function(){return this.m_type};k.prototype.SetBullet=function(a){if(a)this.m_flags|= +k.e_bulletFlag;else this.m_flags&=~k.e_bulletFlag};k.prototype.IsBullet=function(){return(this.m_flags&k.e_bulletFlag)==k.e_bulletFlag};k.prototype.SetSleepingAllowed=function(a){if(a)this.m_flags|=k.e_allowSleepFlag;else{this.m_flags&=~k.e_allowSleepFlag;this.SetAwake(true)}};k.prototype.SetAwake=function(a){if(a){this.m_flags|=k.e_awakeFlag;this.m_sleepTime=0}else{this.m_flags&=~k.e_awakeFlag;this.m_sleepTime=0;this.m_linearVelocity.SetZero();this.m_angularVelocity=0;this.m_force.SetZero();this.m_torque= +0}};k.prototype.IsAwake=function(){return(this.m_flags&k.e_awakeFlag)==k.e_awakeFlag};k.prototype.SetFixedRotation=function(a){if(a)this.m_flags|=k.e_fixedRotationFlag;else this.m_flags&=~k.e_fixedRotationFlag;this.ResetMassData()};k.prototype.IsFixedRotation=function(){return(this.m_flags&k.e_fixedRotationFlag)==k.e_fixedRotationFlag};k.prototype.SetActive=function(a){if(a!=this.IsActive()){var c;if(a){this.m_flags|=k.e_activeFlag;a=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c= +c.m_next)c.CreateProxy(a,this.m_xf)}else{this.m_flags&=~k.e_activeFlag;a=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c=c.m_next)c.DestroyProxy(a);for(a=this.m_contactList;a;){c=a;a=a.next;this.m_world.m_contactManager.Destroy(c.contact)}this.m_contactList=null}}};k.prototype.IsActive=function(){return(this.m_flags&k.e_activeFlag)==k.e_activeFlag};k.prototype.IsSleepingAllowed=function(){return(this.m_flags&k.e_allowSleepFlag)==k.e_allowSleepFlag};k.prototype.GetFixtureList= +function(){return this.m_fixtureList};k.prototype.GetJointList=function(){return this.m_jointList};k.prototype.GetControllerList=function(){return this.m_controllerList};k.prototype.GetContactList=function(){return this.m_contactList};k.prototype.GetNext=function(){return this.m_next};k.prototype.GetUserData=function(){return this.m_userData};k.prototype.SetUserData=function(a){this.m_userData=a};k.prototype.GetWorld=function(){return this.m_world};k.prototype.b2Body=function(a,c){this.m_flags=0; +if(a.bullet)this.m_flags|=k.e_bulletFlag;if(a.fixedRotation)this.m_flags|=k.e_fixedRotationFlag;if(a.allowSleep)this.m_flags|=k.e_allowSleepFlag;if(a.awake)this.m_flags|=k.e_awakeFlag;if(a.active)this.m_flags|=k.e_activeFlag;this.m_world=c;this.m_xf.position.SetV(a.position);this.m_xf.R.Set(a.angle);this.m_sweep.localCenter.SetZero();this.m_sweep.t0=1;this.m_sweep.a0=this.m_sweep.a=a.angle;var g=this.m_xf.R,b=this.m_sweep.localCenter;this.m_sweep.c.x=g.col1.x*b.x+g.col2.x*b.y;this.m_sweep.c.y=g.col1.y* +b.x+g.col2.y*b.y;this.m_sweep.c.x+=this.m_xf.position.x;this.m_sweep.c.y+=this.m_xf.position.y;this.m_sweep.c0.SetV(this.m_sweep.c);this.m_contactList=this.m_controllerList=this.m_jointList=null;this.m_controllerCount=0;this.m_next=this.m_prev=null;this.m_linearVelocity.SetV(a.linearVelocity);this.m_angularVelocity=a.angularVelocity;this.m_linearDamping=a.linearDamping;this.m_angularDamping=a.angularDamping;this.m_force.Set(0,0);this.m_sleepTime=this.m_torque=0;this.m_type=a.type;if(this.m_type== +k.b2_dynamicBody)this.m_invMass=this.m_mass=1;else this.m_invMass=this.m_mass=0;this.m_invI=this.m_I=0;this.m_inertiaScale=a.inertiaScale;this.m_userData=a.userData;this.m_fixtureList=null;this.m_fixtureCount=0};k.prototype.SynchronizeFixtures=function(){var a=k.s_xf1;a.R.Set(this.m_sweep.a0);var c=a.R,g=this.m_sweep.localCenter;a.position.x=this.m_sweep.c0.x-(c.col1.x*g.x+c.col2.x*g.y);a.position.y=this.m_sweep.c0.y-(c.col1.y*g.x+c.col2.y*g.y);g=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c= +c.m_next)c.Synchronize(g,a,this.m_xf)};k.prototype.SynchronizeTransform=function(){this.m_xf.R.Set(this.m_sweep.a);var a=this.m_xf.R,c=this.m_sweep.localCenter;this.m_xf.position.x=this.m_sweep.c.x-(a.col1.x*c.x+a.col2.x*c.y);this.m_xf.position.y=this.m_sweep.c.y-(a.col1.y*c.x+a.col2.y*c.y)};k.prototype.ShouldCollide=function(a){if(this.m_type!=k.b2_dynamicBody&&a.m_type!=k.b2_dynamicBody)return false;for(var c=this.m_jointList;c;c=c.next)if(c.other==a)if(c.joint.m_collideConnected==false)return false; +return true};k.prototype.Advance=function(a){if(a===undefined)a=0;this.m_sweep.Advance(a);this.m_sweep.c.SetV(this.m_sweep.c0);this.m_sweep.a=this.m_sweep.a0;this.SynchronizeTransform()};Box2D.postDefs.push(function(){Box2D.Dynamics.b2Body.s_xf1=new K;Box2D.Dynamics.b2Body.e_islandFlag=1;Box2D.Dynamics.b2Body.e_awakeFlag=2;Box2D.Dynamics.b2Body.e_allowSleepFlag=4;Box2D.Dynamics.b2Body.e_bulletFlag=8;Box2D.Dynamics.b2Body.e_fixedRotationFlag=16;Box2D.Dynamics.b2Body.e_activeFlag=32;Box2D.Dynamics.b2Body.b2_staticBody= +0;Box2D.Dynamics.b2Body.b2_kinematicBody=1;Box2D.Dynamics.b2Body.b2_dynamicBody=2});z.b2BodyDef=function(){this.position=new y;this.linearVelocity=new y};z.prototype.b2BodyDef=function(){this.userData=null;this.position.Set(0,0);this.angle=0;this.linearVelocity.Set(0,0);this.angularDamping=this.linearDamping=this.angularVelocity=0;this.awake=this.allowSleep=true;this.bullet=this.fixedRotation=false;this.type=k.b2_staticBody;this.active=true;this.inertiaScale=1};u.b2ContactFilter=function(){};u.prototype.ShouldCollide= +function(a,c){var g=a.GetFilterData(),b=c.GetFilterData();if(g.groupIndex==b.groupIndex&&g.groupIndex!=0)return g.groupIndex>0;return(g.maskBits&b.categoryBits)!=0&&(g.categoryBits&b.maskBits)!=0};u.prototype.RayCollide=function(a,c){if(!a)return true;return this.ShouldCollide(a instanceof S?a:null,c)};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactFilter.b2_defaultFilter=new u});D.b2ContactImpulse=function(){this.normalImpulses=new Vector_a2j_Number(A.b2_maxManifoldPoints);this.tangentImpulses= +new Vector_a2j_Number(A.b2_maxManifoldPoints)};H.b2ContactListener=function(){};H.prototype.BeginContact=function(){};H.prototype.EndContact=function(){};H.prototype.PreSolve=function(){};H.prototype.PostSolve=function(){};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactListener.b2_defaultListener=new H});O.b2ContactManager=function(){};O.prototype.b2ContactManager=function(){this.m_world=null;this.m_contactCount=0;this.m_contactFilter=u.b2_defaultFilter;this.m_contactListener=H.b2_defaultListener; +this.m_contactFactory=new j(this.m_allocator);this.m_broadPhase=new B};O.prototype.AddPair=function(a,c){var g=a instanceof S?a:null,b=c instanceof S?c:null,e=g.GetBody(),f=b.GetBody();if(e!=f){for(var m=f.GetContactList();m;){if(m.other==e){var r=m.contact.GetFixtureA(),s=m.contact.GetFixtureB();if(r==g&&s==b)return;if(r==b&&s==g)return}m=m.next}if(f.ShouldCollide(e)!=false)if(this.m_contactFilter.ShouldCollide(g,b)!=false){m=this.m_contactFactory.Create(g,b);g=m.GetFixtureA();b=m.GetFixtureB(); +e=g.m_body;f=b.m_body;m.m_prev=null;m.m_next=this.m_world.m_contactList;if(this.m_world.m_contactList!=null)this.m_world.m_contactList.m_prev=m;this.m_world.m_contactList=m;m.m_nodeA.contact=m;m.m_nodeA.other=f;m.m_nodeA.prev=null;m.m_nodeA.next=e.m_contactList;if(e.m_contactList!=null)e.m_contactList.prev=m.m_nodeA;e.m_contactList=m.m_nodeA;m.m_nodeB.contact=m;m.m_nodeB.other=e;m.m_nodeB.prev=null;m.m_nodeB.next=f.m_contactList;if(f.m_contactList!=null)f.m_contactList.prev=m.m_nodeB;f.m_contactList= +m.m_nodeB;++this.m_world.m_contactCount}}};O.prototype.FindNewContacts=function(){this.m_broadPhase.UpdatePairs(Box2D.generateCallback(this,this.AddPair))};O.prototype.Destroy=function(a){var c=a.GetFixtureA(),g=a.GetFixtureB();c=c.GetBody();g=g.GetBody();a.IsTouching()&&this.m_contactListener.EndContact(a);if(a.m_prev)a.m_prev.m_next=a.m_next;if(a.m_next)a.m_next.m_prev=a.m_prev;if(a==this.m_world.m_contactList)this.m_world.m_contactList=a.m_next;if(a.m_nodeA.prev)a.m_nodeA.prev.next=a.m_nodeA.next; +if(a.m_nodeA.next)a.m_nodeA.next.prev=a.m_nodeA.prev;if(a.m_nodeA==c.m_contactList)c.m_contactList=a.m_nodeA.next;if(a.m_nodeB.prev)a.m_nodeB.prev.next=a.m_nodeB.next;if(a.m_nodeB.next)a.m_nodeB.next.prev=a.m_nodeB.prev;if(a.m_nodeB==g.m_contactList)g.m_contactList=a.m_nodeB.next;this.m_contactFactory.Destroy(a);--this.m_contactCount};O.prototype.Collide=function(){for(var a=this.m_world.m_contactList;a;){var c=a.GetFixtureA(),g=a.GetFixtureB(),b=c.GetBody(),e=g.GetBody();if(b.IsAwake()==false&&e.IsAwake()== +false)a=a.GetNext();else{if(a.m_flags&l.e_filterFlag){if(e.ShouldCollide(b)==false){c=a;a=c.GetNext();this.Destroy(c);continue}if(this.m_contactFilter.ShouldCollide(c,g)==false){c=a;a=c.GetNext();this.Destroy(c);continue}a.m_flags&=~l.e_filterFlag}if(this.m_broadPhase.TestOverlap(c.m_proxy,g.m_proxy)==false){c=a;a=c.GetNext();this.Destroy(c)}else{a.Update(this.m_contactListener);a=a.GetNext()}}}};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactManager.s_evalCP=new p});E.b2DebugDraw=function(){}; +E.prototype.b2DebugDraw=function(){};E.prototype.SetFlags=function(){};E.prototype.GetFlags=function(){};E.prototype.AppendFlags=function(){};E.prototype.ClearFlags=function(){};E.prototype.SetSprite=function(){};E.prototype.GetSprite=function(){};E.prototype.SetDrawScale=function(){};E.prototype.GetDrawScale=function(){};E.prototype.SetLineThickness=function(){};E.prototype.GetLineThickness=function(){};E.prototype.SetAlpha=function(){};E.prototype.GetAlpha=function(){};E.prototype.SetFillAlpha= +function(){};E.prototype.GetFillAlpha=function(){};E.prototype.SetXFormScale=function(){};E.prototype.GetXFormScale=function(){};E.prototype.DrawPolygon=function(){};E.prototype.DrawSolidPolygon=function(){};E.prototype.DrawCircle=function(){};E.prototype.DrawSolidCircle=function(){};E.prototype.DrawSegment=function(){};E.prototype.DrawTransform=function(){};Box2D.postDefs.push(function(){Box2D.Dynamics.b2DebugDraw.e_shapeBit=1;Box2D.Dynamics.b2DebugDraw.e_jointBit=2;Box2D.Dynamics.b2DebugDraw.e_aabbBit= +4;Box2D.Dynamics.b2DebugDraw.e_pairBit=8;Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit=16;Box2D.Dynamics.b2DebugDraw.e_controllerBit=32});R.b2DestructionListener=function(){};R.prototype.SayGoodbyeJoint=function(){};R.prototype.SayGoodbyeFixture=function(){};N.b2FilterData=function(){this.categoryBits=1;this.maskBits=65535;this.groupIndex=0};N.prototype.Copy=function(){var a=new N;a.categoryBits=this.categoryBits;a.maskBits=this.maskBits;a.groupIndex=this.groupIndex;return a};S.b2Fixture=function(){this.m_filter= +new N};S.prototype.GetType=function(){return this.m_shape.GetType()};S.prototype.GetShape=function(){return this.m_shape};S.prototype.SetSensor=function(a){if(this.m_isSensor!=a){this.m_isSensor=a;if(this.m_body!=null)for(a=this.m_body.GetContactList();a;){var c=a.contact,g=c.GetFixtureA(),b=c.GetFixtureB();if(g==this||b==this)c.SetSensor(g.IsSensor()||b.IsSensor());a=a.next}}};S.prototype.IsSensor=function(){return this.m_isSensor};S.prototype.SetFilterData=function(a){this.m_filter=a.Copy();if(!this.m_body)for(a= +this.m_body.GetContactList();a;){var c=a.contact,g=c.GetFixtureA(),b=c.GetFixtureB();if(g==this||b==this)c.FlagForFiltering();a=a.next}};S.prototype.GetFilterData=function(){return this.m_filter.Copy()};S.prototype.GetBody=function(){return this.m_body};S.prototype.GetNext=function(){return this.m_next};S.prototype.GetUserData=function(){return this.m_userData};S.prototype.SetUserData=function(a){this.m_userData=a};S.prototype.TestPoint=function(a){return this.m_shape.TestPoint(this.m_body.GetTransform(), +a)};S.prototype.RayCast=function(a,c){return this.m_shape.RayCast(a,c,this.m_body.GetTransform())};S.prototype.GetMassData=function(a){if(a===undefined)a=null;if(a==null)a=new I;this.m_shape.ComputeMass(a,this.m_density);return a};S.prototype.SetDensity=function(a){if(a===undefined)a=0;this.m_density=a};S.prototype.GetDensity=function(){return this.m_density};S.prototype.GetFriction=function(){return this.m_friction};S.prototype.SetFriction=function(a){if(a===undefined)a=0;this.m_friction=a};S.prototype.GetRestitution= +function(){return this.m_restitution};S.prototype.SetRestitution=function(a){if(a===undefined)a=0;this.m_restitution=a};S.prototype.GetAABB=function(){return this.m_aabb};S.prototype.b2Fixture=function(){this.m_aabb=new U;this.m_shape=this.m_next=this.m_body=this.m_userData=null;this.m_restitution=this.m_friction=this.m_density=0};S.prototype.Create=function(a,c,g){this.m_userData=g.userData;this.m_friction=g.friction;this.m_restitution=g.restitution;this.m_body=a;this.m_next=null;this.m_filter=g.filter.Copy(); +this.m_isSensor=g.isSensor;this.m_shape=g.shape.Copy();this.m_density=g.density};S.prototype.Destroy=function(){this.m_shape=null};S.prototype.CreateProxy=function(a,c){this.m_shape.ComputeAABB(this.m_aabb,c);this.m_proxy=a.CreateProxy(this.m_aabb,this)};S.prototype.DestroyProxy=function(a){if(this.m_proxy!=null){a.DestroyProxy(this.m_proxy);this.m_proxy=null}};S.prototype.Synchronize=function(a,c,g){if(this.m_proxy){var b=new U,e=new U;this.m_shape.ComputeAABB(b,c);this.m_shape.ComputeAABB(e,g); +this.m_aabb.Combine(b,e);c=F.SubtractVV(g.position,c.position);a.MoveProxy(this.m_proxy,this.m_aabb,c)}};aa.b2FixtureDef=function(){this.filter=new N};aa.prototype.b2FixtureDef=function(){this.userData=this.shape=null;this.friction=0.2;this.density=this.restitution=0;this.filter.categoryBits=1;this.filter.maskBits=65535;this.filter.groupIndex=0;this.isSensor=false};Z.b2Island=function(){};Z.prototype.b2Island=function(){this.m_bodies=new Vector;this.m_contacts=new Vector;this.m_joints=new Vector}; +Z.prototype.Initialize=function(a,c,g,b,e,f){if(a===undefined)a=0;if(c===undefined)c=0;if(g===undefined)g=0;var m=0;this.m_bodyCapacity=a;this.m_contactCapacity=c;this.m_jointCapacity=g;this.m_jointCount=this.m_contactCount=this.m_bodyCount=0;this.m_allocator=b;this.m_listener=e;this.m_contactSolver=f;for(m=this.m_bodies.length;mA.b2_maxTranslationSquared){e.m_linearVelocity.Normalize();e.m_linearVelocity.x*=A.b2_maxTranslation*a.inv_dt;e.m_linearVelocity.y*=A.b2_maxTranslation*a.inv_dt}m=a.dt*e.m_angularVelocity;if(m*m>A.b2_maxRotationSquared)e.m_angularVelocity=e.m_angularVelocity<0?-A.b2_maxRotation*a.inv_dt:A.b2_maxRotation*a.inv_dt;e.m_sweep.c0.SetV(e.m_sweep.c);e.m_sweep.a0=e.m_sweep.a;e.m_sweep.c.x+=a.dt*e.m_linearVelocity.x;e.m_sweep.c.y+= +a.dt*e.m_linearVelocity.y;e.m_sweep.a+=a.dt*e.m_angularVelocity;e.SynchronizeTransform()}}for(b=0;bm||F.Dot(e.m_linearVelocity,e.m_linearVelocity)>c)g=e.m_sleepTime=0;else{e.m_sleepTime+=a.dt;g=F.Min(g,e.m_sleepTime)}}}if(g>=A.b2_timeToSleep)for(b=0;bA.b2_maxTranslationSquared){g.m_linearVelocity.Normalize();g.m_linearVelocity.x*=A.b2_maxTranslation* +a.inv_dt;g.m_linearVelocity.y*=A.b2_maxTranslation*a.inv_dt}e=a.dt*g.m_angularVelocity;if(e*e>A.b2_maxRotationSquared)g.m_angularVelocity=g.m_angularVelocity<0?-A.b2_maxRotation*a.inv_dt:A.b2_maxRotation*a.inv_dt;g.m_sweep.c0.SetV(g.m_sweep.c);g.m_sweep.a0=g.m_sweep.a;g.m_sweep.c.x+=a.dt*g.m_linearVelocity.x;g.m_sweep.c.y+=a.dt*g.m_linearVelocity.y;g.m_sweep.a+=a.dt*g.m_angularVelocity;g.SynchronizeTransform()}}for(c=0;c0?1/a:0;b.dtRatio=this.m_inv_dt0*a;b.warmStarting=h.m_warmStarting;this.m_contactManager.Collide();b.dt>0&&this.Solve(b);h.m_continuousPhysics&&b.dt>0&&this.SolveTOI(b);if(b.dt>0)this.m_inv_dt0=b.inv_dt;this.m_flags&=~h.e_locked};h.prototype.ClearForces=function(){for(var a=this.m_bodyList;a;a=a.m_next){a.m_force.SetZero();a.m_torque=0}};h.prototype.DrawDebugData= +function(){if(this.m_debugDraw!=null){this.m_debugDraw.m_sprite.graphics.clear();var a=this.m_debugDraw.GetFlags(),c,g,b;new y;new y;new y;var e;new U;new U;e=[new y,new y,new y,new y];var f=new w(0,0,0);if(a&E.e_shapeBit)for(c=this.m_bodyList;c;c=c.m_next){e=c.m_xf;for(g=c.GetFixtureList();g;g=g.m_next){b=g.GetShape();if(c.IsActive()==false)f.Set(0.5,0.5,0.3);else if(c.GetType()==k.b2_staticBody)f.Set(0.5,0.9,0.5);else if(c.GetType()==k.b2_kinematicBody)f.Set(0.5,0.5,0.9);else c.IsAwake()==false? +f.Set(0.6,0.6,0.6):f.Set(0.9,0.7,0.7);this.DrawShape(b,e,f)}}if(a&E.e_jointBit)for(c=this.m_jointList;c;c=c.m_next)this.DrawJoint(c);if(a&E.e_controllerBit)for(c=this.m_controllerList;c;c=c.m_next)c.Draw(this.m_debugDraw);if(a&E.e_pairBit){f.Set(0.3,0.9,0.9);for(c=this.m_contactManager.m_contactList;c;c=c.GetNext()){b=c.GetFixtureA();g=c.GetFixtureB();b=b.GetAABB().GetCenter();g=g.GetAABB().GetCenter();this.m_debugDraw.DrawSegment(b,g,f)}}if(a&E.e_aabbBit){b=this.m_contactManager.m_broadPhase;e=[new y, +new y,new y,new y];for(c=this.m_bodyList;c;c=c.GetNext())if(c.IsActive()!=false)for(g=c.GetFixtureList();g;g=g.GetNext()){var m=b.GetFatAABB(g.m_proxy);e[0].Set(m.lowerBound.x,m.lowerBound.y);e[1].Set(m.upperBound.x,m.lowerBound.y);e[2].Set(m.upperBound.x,m.upperBound.y);e[3].Set(m.lowerBound.x,m.upperBound.y);this.m_debugDraw.DrawPolygon(e,4,f)}}if(a&E.e_centerOfMassBit)for(c=this.m_bodyList;c;c=c.m_next){e=h.s_xf;e.R=c.m_xf.R;e.position=c.GetWorldCenter();this.m_debugDraw.DrawTransform(e)}}};h.prototype.QueryAABB= +function(a,c){var g=this.m_contactManager.m_broadPhase;g.Query(function(b){return a(g.GetUserData(b))},c)};h.prototype.QueryShape=function(a,c,g){if(g===undefined)g=null;if(g==null){g=new K;g.SetIdentity()}var b=this.m_contactManager.m_broadPhase,e=new U;c.ComputeAABB(e,g);b.Query(function(f){f=b.GetUserData(f)instanceof S?b.GetUserData(f):null;if(Y.TestOverlap(c,g,f.GetShape(),f.GetBody().GetTransform()))return a(f);return true},e)};h.prototype.QueryPoint=function(a,c){var g=this.m_contactManager.m_broadPhase, +b=new U;b.lowerBound.Set(c.x-A.b2_linearSlop,c.y-A.b2_linearSlop);b.upperBound.Set(c.x+A.b2_linearSlop,c.y+A.b2_linearSlop);g.Query(function(e){e=g.GetUserData(e)instanceof S?g.GetUserData(e):null;if(e.TestPoint(c))return a(e);return true},b)};h.prototype.RayCast=function(a,c,g){var b=this.m_contactManager.m_broadPhase,e=new V,f=new Q(c,g);b.RayCast(function(m,r){var s=b.GetUserData(r);s=s instanceof S?s:null;if(s.RayCast(e,m)){var v=e.fraction,t=new y((1-v)*c.x+v*g.x,(1-v)*c.y+v*g.y);return a(s, +t,e.normal,v)}return m.maxFraction},f)};h.prototype.RayCastOne=function(a,c){var g;this.RayCast(function(b,e,f,m){if(m===undefined)m=0;g=b;return m},a,c);return g};h.prototype.RayCastAll=function(a,c){var g=new Vector;this.RayCast(function(b){g[g.length]=b;return 1},a,c);return g};h.prototype.GetBodyList=function(){return this.m_bodyList};h.prototype.GetJointList=function(){return this.m_jointList};h.prototype.GetContactList=function(){return this.m_contactList};h.prototype.IsLocked=function(){return(this.m_flags& +h.e_locked)>0};h.prototype.Solve=function(a){for(var c,g=this.m_controllerList;g;g=g.m_next)g.Step(a);g=this.m_island;g.Initialize(this.m_bodyCount,this.m_contactCount,this.m_jointCount,null,this.m_contactManager.m_contactListener,this.m_contactSolver);for(c=this.m_bodyList;c;c=c.m_next)c.m_flags&=~k.e_islandFlag;for(var b=this.m_contactList;b;b=b.m_next)b.m_flags&=~l.e_islandFlag;for(b=this.m_jointList;b;b=b.m_next)b.m_islandFlag=false;parseInt(this.m_bodyCount);b=this.s_stack;for(var e=this.m_bodyList;e;e= +e.m_next)if(!(e.m_flags&k.e_islandFlag))if(!(e.IsAwake()==false||e.IsActive()==false))if(e.GetType()!=k.b2_staticBody){g.Clear();var f=0;b[f++]=e;for(e.m_flags|=k.e_islandFlag;f>0;){c=b[--f];g.AddBody(c);c.IsAwake()==false&&c.SetAwake(true);if(c.GetType()!=k.b2_staticBody){for(var m,r=c.m_contactList;r;r=r.next)if(!(r.contact.m_flags&l.e_islandFlag))if(!(r.contact.IsSensor()==true||r.contact.IsEnabled()==false||r.contact.IsTouching()==false)){g.AddContact(r.contact);r.contact.m_flags|=l.e_islandFlag; +m=r.other;if(!(m.m_flags&k.e_islandFlag)){b[f++]=m;m.m_flags|=k.e_islandFlag}}for(c=c.m_jointList;c;c=c.next)if(c.joint.m_islandFlag!=true){m=c.other;if(m.IsActive()!=false){g.AddJoint(c.joint);c.joint.m_islandFlag=true;if(!(m.m_flags&k.e_islandFlag)){b[f++]=m;m.m_flags|=k.e_islandFlag}}}}}g.Solve(a,this.m_gravity,this.m_allowSleep);for(f=0;f0&&c<1){c=(1-c)*s+c;if(c>1)c=1}b.m_toi=c;b.m_flags|=l.e_toiFlag}if(Number.MIN_VALUE0;){c=f[b++];--m;e.AddBody(c);c.IsAwake()==false&&c.SetAwake(true);if(c.GetType()==k.b2_dynamicBody){for(g=c.m_contactList;g;g=g.next){if(e.m_contactCount==e.m_contactCapacity)break;if(!(g.contact.m_flags&l.e_islandFlag))if(!(g.contact.IsSensor()==true||g.contact.IsEnabled()== +false||g.contact.IsTouching()==false)){e.AddContact(g.contact);g.contact.m_flags|=l.e_islandFlag;s=g.other;if(!(s.m_flags&k.e_islandFlag)){if(s.GetType()!=k.b2_staticBody){s.Advance(r);s.SetAwake(true)}f[b+m]=s;++m;s.m_flags|=k.e_islandFlag}}}for(c=c.m_jointList;c;c=c.next)if(e.m_jointCount!=e.m_jointCapacity)if(c.joint.m_islandFlag!=true){s=c.other;if(s.IsActive()!=false){e.AddJoint(c.joint);c.joint.m_islandFlag=true;if(!(s.m_flags&k.e_islandFlag)){if(s.GetType()!=k.b2_staticBody){s.Advance(r);s.SetAwake(true)}f[b+ +m]=s;++m;s.m_flags|=k.e_islandFlag}}}}}b=h.s_timestep;b.warmStarting=false;b.dt=(1-r)*a.dt;b.inv_dt=1/b.dt;b.dtRatio=0;b.velocityIterations=a.velocityIterations;b.positionIterations=a.positionIterations;e.SolveTOI(b);for(r=r=0;r0;for(c=0;c0){j.m_fixtureA.m_body.SetAwake(true);j.m_fixtureB.m_body.SetAwake(true)}var o=parseInt(j.m_fixtureA.GetType()), +q=parseInt(j.m_fixtureB.GetType());o=this.m_registers[o][q];o.poolCount++;j.m_next=o.pool;o.pool=j;o=o.destroyFcn;o(j,this.m_allocator)};V.b2ContactRegister=function(){};M.b2ContactResult=function(){this.position=new N;this.normal=new N;this.id=new aa};L.b2ContactSolver=function(){this.m_step=new H;this.m_constraints=new Vector};L.prototype.b2ContactSolver=function(){};L.prototype.Initialize=function(j,o,q,n){if(q===undefined)q=0;var a;this.m_step.Set(j);this.m_allocator=n;j=0;for(this.m_constraintCount= +q;this.m_constraints.length +0);L.s_worldManifold.Initialize(m,e.m_xf,g,f.m_xf,b);c=L.s_worldManifold.m_normal.x;a=L.s_worldManifold.m_normal.y;n=this.m_constraints[j];n.bodyA=e;n.bodyB=f;n.manifold=m;n.normal.x=c;n.normal.y=a;n.pointCount=m.m_pointCount;n.friction=r;n.restitution=s;n.localPlaneNormal.x=m.m_localPlaneNormal.x;n.localPlaneNormal.y=m.m_localPlaneNormal.y;n.localPoint.x=m.m_localPoint.x;n.localPoint.y=m.m_localPoint.y;n.radius=g+b;n.type=m.m_type;for(g=0;g0?n:0;q=n-o.normalImpulse;c=q*b;q=q*e;x.x-=J*c;x.y-=J*q;v-=T*(o.rA.x*q-o.rA.y*c);C.x+=P*c;C.y+=P*q;t+=X*(o.rB.x*q-o.rB.y*c);o.normalImpulse=n}else{o=a.points[0];j=a.points[1];q=o.normalImpulse;g=j.normalImpulse;var ba=(C.x-t*o.rB.y-x.x+v*o.rA.y)*b+(C.y+t*o.rB.x-x.y-v*o.rA.x)*e,ca=(C.x-t*j.rB.y-x.x+v*j.rA.y)*b+(C.y+ +t*j.rB.x-x.y-v*j.rA.x)*e;n=ba-o.velocityBias;c=ca-j.velocityBias;f=a.K;n-=f.col1.x*q+f.col2.x*g;for(c-=f.col1.y*q+f.col2.y*g;;){f=a.normalMass;$=-(f.col1.x*n+f.col2.x*c);f=-(f.col1.y*n+f.col2.y*c);if($>=0&&f>=0){q=$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}$=-o.normalMass*n;f=0;ca=a.K.col1.y*$+c;if($>=0&&ca>=0){q=$-q;g=f-g;a=q*b; +q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}$=0;f=-j.normalMass*c;ba=a.K.col2.x*f+n;if(f>=0&&ba>=0){q=$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}f=$=0;ba=n;ca=c;if(ba>=0&&ca>=0){q= +$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}break}}r.m_angularVelocity=v;s.m_angularVelocity=t}};L.prototype.FinalizeVelocityConstraints=function(){for(var j=0;j-1.5*O.b2_linearSlop};Box2D.postDefs.push(function(){Box2D.Dynamics.Contacts.b2ContactSolver.s_worldManifold=new l;Box2D.Dynamics.Contacts.b2ContactSolver.s_psm=new u});Box2D.inherit(I,Box2D.Dynamics.Contacts.b2Contact); +I.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;I.b2EdgeAndCircleContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};I.Create=function(){return new I};I.Destroy=function(){};I.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o)};I.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();this.b2CollideEdgeAndCircle(this.m_manifold,this.m_fixtureA.GetShape()instanceof G?this.m_fixtureA.GetShape():null,j.m_xf, +this.m_fixtureB.GetShape()instanceof F?this.m_fixtureB.GetShape():null,o.m_xf)};I.prototype.b2CollideEdgeAndCircle=function(){};Box2D.inherit(W,Box2D.Dynamics.Contacts.b2Contact);W.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;W.b2NullContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};W.prototype.b2NullContact=function(){this.__super.b2Contact.call(this)};W.prototype.Evaluate=function(){};Box2D.inherit(Y,Box2D.Dynamics.Contacts.b2Contact);Y.prototype.__super= +Box2D.Dynamics.Contacts.b2Contact.prototype;Y.b2PolyAndCircleContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};Y.Create=function(){return new Y};Y.Destroy=function(){};Y.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o);O.b2Assert(j.GetType()==y.e_polygonShape);O.b2Assert(o.GetType()==y.e_circleShape)};Y.prototype.Evaluate=function(){var j=this.m_fixtureA.m_body,o=this.m_fixtureB.m_body;S.CollidePolygonAndCircle(this.m_manifold,this.m_fixtureA.GetShape()instanceof +K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof F?this.m_fixtureB.GetShape():null,o.m_xf)};Box2D.inherit(k,Box2D.Dynamics.Contacts.b2Contact);k.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;k.b2PolyAndEdgeContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};k.Create=function(){return new k};k.Destroy=function(){};k.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o);O.b2Assert(j.GetType()==y.e_polygonShape); +O.b2Assert(o.GetType()==y.e_edgeShape)};k.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();this.b2CollidePolyAndEdge(this.m_manifold,this.m_fixtureA.GetShape()instanceof K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof G?this.m_fixtureB.GetShape():null,o.m_xf)};k.prototype.b2CollidePolyAndEdge=function(){};Box2D.inherit(z,Box2D.Dynamics.Contacts.b2Contact);z.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;z.b2PolygonContact= +function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};z.Create=function(){return new z};z.Destroy=function(){};z.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o)};z.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();S.CollidePolygons(this.m_manifold,this.m_fixtureA.GetShape()instanceof K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof K?this.m_fixtureB.GetShape():null,o.m_xf)};u.b2PositionSolverManifold= +function(){};u.prototype.b2PositionSolverManifold=function(){this.m_normal=new N;this.m_separations=new Vector_a2j_Number(O.b2_maxManifoldPoints);this.m_points=new Vector(O.b2_maxManifoldPoints);for(var j=0;j0);var o=0,q=0,n=0,a,c=0,g=0;switch(j.type){case Z.e_circles:a=j.bodyA.m_xf.R;n=j.localPoint;o=j.bodyA.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);q=j.bodyA.m_xf.position.y+(a.col1.y* +n.x+a.col2.y*n.y);a=j.bodyB.m_xf.R;n=j.points[0].localPoint;c=j.bodyB.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);a=j.bodyB.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);n=c-o;g=a-q;var b=n*n+g*g;if(b>Number.MIN_VALUE*Number.MIN_VALUE){b=Math.sqrt(b);this.m_normal.x=n/b;this.m_normal.y=g/b}else{this.m_normal.x=1;this.m_normal.y=0}this.m_points[0].x=0.5*(o+c);this.m_points[0].y=0.5*(q+a);this.m_separations[0]=n*this.m_normal.x+g*this.m_normal.y-j.radius;break;case Z.e_faceA:a=j.bodyA.m_xf.R;n=j.localPlaneNormal; +this.m_normal.x=a.col1.x*n.x+a.col2.x*n.y;this.m_normal.y=a.col1.y*n.x+a.col2.y*n.y;a=j.bodyA.m_xf.R;n=j.localPoint;c=j.bodyA.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);g=j.bodyA.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);a=j.bodyB.m_xf.R;for(o=0;o0||L>0?1/Math.max(M,L):0};V.prototype.Step=function(M){M=M.dt;if(!(M<=Number.MIN_VALUE)){if(M>this.maxTimestep&&this.maxTimestep>0)M=this.maxTimestep; +for(var L=this.m_bodyList;L;L=L.nextBody){var I=L.body;if(I.IsAwake()){var W=I.GetWorldVector(G.MulMV(this.T,I.GetLocalVector(I.GetLinearVelocity())));I.SetLinearVelocity(new K(I.GetLinearVelocity().x+W.x*M,I.GetLinearVelocity().y+W.y*M))}}}}})(); +(function(){var F=Box2D.Common.b2Settings,G=Box2D.Common.Math.b2Mat22,K=Box2D.Common.Math.b2Mat33,y=Box2D.Common.Math.b2Math,w=Box2D.Common.Math.b2Vec2,A=Box2D.Common.Math.b2Vec3,U=Box2D.Dynamics.Joints.b2DistanceJoint,p=Box2D.Dynamics.Joints.b2DistanceJointDef,B=Box2D.Dynamics.Joints.b2FrictionJoint,Q=Box2D.Dynamics.Joints.b2FrictionJointDef,V=Box2D.Dynamics.Joints.b2GearJoint,M=Box2D.Dynamics.Joints.b2GearJointDef,L=Box2D.Dynamics.Joints.b2Jacobian,I=Box2D.Dynamics.Joints.b2Joint,W=Box2D.Dynamics.Joints.b2JointDef, +Y=Box2D.Dynamics.Joints.b2JointEdge,k=Box2D.Dynamics.Joints.b2LineJoint,z=Box2D.Dynamics.Joints.b2LineJointDef,u=Box2D.Dynamics.Joints.b2MouseJoint,D=Box2D.Dynamics.Joints.b2MouseJointDef,H=Box2D.Dynamics.Joints.b2PrismaticJoint,O=Box2D.Dynamics.Joints.b2PrismaticJointDef,E=Box2D.Dynamics.Joints.b2PulleyJoint,R=Box2D.Dynamics.Joints.b2PulleyJointDef,N=Box2D.Dynamics.Joints.b2RevoluteJoint,S=Box2D.Dynamics.Joints.b2RevoluteJointDef,aa=Box2D.Dynamics.Joints.b2WeldJoint,Z=Box2D.Dynamics.Joints.b2WeldJointDef; +Box2D.inherit(U,Box2D.Dynamics.Joints.b2Joint);U.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;U.b2DistanceJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_u=new w};U.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};U.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};U.prototype.GetReactionForce=function(d){if(d===undefined)d= +0;return new w(d*this.m_impulse*this.m_u.x,d*this.m_impulse*this.m_u.y)};U.prototype.GetReactionTorque=function(){return 0};U.prototype.GetLength=function(){return this.m_length};U.prototype.SetLength=function(d){if(d===undefined)d=0;this.m_length=d};U.prototype.GetFrequency=function(){return this.m_frequencyHz};U.prototype.SetFrequency=function(d){if(d===undefined)d=0;this.m_frequencyHz=d};U.prototype.GetDampingRatio=function(){return this.m_dampingRatio};U.prototype.SetDampingRatio=function(d){if(d=== +undefined)d=0;this.m_dampingRatio=d};U.prototype.b2DistanceJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_length=d.length;this.m_frequencyHz=d.frequencyHz;this.m_dampingRatio=d.dampingRatio;this.m_bias=this.m_gamma=this.m_impulse=0};U.prototype.InitVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB;h=j.m_xf.R;var q=this.m_localAnchor1.x-j.m_sweep.localCenter.x,n=this.m_localAnchor1.y- +j.m_sweep.localCenter.y;l=h.col1.x*q+h.col2.x*n;n=h.col1.y*q+h.col2.y*n;q=l;h=o.m_xf.R;var a=this.m_localAnchor2.x-o.m_sweep.localCenter.x,c=this.m_localAnchor2.y-o.m_sweep.localCenter.y;l=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=l;this.m_u.x=o.m_sweep.c.x+a-j.m_sweep.c.x-q;this.m_u.y=o.m_sweep.c.y+c-j.m_sweep.c.y-n;l=Math.sqrt(this.m_u.x*this.m_u.x+this.m_u.y*this.m_u.y);l>F.b2_linearSlop?this.m_u.Multiply(1/l):this.m_u.SetZero();h=q*this.m_u.y-n*this.m_u.x;var g=a*this.m_u.y-c*this.m_u.x; +h=j.m_invMass+j.m_invI*h*h+o.m_invMass+o.m_invI*g*g;this.m_mass=h!=0?1/h:0;if(this.m_frequencyHz>0){l=l-this.m_length;g=2*Math.PI*this.m_frequencyHz;var b=this.m_mass*g*g;this.m_gamma=d.dt*(2*this.m_mass*this.m_dampingRatio*g+d.dt*b);this.m_gamma=this.m_gamma!=0?1/this.m_gamma:0;this.m_bias=l*d.dt*b*this.m_gamma;this.m_mass=h+this.m_gamma;this.m_mass=this.m_mass!=0?1/this.m_mass:0}if(d.warmStarting){this.m_impulse*=d.dtRatio;d=this.m_impulse*this.m_u.x;h=this.m_impulse*this.m_u.y;j.m_linearVelocity.x-= +j.m_invMass*d;j.m_linearVelocity.y-=j.m_invMass*h;j.m_angularVelocity-=j.m_invI*(q*h-n*d);o.m_linearVelocity.x+=o.m_invMass*d;o.m_linearVelocity.y+=o.m_invMass*h;o.m_angularVelocity+=o.m_invI*(a*h-c*d)}else this.m_impulse=0};U.prototype.SolveVelocityConstraints=function(){var d,h=this.m_bodyA,l=this.m_bodyB;d=h.m_xf.R;var j=this.m_localAnchor1.x-h.m_sweep.localCenter.x,o=this.m_localAnchor1.y-h.m_sweep.localCenter.y,q=d.col1.x*j+d.col2.x*o;o=d.col1.y*j+d.col2.y*o;j=q;d=l.m_xf.R;var n=this.m_localAnchor2.x- +l.m_sweep.localCenter.x,a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;q=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=q;q=-this.m_mass*(this.m_u.x*(l.m_linearVelocity.x+-l.m_angularVelocity*a-(h.m_linearVelocity.x+-h.m_angularVelocity*o))+this.m_u.y*(l.m_linearVelocity.y+l.m_angularVelocity*n-(h.m_linearVelocity.y+h.m_angularVelocity*j))+this.m_bias+this.m_gamma*this.m_impulse);this.m_impulse+=q;d=q*this.m_u.x;q=q*this.m_u.y;h.m_linearVelocity.x-=h.m_invMass*d;h.m_linearVelocity.y-=h.m_invMass* +q;h.m_angularVelocity-=h.m_invI*(j*q-o*d);l.m_linearVelocity.x+=l.m_invMass*d;l.m_linearVelocity.y+=l.m_invMass*q;l.m_angularVelocity+=l.m_invI*(n*q-a*d)};U.prototype.SolvePositionConstraints=function(){var d;if(this.m_frequencyHz>0)return true;var h=this.m_bodyA,l=this.m_bodyB;d=h.m_xf.R;var j=this.m_localAnchor1.x-h.m_sweep.localCenter.x,o=this.m_localAnchor1.y-h.m_sweep.localCenter.y,q=d.col1.x*j+d.col2.x*o;o=d.col1.y*j+d.col2.y*o;j=q;d=l.m_xf.R;var n=this.m_localAnchor2.x-l.m_sweep.localCenter.x, +a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;q=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=q;q=l.m_sweep.c.x+n-h.m_sweep.c.x-j;var c=l.m_sweep.c.y+a-h.m_sweep.c.y-o;d=Math.sqrt(q*q+c*c);q/=d;c/=d;d=d-this.m_length;d=y.Clamp(d,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);var g=-this.m_mass*d;this.m_u.Set(q,c);q=g*this.m_u.x;c=g*this.m_u.y;h.m_sweep.c.x-=h.m_invMass*q;h.m_sweep.c.y-=h.m_invMass*c;h.m_sweep.a-=h.m_invI*(j*c-o*q);l.m_sweep.c.x+=l.m_invMass*q;l.m_sweep.c.y+=l.m_invMass*c; +l.m_sweep.a+=l.m_invI*(n*c-a*q);h.SynchronizeTransform();l.SynchronizeTransform();return y.Abs(d)0)this.m_angularMass=1/this.m_angularMass;if(d.warmStarting){this.m_linearImpulse.x*=d.dtRatio;this.m_linearImpulse.y*=d.dtRatio;this.m_angularImpulse*=d.dtRatio;d=this.m_linearImpulse;j.m_linearVelocity.x-=h*d.x; +j.m_linearVelocity.y-=h*d.y;j.m_angularVelocity-=g*(q*d.y-n*d.x+this.m_angularImpulse);o.m_linearVelocity.x+=l*d.x;o.m_linearVelocity.y+=l*d.y;o.m_angularVelocity+=b*(a*d.y-c*d.x+this.m_angularImpulse)}else{this.m_linearImpulse.SetZero();this.m_angularImpulse=0}};B.prototype.SolveVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB,q=j.m_linearVelocity,n=j.m_angularVelocity,a=o.m_linearVelocity,c=o.m_angularVelocity,g=j.m_invMass,b=o.m_invMass,e=j.m_invI,f=o.m_invI;h=j.m_xf.R;var m= +this.m_localAnchorA.x-j.m_sweep.localCenter.x,r=this.m_localAnchorA.y-j.m_sweep.localCenter.y;l=h.col1.x*m+h.col2.x*r;r=h.col1.y*m+h.col2.y*r;m=l;h=o.m_xf.R;var s=this.m_localAnchorB.x-o.m_sweep.localCenter.x,v=this.m_localAnchorB.y-o.m_sweep.localCenter.y;l=h.col1.x*s+h.col2.x*v;v=h.col1.y*s+h.col2.y*v;s=l;h=0;l=-this.m_angularMass*(c-n);var t=this.m_angularImpulse;h=d.dt*this.m_maxTorque;this.m_angularImpulse=y.Clamp(this.m_angularImpulse+l,-h,h);l=this.m_angularImpulse-t;n-=e*l;c+=f*l;h=y.MulMV(this.m_linearMass, +new w(-(a.x-c*v-q.x+n*r),-(a.y+c*s-q.y-n*m)));l=this.m_linearImpulse.Copy();this.m_linearImpulse.Add(h);h=d.dt*this.m_maxForce;if(this.m_linearImpulse.LengthSquared()>h*h){this.m_linearImpulse.Normalize();this.m_linearImpulse.Multiply(h)}h=y.SubtractVV(this.m_linearImpulse,l);q.x-=g*h.x;q.y-=g*h.y;n-=e*(m*h.y-r*h.x);a.x+=b*h.x;a.y+=b*h.y;c+=f*(s*h.y-v*h.x);j.m_angularVelocity=n;o.m_angularVelocity=c};B.prototype.SolvePositionConstraints=function(){return true};Box2D.inherit(Q,Box2D.Dynamics.Joints.b2JointDef); +Q.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;Q.b2FrictionJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w};Q.prototype.b2FrictionJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_frictionJoint;this.maxTorque=this.maxForce=0};Q.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA.SetV(this.bodyA.GetLocalPoint(l));this.localAnchorB.SetV(this.bodyB.GetLocalPoint(l))}; +Box2D.inherit(V,Box2D.Dynamics.Joints.b2Joint);V.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;V.b2GearJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_groundAnchor1=new w;this.m_groundAnchor2=new w;this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_J=new L};V.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};V.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};V.prototype.GetReactionForce= +function(d){if(d===undefined)d=0;return new w(d*this.m_impulse*this.m_J.linearB.x,d*this.m_impulse*this.m_J.linearB.y)};V.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;var h=this.m_bodyB.m_xf.R,l=this.m_localAnchor1.x-this.m_bodyB.m_sweep.localCenter.x,j=this.m_localAnchor1.y-this.m_bodyB.m_sweep.localCenter.y,o=h.col1.x*l+h.col2.x*j;j=h.col1.y*l+h.col2.y*j;l=o;return d*(this.m_impulse*this.m_J.angularB-l*this.m_impulse*this.m_J.linearB.y+j*this.m_impulse*this.m_J.linearB.x)};V.prototype.GetRatio= +function(){return this.m_ratio};V.prototype.SetRatio=function(d){if(d===undefined)d=0;this.m_ratio=d};V.prototype.b2GearJoint=function(d){this.__super.b2Joint.call(this,d);var h=parseInt(d.joint1.m_type),l=parseInt(d.joint2.m_type);this.m_prismatic2=this.m_revolute2=this.m_prismatic1=this.m_revolute1=null;var j=0,o=0;this.m_ground1=d.joint1.GetBodyA();this.m_bodyA=d.joint1.GetBodyB();if(h==I.e_revoluteJoint){this.m_revolute1=d.joint1 instanceof N?d.joint1:null;this.m_groundAnchor1.SetV(this.m_revolute1.m_localAnchor1); +this.m_localAnchor1.SetV(this.m_revolute1.m_localAnchor2);j=this.m_revolute1.GetJointAngle()}else{this.m_prismatic1=d.joint1 instanceof H?d.joint1:null;this.m_groundAnchor1.SetV(this.m_prismatic1.m_localAnchor1);this.m_localAnchor1.SetV(this.m_prismatic1.m_localAnchor2);j=this.m_prismatic1.GetJointTranslation()}this.m_ground2=d.joint2.GetBodyA();this.m_bodyB=d.joint2.GetBodyB();if(l==I.e_revoluteJoint){this.m_revolute2=d.joint2 instanceof N?d.joint2:null;this.m_groundAnchor2.SetV(this.m_revolute2.m_localAnchor1); +this.m_localAnchor2.SetV(this.m_revolute2.m_localAnchor2);o=this.m_revolute2.GetJointAngle()}else{this.m_prismatic2=d.joint2 instanceof H?d.joint2:null;this.m_groundAnchor2.SetV(this.m_prismatic2.m_localAnchor1);this.m_localAnchor2.SetV(this.m_prismatic2.m_localAnchor2);o=this.m_prismatic2.GetJointTranslation()}this.m_ratio=d.ratio;this.m_constant=j+this.m_ratio*o;this.m_impulse=0};V.prototype.InitVelocityConstraints=function(d){var h=this.m_ground1,l=this.m_ground2,j=this.m_bodyA,o=this.m_bodyB, +q=0,n=0,a=0,c=0,g=a=0,b=0;this.m_J.SetZero();if(this.m_revolute1){this.m_J.angularA=-1;b+=j.m_invI}else{h=h.m_xf.R;n=this.m_prismatic1.m_localXAxis1;q=h.col1.x*n.x+h.col2.x*n.y;n=h.col1.y*n.x+h.col2.y*n.y;h=j.m_xf.R;a=this.m_localAnchor1.x-j.m_sweep.localCenter.x;c=this.m_localAnchor1.y-j.m_sweep.localCenter.y;g=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=g;a=a*n-c*q;this.m_J.linearA.Set(-q,-n);this.m_J.angularA=-a;b+=j.m_invMass+j.m_invI*a*a}if(this.m_revolute2){this.m_J.angularB=-this.m_ratio; +b+=this.m_ratio*this.m_ratio*o.m_invI}else{h=l.m_xf.R;n=this.m_prismatic2.m_localXAxis1;q=h.col1.x*n.x+h.col2.x*n.y;n=h.col1.y*n.x+h.col2.y*n.y;h=o.m_xf.R;a=this.m_localAnchor2.x-o.m_sweep.localCenter.x;c=this.m_localAnchor2.y-o.m_sweep.localCenter.y;g=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=g;a=a*n-c*q;this.m_J.linearB.Set(-this.m_ratio*q,-this.m_ratio*n);this.m_J.angularB=-this.m_ratio*a;b+=this.m_ratio*this.m_ratio*(o.m_invMass+o.m_invI*a*a)}this.m_mass=b>0?1/b:0;if(d.warmStarting){j.m_linearVelocity.x+= +j.m_invMass*this.m_impulse*this.m_J.linearA.x;j.m_linearVelocity.y+=j.m_invMass*this.m_impulse*this.m_J.linearA.y;j.m_angularVelocity+=j.m_invI*this.m_impulse*this.m_J.angularA;o.m_linearVelocity.x+=o.m_invMass*this.m_impulse*this.m_J.linearB.x;o.m_linearVelocity.y+=o.m_invMass*this.m_impulse*this.m_J.linearB.y;o.m_angularVelocity+=o.m_invI*this.m_impulse*this.m_J.angularB}else this.m_impulse=0};V.prototype.SolveVelocityConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=-this.m_mass*this.m_J.Compute(d.m_linearVelocity, +d.m_angularVelocity,h.m_linearVelocity,h.m_angularVelocity);this.m_impulse+=l;d.m_linearVelocity.x+=d.m_invMass*l*this.m_J.linearA.x;d.m_linearVelocity.y+=d.m_invMass*l*this.m_J.linearA.y;d.m_angularVelocity+=d.m_invI*l*this.m_J.angularA;h.m_linearVelocity.x+=h.m_invMass*l*this.m_J.linearB.x;h.m_linearVelocity.y+=h.m_invMass*l*this.m_J.linearB.y;h.m_angularVelocity+=h.m_invI*l*this.m_J.angularB};V.prototype.SolvePositionConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=0,j=0;l=this.m_revolute1? +this.m_revolute1.GetJointAngle():this.m_prismatic1.GetJointTranslation();j=this.m_revolute2?this.m_revolute2.GetJointAngle():this.m_prismatic2.GetJointTranslation();l=-this.m_mass*(this.m_constant-(l+this.m_ratio*j));d.m_sweep.c.x+=d.m_invMass*l*this.m_J.linearA.x;d.m_sweep.c.y+=d.m_invMass*l*this.m_J.linearA.y;d.m_sweep.a+=d.m_invI*l*this.m_J.angularA;h.m_sweep.c.x+=h.m_invMass*l*this.m_J.linearB.x;h.m_sweep.c.y+=h.m_invMass*l*this.m_J.linearB.y;h.m_sweep.a+=h.m_invI*l*this.m_J.angularB;d.SynchronizeTransform(); +h.SynchronizeTransform();return 0Number.MIN_VALUE?1/this.m_motorMass:0;this.m_perp.SetV(y.MulMV(q.R,this.m_localYAxis1));this.m_s1=(j+n)*this.m_perp.y-(o+a)*this.m_perp.x;this.m_s2=c*this.m_perp.y- +g*this.m_perp.x;q=this.m_invMassA;n=this.m_invMassB;a=this.m_invIA;c=this.m_invIB;this.m_K.col1.x=q+n+a*this.m_s1*this.m_s1+c*this.m_s2*this.m_s2;this.m_K.col1.y=a*this.m_s1*this.m_a1+c*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=q+n+a*this.m_a1*this.m_a1+c*this.m_a2*this.m_a2;if(this.m_enableLimit){j=this.m_axis.x*j+this.m_axis.y*o;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop)this.m_limitState=I.e_equalLimits;else if(j<=this.m_lowerTranslation){if(this.m_limitState!= +I.e_atLowerLimit){this.m_limitState=I.e_atLowerLimit;this.m_impulse.y=0}}else if(j>=this.m_upperTranslation){if(this.m_limitState!=I.e_atUpperLimit){this.m_limitState=I.e_atUpperLimit;this.m_impulse.y=0}}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.y=0}}else this.m_limitState=I.e_inactiveLimit;if(this.m_enableMotor==false)this.m_motorImpulse=0;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+ +this.m_impulse.y)*this.m_axis.x;j=this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.y)*this.m_axis.y;o=this.m_impulse.x*this.m_s1+(this.m_motorImpulse+this.m_impulse.y)*this.m_a1;q=this.m_impulse.x*this.m_s2+(this.m_motorImpulse+this.m_impulse.y)*this.m_a2;h.m_linearVelocity.x-=this.m_invMassA*d;h.m_linearVelocity.y-=this.m_invMassA*j;h.m_angularVelocity-=this.m_invIA*o;l.m_linearVelocity.x+=this.m_invMassB*d;l.m_linearVelocity.y+=this.m_invMassB*j;l.m_angularVelocity+=this.m_invIB* +q}else{this.m_impulse.SetZero();this.m_motorImpulse=0}};k.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=h.m_linearVelocity,o=h.m_angularVelocity,q=l.m_linearVelocity,n=l.m_angularVelocity,a=0,c=0,g=0,b=0;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){b=this.m_motorMass*(this.m_motorSpeed-(this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o));a=this.m_motorImpulse;c=d.dt*this.m_maxMotorForce;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+ +b,-c,c);b=this.m_motorImpulse-a;a=b*this.m_axis.x;c=b*this.m_axis.y;g=b*this.m_a1;b=b*this.m_a2;j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b}c=this.m_perp.x*(q.x-j.x)+this.m_perp.y*(q.y-j.y)+this.m_s2*n-this.m_s1*o;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){g=this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o;a=this.m_impulse.Copy();d=this.m_K.Solve(new w,-c,-g);this.m_impulse.Add(d); +if(this.m_limitState==I.e_atLowerLimit)this.m_impulse.y=y.Max(this.m_impulse.y,0);else if(this.m_limitState==I.e_atUpperLimit)this.m_impulse.y=y.Min(this.m_impulse.y,0);c=-c-(this.m_impulse.y-a.y)*this.m_K.col2.x;g=0;g=this.m_K.col1.x!=0?c/this.m_K.col1.x+a.x:a.x;this.m_impulse.x=g;d.x=this.m_impulse.x-a.x;d.y=this.m_impulse.y-a.y;a=d.x*this.m_perp.x+d.y*this.m_axis.x;c=d.x*this.m_perp.y+d.y*this.m_axis.y;g=d.x*this.m_s1+d.y*this.m_a1;b=d.x*this.m_s2+d.y*this.m_a2}else{d=0;d=this.m_K.col1.x!=0?-c/ +this.m_K.col1.x:0;this.m_impulse.x+=d;a=d*this.m_perp.x;c=d*this.m_perp.y;g=d*this.m_s1;b=d*this.m_s2}j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b;h.m_linearVelocity.SetV(j);h.m_angularVelocity=o;l.m_linearVelocity.SetV(q);l.m_angularVelocity=n};k.prototype.SolvePositionConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=d.m_sweep.c,j=d.m_sweep.a,o=h.m_sweep.c,q=h.m_sweep.a,n,a=0,c=0,g=0,b=0,e=n=0,f=0;c=false; +var m=0,r=G.FromAngle(j);g=G.FromAngle(q);n=r;f=this.m_localAnchor1.x-this.m_localCenterA.x;var s=this.m_localAnchor1.y-this.m_localCenterA.y;a=n.col1.x*f+n.col2.x*s;s=n.col1.y*f+n.col2.y*s;f=a;n=g;g=this.m_localAnchor2.x-this.m_localCenterB.x;b=this.m_localAnchor2.y-this.m_localCenterB.y;a=n.col1.x*g+n.col2.x*b;b=n.col1.y*g+n.col2.y*b;g=a;n=o.x+g-l.x-f;a=o.y+b-l.y-s;if(this.m_enableLimit){this.m_axis=y.MulMV(r,this.m_localXAxis1);this.m_a1=(n+f)*this.m_axis.y-(a+s)*this.m_axis.x;this.m_a2=g*this.m_axis.y- +b*this.m_axis.x;var v=this.m_axis.x*n+this.m_axis.y*a;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop){m=y.Clamp(v,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);e=y.Abs(v);c=true}else if(v<=this.m_lowerTranslation){m=y.Clamp(v-this.m_lowerTranslation+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);e=this.m_lowerTranslation-v;c=true}else if(v>=this.m_upperTranslation){m=y.Clamp(v-this.m_upperTranslation+F.b2_linearSlop,0,F.b2_maxLinearCorrection);e=v-this.m_upperTranslation; +c=true}}this.m_perp=y.MulMV(r,this.m_localYAxis1);this.m_s1=(n+f)*this.m_perp.y-(a+s)*this.m_perp.x;this.m_s2=g*this.m_perp.y-b*this.m_perp.x;r=new w;s=this.m_perp.x*n+this.m_perp.y*a;e=y.Max(e,y.Abs(s));f=0;if(c){c=this.m_invMassA;g=this.m_invMassB;b=this.m_invIA;n=this.m_invIB;this.m_K.col1.x=c+g+b*this.m_s1*this.m_s1+n*this.m_s2*this.m_s2;this.m_K.col1.y=b*this.m_s1*this.m_a1+n*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=c+g+b*this.m_a1*this.m_a1+n*this.m_a2*this.m_a2;this.m_K.Solve(r, +-s,-m)}else{c=this.m_invMassA;g=this.m_invMassB;b=this.m_invIA;n=this.m_invIB;m=c+g+b*this.m_s1*this.m_s1+n*this.m_s2*this.m_s2;c=0;c=m!=0?-s/m:0;r.x=c;r.y=0}m=r.x*this.m_perp.x+r.y*this.m_axis.x;c=r.x*this.m_perp.y+r.y*this.m_axis.y;s=r.x*this.m_s1+r.y*this.m_a1;r=r.x*this.m_s2+r.y*this.m_a2;l.x-=this.m_invMassA*m;l.y-=this.m_invMassA*c;j-=this.m_invIA*s;o.x+=this.m_invMassB*m;o.y+=this.m_invMassB*c;q+=this.m_invIB*r;d.m_sweep.a=j;h.m_sweep.a=q;d.SynchronizeTransform();h.SynchronizeTransform();return e<= +F.b2_linearSlop&&f<=F.b2_angularSlop};Box2D.inherit(z,Box2D.Dynamics.Joints.b2JointDef);z.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;z.b2LineJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w;this.localAxisA=new w};z.prototype.b2LineJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_lineJoint;this.localAxisA.Set(1,0);this.enableLimit=false;this.upperTranslation=this.lowerTranslation= +0;this.enableMotor=false;this.motorSpeed=this.maxMotorForce=0};z.prototype.Initialize=function(d,h,l,j){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.localAxisA=this.bodyA.GetLocalVector(j)};Box2D.inherit(u,Box2D.Dynamics.Joints.b2Joint);u.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;u.b2MouseJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.K=new G;this.K1=new G;this.K2=new G; +this.m_localAnchor=new w;this.m_target=new w;this.m_impulse=new w;this.m_mass=new G;this.m_C=new w};u.prototype.GetAnchorA=function(){return this.m_target};u.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor)};u.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_impulse.x,d*this.m_impulse.y)};u.prototype.GetReactionTorque=function(){return 0};u.prototype.GetTarget=function(){return this.m_target};u.prototype.SetTarget=function(d){this.m_bodyB.IsAwake()== +false&&this.m_bodyB.SetAwake(true);this.m_target=d};u.prototype.GetMaxForce=function(){return this.m_maxForce};u.prototype.SetMaxForce=function(d){if(d===undefined)d=0;this.m_maxForce=d};u.prototype.GetFrequency=function(){return this.m_frequencyHz};u.prototype.SetFrequency=function(d){if(d===undefined)d=0;this.m_frequencyHz=d};u.prototype.GetDampingRatio=function(){return this.m_dampingRatio};u.prototype.SetDampingRatio=function(d){if(d===undefined)d=0;this.m_dampingRatio=d};u.prototype.b2MouseJoint= +function(d){this.__super.b2Joint.call(this,d);this.m_target.SetV(d.target);var h=this.m_target.x-this.m_bodyB.m_xf.position.x,l=this.m_target.y-this.m_bodyB.m_xf.position.y,j=this.m_bodyB.m_xf.R;this.m_localAnchor.x=h*j.col1.x+l*j.col1.y;this.m_localAnchor.y=h*j.col2.x+l*j.col2.y;this.m_maxForce=d.maxForce;this.m_impulse.SetZero();this.m_frequencyHz=d.frequencyHz;this.m_dampingRatio=d.dampingRatio;this.m_gamma=this.m_beta=0};u.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyB,l=h.GetMass(), +j=2*Math.PI*this.m_frequencyHz,o=l*j*j;this.m_gamma=d.dt*(2*l*this.m_dampingRatio*j+d.dt*o);this.m_gamma=this.m_gamma!=0?1/this.m_gamma:0;this.m_beta=d.dt*o*this.m_gamma;o=h.m_xf.R;l=this.m_localAnchor.x-h.m_sweep.localCenter.x;j=this.m_localAnchor.y-h.m_sweep.localCenter.y;var q=o.col1.x*l+o.col2.x*j;j=o.col1.y*l+o.col2.y*j;l=q;o=h.m_invMass;q=h.m_invI;this.K1.col1.x=o;this.K1.col2.x=0;this.K1.col1.y=0;this.K1.col2.y=o;this.K2.col1.x=q*j*j;this.K2.col2.x=-q*l*j;this.K2.col1.y=-q*l*j;this.K2.col2.y= +q*l*l;this.K.SetM(this.K1);this.K.AddM(this.K2);this.K.col1.x+=this.m_gamma;this.K.col2.y+=this.m_gamma;this.K.GetInverse(this.m_mass);this.m_C.x=h.m_sweep.c.x+l-this.m_target.x;this.m_C.y=h.m_sweep.c.y+j-this.m_target.y;h.m_angularVelocity*=0.98;this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;h.m_linearVelocity.x+=o*this.m_impulse.x;h.m_linearVelocity.y+=o*this.m_impulse.y;h.m_angularVelocity+=q*(l*this.m_impulse.y-j*this.m_impulse.x)};u.prototype.SolveVelocityConstraints=function(d){var h= +this.m_bodyB,l,j=0,o=0;l=h.m_xf.R;var q=this.m_localAnchor.x-h.m_sweep.localCenter.x,n=this.m_localAnchor.y-h.m_sweep.localCenter.y;j=l.col1.x*q+l.col2.x*n;n=l.col1.y*q+l.col2.y*n;q=j;j=h.m_linearVelocity.x+-h.m_angularVelocity*n;var a=h.m_linearVelocity.y+h.m_angularVelocity*q;l=this.m_mass;j=j+this.m_beta*this.m_C.x+this.m_gamma*this.m_impulse.x;o=a+this.m_beta*this.m_C.y+this.m_gamma*this.m_impulse.y;a=-(l.col1.x*j+l.col2.x*o);o=-(l.col1.y*j+l.col2.y*o);l=this.m_impulse.x;j=this.m_impulse.y;this.m_impulse.x+= +a;this.m_impulse.y+=o;d=d.dt*this.m_maxForce;this.m_impulse.LengthSquared()>d*d&&this.m_impulse.Multiply(d/this.m_impulse.Length());a=this.m_impulse.x-l;o=this.m_impulse.y-j;h.m_linearVelocity.x+=h.m_invMass*a;h.m_linearVelocity.y+=h.m_invMass*o;h.m_angularVelocity+=h.m_invI*(q*o-n*a)};u.prototype.SolvePositionConstraints=function(){return true};Box2D.inherit(D,Box2D.Dynamics.Joints.b2JointDef);D.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;D.b2MouseJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this, +arguments);this.target=new w};D.prototype.b2MouseJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_mouseJoint;this.maxForce=0;this.frequencyHz=5;this.dampingRatio=0.7};Box2D.inherit(H,Box2D.Dynamics.Joints.b2Joint);H.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;H.b2PrismaticJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_localXAxis1=new w;this.m_localYAxis1=new w;this.m_axis=new w; +this.m_perp=new w;this.m_K=new K;this.m_impulse=new A};H.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};H.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};H.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*(this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.x),d*(this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.y))};H.prototype.GetReactionTorque= +function(d){if(d===undefined)d=0;return d*this.m_impulse.y};H.prototype.GetJointTranslation=function(){var d=this.m_bodyA,h=this.m_bodyB,l=d.GetWorldPoint(this.m_localAnchor1),j=h.GetWorldPoint(this.m_localAnchor2);h=j.x-l.x;l=j.y-l.y;d=d.GetWorldVector(this.m_localXAxis1);return d.x*h+d.y*l};H.prototype.GetJointSpeed=function(){var d=this.m_bodyA,h=this.m_bodyB,l;l=d.m_xf.R;var j=this.m_localAnchor1.x-d.m_sweep.localCenter.x,o=this.m_localAnchor1.y-d.m_sweep.localCenter.y,q=l.col1.x*j+l.col2.x*o; +o=l.col1.y*j+l.col2.y*o;j=q;l=h.m_xf.R;var n=this.m_localAnchor2.x-h.m_sweep.localCenter.x,a=this.m_localAnchor2.y-h.m_sweep.localCenter.y;q=l.col1.x*n+l.col2.x*a;a=l.col1.y*n+l.col2.y*a;n=q;l=h.m_sweep.c.x+n-(d.m_sweep.c.x+j);q=h.m_sweep.c.y+a-(d.m_sweep.c.y+o);var c=d.GetWorldVector(this.m_localXAxis1),g=d.m_linearVelocity,b=h.m_linearVelocity;d=d.m_angularVelocity;h=h.m_angularVelocity;return l*-d*c.y+q*d*c.x+(c.x*(b.x+-h*a-g.x- -d*o)+c.y*(b.y+h*n-g.y-d*j))};H.prototype.IsLimitEnabled=function(){return this.m_enableLimit}; +H.prototype.EnableLimit=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableLimit=d};H.prototype.GetLowerLimit=function(){return this.m_lowerTranslation};H.prototype.GetUpperLimit=function(){return this.m_upperTranslation};H.prototype.SetLimits=function(d,h){if(d===undefined)d=0;if(h===undefined)h=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_lowerTranslation=d;this.m_upperTranslation=h};H.prototype.IsMotorEnabled=function(){return this.m_enableMotor}; +H.prototype.EnableMotor=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableMotor=d};H.prototype.SetMotorSpeed=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_motorSpeed=d};H.prototype.GetMotorSpeed=function(){return this.m_motorSpeed};H.prototype.SetMaxMotorForce=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_maxMotorForce=d};H.prototype.GetMotorForce=function(){return this.m_motorImpulse}; +H.prototype.b2PrismaticJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_localXAxis1.SetV(d.localAxisA);this.m_localYAxis1.x=-this.m_localXAxis1.y;this.m_localYAxis1.y=this.m_localXAxis1.x;this.m_refAngle=d.referenceAngle;this.m_impulse.SetZero();this.m_motorImpulse=this.m_motorMass=0;this.m_lowerTranslation=d.lowerTranslation;this.m_upperTranslation=d.upperTranslation;this.m_maxMotorForce=d.maxMotorForce;this.m_motorSpeed= +d.motorSpeed;this.m_enableLimit=d.enableLimit;this.m_enableMotor=d.enableMotor;this.m_limitState=I.e_inactiveLimit;this.m_axis.SetZero();this.m_perp.SetZero()};H.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j,o=0;this.m_localCenterA.SetV(h.GetLocalCenter());this.m_localCenterB.SetV(l.GetLocalCenter());var q=h.GetTransform();l.GetTransform();j=h.m_xf.R;var n=this.m_localAnchor1.x-this.m_localCenterA.x,a=this.m_localAnchor1.y-this.m_localCenterA.y;o=j.col1.x*n+j.col2.x* +a;a=j.col1.y*n+j.col2.y*a;n=o;j=l.m_xf.R;var c=this.m_localAnchor2.x-this.m_localCenterB.x,g=this.m_localAnchor2.y-this.m_localCenterB.y;o=j.col1.x*c+j.col2.x*g;g=j.col1.y*c+j.col2.y*g;c=o;j=l.m_sweep.c.x+c-h.m_sweep.c.x-n;o=l.m_sweep.c.y+g-h.m_sweep.c.y-a;this.m_invMassA=h.m_invMass;this.m_invMassB=l.m_invMass;this.m_invIA=h.m_invI;this.m_invIB=l.m_invI;this.m_axis.SetV(y.MulMV(q.R,this.m_localXAxis1));this.m_a1=(j+n)*this.m_axis.y-(o+a)*this.m_axis.x;this.m_a2=c*this.m_axis.y-g*this.m_axis.x;this.m_motorMass= +this.m_invMassA+this.m_invMassB+this.m_invIA*this.m_a1*this.m_a1+this.m_invIB*this.m_a2*this.m_a2;if(this.m_motorMass>Number.MIN_VALUE)this.m_motorMass=1/this.m_motorMass;this.m_perp.SetV(y.MulMV(q.R,this.m_localYAxis1));this.m_s1=(j+n)*this.m_perp.y-(o+a)*this.m_perp.x;this.m_s2=c*this.m_perp.y-g*this.m_perp.x;q=this.m_invMassA;n=this.m_invMassB;a=this.m_invIA;c=this.m_invIB;this.m_K.col1.x=q+n+a*this.m_s1*this.m_s1+c*this.m_s2*this.m_s2;this.m_K.col1.y=a*this.m_s1+c*this.m_s2;this.m_K.col1.z=a* +this.m_s1*this.m_a1+c*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=a+c;this.m_K.col2.z=a*this.m_a1+c*this.m_a2;this.m_K.col3.x=this.m_K.col1.z;this.m_K.col3.y=this.m_K.col2.z;this.m_K.col3.z=q+n+a*this.m_a1*this.m_a1+c*this.m_a2*this.m_a2;if(this.m_enableLimit){j=this.m_axis.x*j+this.m_axis.y*o;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop)this.m_limitState=I.e_equalLimits;else if(j<=this.m_lowerTranslation){if(this.m_limitState!=I.e_atLowerLimit){this.m_limitState= +I.e_atLowerLimit;this.m_impulse.z=0}}else if(j>=this.m_upperTranslation){if(this.m_limitState!=I.e_atUpperLimit){this.m_limitState=I.e_atUpperLimit;this.m_impulse.z=0}}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.z=0}}else this.m_limitState=I.e_inactiveLimit;if(this.m_enableMotor==false)this.m_motorImpulse=0;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.x; +j=this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.y;o=this.m_impulse.x*this.m_s1+this.m_impulse.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_a1;q=this.m_impulse.x*this.m_s2+this.m_impulse.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_a2;h.m_linearVelocity.x-=this.m_invMassA*d;h.m_linearVelocity.y-=this.m_invMassA*j;h.m_angularVelocity-=this.m_invIA*o;l.m_linearVelocity.x+=this.m_invMassB*d;l.m_linearVelocity.y+=this.m_invMassB*j;l.m_angularVelocity+=this.m_invIB* +q}else{this.m_impulse.SetZero();this.m_motorImpulse=0}};H.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=h.m_linearVelocity,o=h.m_angularVelocity,q=l.m_linearVelocity,n=l.m_angularVelocity,a=0,c=0,g=0,b=0;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){b=this.m_motorMass*(this.m_motorSpeed-(this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o));a=this.m_motorImpulse;d=d.dt*this.m_maxMotorForce;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+ +b,-d,d);b=this.m_motorImpulse-a;a=b*this.m_axis.x;c=b*this.m_axis.y;g=b*this.m_a1;b=b*this.m_a2;j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b}g=this.m_perp.x*(q.x-j.x)+this.m_perp.y*(q.y-j.y)+this.m_s2*n-this.m_s1*o;c=n-o;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o;a=this.m_impulse.Copy();d=this.m_K.Solve33(new A,-g,-c,-d);this.m_impulse.Add(d); +if(this.m_limitState==I.e_atLowerLimit)this.m_impulse.z=y.Max(this.m_impulse.z,0);else if(this.m_limitState==I.e_atUpperLimit)this.m_impulse.z=y.Min(this.m_impulse.z,0);g=-g-(this.m_impulse.z-a.z)*this.m_K.col3.x;c=-c-(this.m_impulse.z-a.z)*this.m_K.col3.y;c=this.m_K.Solve22(new w,g,c);c.x+=a.x;c.y+=a.y;this.m_impulse.x=c.x;this.m_impulse.y=c.y;d.x=this.m_impulse.x-a.x;d.y=this.m_impulse.y-a.y;d.z=this.m_impulse.z-a.z;a=d.x*this.m_perp.x+d.z*this.m_axis.x;c=d.x*this.m_perp.y+d.z*this.m_axis.y;g=d.x* +this.m_s1+d.y+d.z*this.m_a1;b=d.x*this.m_s2+d.y+d.z*this.m_a2}else{d=this.m_K.Solve22(new w,-g,-c);this.m_impulse.x+=d.x;this.m_impulse.y+=d.y;a=d.x*this.m_perp.x;c=d.x*this.m_perp.y;g=d.x*this.m_s1+d.y;b=d.x*this.m_s2+d.y}j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b;h.m_linearVelocity.SetV(j);h.m_angularVelocity=o;l.m_linearVelocity.SetV(q);l.m_angularVelocity=n};H.prototype.SolvePositionConstraints=function(){var d= +this.m_bodyA,h=this.m_bodyB,l=d.m_sweep.c,j=d.m_sweep.a,o=h.m_sweep.c,q=h.m_sweep.a,n,a=0,c=0,g=0,b=a=n=0,e=0;c=false;var f=0,m=G.FromAngle(j),r=G.FromAngle(q);n=m;e=this.m_localAnchor1.x-this.m_localCenterA.x;var s=this.m_localAnchor1.y-this.m_localCenterA.y;a=n.col1.x*e+n.col2.x*s;s=n.col1.y*e+n.col2.y*s;e=a;n=r;r=this.m_localAnchor2.x-this.m_localCenterB.x;g=this.m_localAnchor2.y-this.m_localCenterB.y;a=n.col1.x*r+n.col2.x*g;g=n.col1.y*r+n.col2.y*g;r=a;n=o.x+r-l.x-e;a=o.y+g-l.y-s;if(this.m_enableLimit){this.m_axis= +y.MulMV(m,this.m_localXAxis1);this.m_a1=(n+e)*this.m_axis.y-(a+s)*this.m_axis.x;this.m_a2=r*this.m_axis.y-g*this.m_axis.x;var v=this.m_axis.x*n+this.m_axis.y*a;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop){f=y.Clamp(v,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);b=y.Abs(v);c=true}else if(v<=this.m_lowerTranslation){f=y.Clamp(v-this.m_lowerTranslation+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);b=this.m_lowerTranslation-v;c=true}else if(v>=this.m_upperTranslation){f= +y.Clamp(v-this.m_upperTranslation+F.b2_linearSlop,0,F.b2_maxLinearCorrection);b=v-this.m_upperTranslation;c=true}}this.m_perp=y.MulMV(m,this.m_localYAxis1);this.m_s1=(n+e)*this.m_perp.y-(a+s)*this.m_perp.x;this.m_s2=r*this.m_perp.y-g*this.m_perp.x;m=new A;s=this.m_perp.x*n+this.m_perp.y*a;r=q-j-this.m_refAngle;b=y.Max(b,y.Abs(s));e=y.Abs(r);if(c){c=this.m_invMassA;g=this.m_invMassB;n=this.m_invIA;a=this.m_invIB;this.m_K.col1.x=c+g+n*this.m_s1*this.m_s1+a*this.m_s2*this.m_s2;this.m_K.col1.y=n*this.m_s1+ +a*this.m_s2;this.m_K.col1.z=n*this.m_s1*this.m_a1+a*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=n+a;this.m_K.col2.z=n*this.m_a1+a*this.m_a2;this.m_K.col3.x=this.m_K.col1.z;this.m_K.col3.y=this.m_K.col2.z;this.m_K.col3.z=c+g+n*this.m_a1*this.m_a1+a*this.m_a2*this.m_a2;this.m_K.Solve33(m,-s,-r,-f)}else{c=this.m_invMassA;g=this.m_invMassB;n=this.m_invIA;a=this.m_invIB;f=n*this.m_s1+a*this.m_s2;v=n+a;this.m_K.col1.Set(c+g+n*this.m_s1*this.m_s1+a*this.m_s2*this.m_s2,f,0);this.m_K.col2.Set(f, +v,0);f=this.m_K.Solve22(new w,-s,-r);m.x=f.x;m.y=f.y;m.z=0}f=m.x*this.m_perp.x+m.z*this.m_axis.x;c=m.x*this.m_perp.y+m.z*this.m_axis.y;s=m.x*this.m_s1+m.y+m.z*this.m_a1;m=m.x*this.m_s2+m.y+m.z*this.m_a2;l.x-=this.m_invMassA*f;l.y-=this.m_invMassA*c;j-=this.m_invIA*s;o.x+=this.m_invMassB*f;o.y+=this.m_invMassB*c;q+=this.m_invIB*m;d.m_sweep.a=j;h.m_sweep.a=q;d.SynchronizeTransform();h.SynchronizeTransform();return b<=F.b2_linearSlop&&e<=F.b2_angularSlop};Box2D.inherit(O,Box2D.Dynamics.Joints.b2JointDef); +O.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;O.b2PrismaticJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w;this.localAxisA=new w};O.prototype.b2PrismaticJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_prismaticJoint;this.localAxisA.Set(1,0);this.referenceAngle=0;this.enableLimit=false;this.upperTranslation=this.lowerTranslation=0;this.enableMotor=false;this.motorSpeed=this.maxMotorForce= +0};O.prototype.Initialize=function(d,h,l,j){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.localAxisA=this.bodyA.GetLocalVector(j);this.referenceAngle=this.bodyB.GetAngle()-this.bodyA.GetAngle()};Box2D.inherit(E,Box2D.Dynamics.Joints.b2Joint);E.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;E.b2PulleyJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_groundAnchor1=new w;this.m_groundAnchor2= +new w;this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_u1=new w;this.m_u2=new w};E.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};E.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};E.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_impulse*this.m_u2.x,d*this.m_impulse*this.m_u2.y)};E.prototype.GetReactionTorque=function(){return 0};E.prototype.GetGroundAnchorA=function(){var d= +this.m_ground.m_xf.position.Copy();d.Add(this.m_groundAnchor1);return d};E.prototype.GetGroundAnchorB=function(){var d=this.m_ground.m_xf.position.Copy();d.Add(this.m_groundAnchor2);return d};E.prototype.GetLength1=function(){var d=this.m_bodyA.GetWorldPoint(this.m_localAnchor1),h=d.x-(this.m_ground.m_xf.position.x+this.m_groundAnchor1.x);d=d.y-(this.m_ground.m_xf.position.y+this.m_groundAnchor1.y);return Math.sqrt(h*h+d*d)};E.prototype.GetLength2=function(){var d=this.m_bodyB.GetWorldPoint(this.m_localAnchor2), +h=d.x-(this.m_ground.m_xf.position.x+this.m_groundAnchor2.x);d=d.y-(this.m_ground.m_xf.position.y+this.m_groundAnchor2.y);return Math.sqrt(h*h+d*d)};E.prototype.GetRatio=function(){return this.m_ratio};E.prototype.b2PulleyJoint=function(d){this.__super.b2Joint.call(this,d);this.m_ground=this.m_bodyA.m_world.m_groundBody;this.m_groundAnchor1.x=d.groundAnchorA.x-this.m_ground.m_xf.position.x;this.m_groundAnchor1.y=d.groundAnchorA.y-this.m_ground.m_xf.position.y;this.m_groundAnchor2.x=d.groundAnchorB.x- +this.m_ground.m_xf.position.x;this.m_groundAnchor2.y=d.groundAnchorB.y-this.m_ground.m_xf.position.y;this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_ratio=d.ratio;this.m_constant=d.lengthA+this.m_ratio*d.lengthB;this.m_maxLength1=y.Min(d.maxLengthA,this.m_constant-this.m_ratio*E.b2_minPulleyLength);this.m_maxLength2=y.Min(d.maxLengthB,(this.m_constant-E.b2_minPulleyLength)/this.m_ratio);this.m_limitImpulse2=this.m_limitImpulse1=this.m_impulse=0};E.prototype.InitVelocityConstraints= +function(d){var h=this.m_bodyA,l=this.m_bodyB,j;j=h.m_xf.R;var o=this.m_localAnchor1.x-h.m_sweep.localCenter.x,q=this.m_localAnchor1.y-h.m_sweep.localCenter.y,n=j.col1.x*o+j.col2.x*q;q=j.col1.y*o+j.col2.y*q;o=n;j=l.m_xf.R;var a=this.m_localAnchor2.x-l.m_sweep.localCenter.x,c=this.m_localAnchor2.y-l.m_sweep.localCenter.y;n=j.col1.x*a+j.col2.x*c;c=j.col1.y*a+j.col2.y*c;a=n;j=l.m_sweep.c.x+a;n=l.m_sweep.c.y+c;var g=this.m_ground.m_xf.position.x+this.m_groundAnchor2.x,b=this.m_ground.m_xf.position.y+ +this.m_groundAnchor2.y;this.m_u1.Set(h.m_sweep.c.x+o-(this.m_ground.m_xf.position.x+this.m_groundAnchor1.x),h.m_sweep.c.y+q-(this.m_ground.m_xf.position.y+this.m_groundAnchor1.y));this.m_u2.Set(j-g,n-b);j=this.m_u1.Length();n=this.m_u2.Length();j>F.b2_linearSlop?this.m_u1.Multiply(1/j):this.m_u1.SetZero();n>F.b2_linearSlop?this.m_u2.Multiply(1/n):this.m_u2.SetZero();if(this.m_constant-j-this.m_ratio*n>0){this.m_state=I.e_inactiveLimit;this.m_impulse=0}else this.m_state=I.e_atUpperLimit;if(jF.b2_linearSlop?this.m_u1.Multiply(1/ +l):this.m_u1.SetZero();e>F.b2_linearSlop?this.m_u2.Multiply(1/e):this.m_u2.SetZero();l=this.m_constant-l-this.m_ratio*e;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_pulleyMass*l;l=-m*this.m_u1.x;e=-m*this.m_u1.y;f=-this.m_ratio*m*this.m_u2.x;m=-this.m_ratio*m*this.m_u2.y;d.m_sweep.c.x+=d.m_invMass*l;d.m_sweep.c.y+=d.m_invMass*e;d.m_sweep.a+=d.m_invI*(a*e-c*l);h.m_sweep.c.x+=h.m_invMass*f;h.m_sweep.c.y+=h.m_invMass*m;h.m_sweep.a+=h.m_invI*(g*m-b*f);d.SynchronizeTransform(); +h.SynchronizeTransform()}if(this.m_limitState1==I.e_atUpperLimit){l=d.m_xf.R;a=this.m_localAnchor1.x-d.m_sweep.localCenter.x;c=this.m_localAnchor1.y-d.m_sweep.localCenter.y;e=l.col1.x*a+l.col2.x*c;c=l.col1.y*a+l.col2.y*c;a=e;l=d.m_sweep.c.x+a;e=d.m_sweep.c.y+c;this.m_u1.Set(l-j,e-o);l=this.m_u1.Length();if(l>F.b2_linearSlop){this.m_u1.x*=1/l;this.m_u1.y*=1/l}else this.m_u1.SetZero();l=this.m_maxLength1-l;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_limitMass1*l; +l=-m*this.m_u1.x;e=-m*this.m_u1.y;d.m_sweep.c.x+=d.m_invMass*l;d.m_sweep.c.y+=d.m_invMass*e;d.m_sweep.a+=d.m_invI*(a*e-c*l);d.SynchronizeTransform()}if(this.m_limitState2==I.e_atUpperLimit){l=h.m_xf.R;g=this.m_localAnchor2.x-h.m_sweep.localCenter.x;b=this.m_localAnchor2.y-h.m_sweep.localCenter.y;e=l.col1.x*g+l.col2.x*b;b=l.col1.y*g+l.col2.y*b;g=e;f=h.m_sweep.c.x+g;m=h.m_sweep.c.y+b;this.m_u2.Set(f-q,m-n);e=this.m_u2.Length();if(e>F.b2_linearSlop){this.m_u2.x*=1/e;this.m_u2.y*=1/e}else this.m_u2.SetZero(); +l=this.m_maxLength2-e;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_limitMass2*l;f=-m*this.m_u2.x;m=-m*this.m_u2.y;h.m_sweep.c.x+=h.m_invMass*f;h.m_sweep.c.y+=h.m_invMass*m;h.m_sweep.a+=h.m_invI*(g*m-b*f);h.SynchronizeTransform()}return r=this.m_upperAngle){if(this.m_limitState!=I.e_atUpperLimit)this.m_impulse.z=0;this.m_limitState= +I.e_atUpperLimit}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.z=0}}else this.m_limitState=I.e_inactiveLimit;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x;e=this.m_impulse.y;h.m_linearVelocity.x-=j*d;h.m_linearVelocity.y-=j*e;h.m_angularVelocity-=g*(q*e-n*d+this.m_motorImpulse+this.m_impulse.z);l.m_linearVelocity.x+=o*d;l.m_linearVelocity.y+=o*e;l.m_angularVelocity+=b*(a*e-c*d+this.m_motorImpulse+this.m_impulse.z)}else{this.m_impulse.SetZero(); +this.m_motorImpulse=0}};N.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=0,o=j=0,q=0,n=0,a=0,c=h.m_linearVelocity,g=h.m_angularVelocity,b=l.m_linearVelocity,e=l.m_angularVelocity,f=h.m_invMass,m=l.m_invMass,r=h.m_invI,s=l.m_invI;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){o=this.m_motorMass*-(e-g-this.m_motorSpeed);q=this.m_motorImpulse;n=d.dt*this.m_maxMotorTorque;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+o,-n,n);o=this.m_motorImpulse-q;g-= +r*o;e+=s*o}if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=h.m_xf.R;o=this.m_localAnchor1.x-h.m_sweep.localCenter.x;q=this.m_localAnchor1.y-h.m_sweep.localCenter.y;j=d.col1.x*o+d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=j;d=l.m_xf.R;n=this.m_localAnchor2.x-l.m_sweep.localCenter.x;a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;j=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=j;d=b.x+-e*a-c.x- -g*q;var v=b.y+e*n-c.y-g*o;this.m_mass.Solve33(this.impulse3,-d,-v,-(e-g));if(this.m_limitState== +I.e_equalLimits)this.m_impulse.Add(this.impulse3);else if(this.m_limitState==I.e_atLowerLimit){j=this.m_impulse.z+this.impulse3.z;if(j<0){this.m_mass.Solve22(this.reduced,-d,-v);this.impulse3.x=this.reduced.x;this.impulse3.y=this.reduced.y;this.impulse3.z=-this.m_impulse.z;this.m_impulse.x+=this.reduced.x;this.m_impulse.y+=this.reduced.y;this.m_impulse.z=0}}else if(this.m_limitState==I.e_atUpperLimit){j=this.m_impulse.z+this.impulse3.z;if(j>0){this.m_mass.Solve22(this.reduced,-d,-v);this.impulse3.x= +this.reduced.x;this.impulse3.y=this.reduced.y;this.impulse3.z=-this.m_impulse.z;this.m_impulse.x+=this.reduced.x;this.m_impulse.y+=this.reduced.y;this.m_impulse.z=0}}c.x-=f*this.impulse3.x;c.y-=f*this.impulse3.y;g-=r*(o*this.impulse3.y-q*this.impulse3.x+this.impulse3.z);b.x+=m*this.impulse3.x;b.y+=m*this.impulse3.y;e+=s*(n*this.impulse3.y-a*this.impulse3.x+this.impulse3.z)}else{d=h.m_xf.R;o=this.m_localAnchor1.x-h.m_sweep.localCenter.x;q=this.m_localAnchor1.y-h.m_sweep.localCenter.y;j=d.col1.x*o+ +d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=j;d=l.m_xf.R;n=this.m_localAnchor2.x-l.m_sweep.localCenter.x;a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;j=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=j;this.m_mass.Solve22(this.impulse2,-(b.x+-e*a-c.x- -g*q),-(b.y+e*n-c.y-g*o));this.m_impulse.x+=this.impulse2.x;this.m_impulse.y+=this.impulse2.y;c.x-=f*this.impulse2.x;c.y-=f*this.impulse2.y;g-=r*(o*this.impulse2.y-q*this.impulse2.x);b.x+=m*this.impulse2.x;b.y+=m*this.impulse2.y;e+=s*(n*this.impulse2.y- +a*this.impulse2.x)}h.m_linearVelocity.SetV(c);h.m_angularVelocity=g;l.m_linearVelocity.SetV(b);l.m_angularVelocity=e};N.prototype.SolvePositionConstraints=function(){var d=0,h,l=this.m_bodyA,j=this.m_bodyB,o=0,q=h=0,n=0,a=0;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=j.m_sweep.a-l.m_sweep.a-this.m_referenceAngle;var c=0;if(this.m_limitState==I.e_equalLimits){d=y.Clamp(d-this.m_lowerAngle,-F.b2_maxAngularCorrection,F.b2_maxAngularCorrection);c=-this.m_motorMass*d;o=y.Abs(d)}else if(this.m_limitState== +I.e_atLowerLimit){d=d-this.m_lowerAngle;o=-d;d=y.Clamp(d+F.b2_angularSlop,-F.b2_maxAngularCorrection,0);c=-this.m_motorMass*d}else if(this.m_limitState==I.e_atUpperLimit){o=d=d-this.m_upperAngle;d=y.Clamp(d-F.b2_angularSlop,0,F.b2_maxAngularCorrection);c=-this.m_motorMass*d}l.m_sweep.a-=l.m_invI*c;j.m_sweep.a+=j.m_invI*c;l.SynchronizeTransform();j.SynchronizeTransform()}h=l.m_xf.R;c=this.m_localAnchor1.x-l.m_sweep.localCenter.x;d=this.m_localAnchor1.y-l.m_sweep.localCenter.y;q=h.col1.x*c+h.col2.x* +d;d=h.col1.y*c+h.col2.y*d;c=q;h=j.m_xf.R;var g=this.m_localAnchor2.x-j.m_sweep.localCenter.x,b=this.m_localAnchor2.y-j.m_sweep.localCenter.y;q=h.col1.x*g+h.col2.x*b;b=h.col1.y*g+h.col2.y*b;g=q;n=j.m_sweep.c.x+g-l.m_sweep.c.x-c;a=j.m_sweep.c.y+b-l.m_sweep.c.y-d;var e=n*n+a*a;h=Math.sqrt(e);q=l.m_invMass;var f=j.m_invMass,m=l.m_invI,r=j.m_invI,s=10*F.b2_linearSlop;if(e>s*s){e=1/(q+f);n=e*-n;a=e*-a;l.m_sweep.c.x-=0.5*q*n;l.m_sweep.c.y-=0.5*q*a;j.m_sweep.c.x+=0.5*f*n;j.m_sweep.c.y+=0.5*f*a;n=j.m_sweep.c.x+ +g-l.m_sweep.c.x-c;a=j.m_sweep.c.y+b-l.m_sweep.c.y-d}this.K1.col1.x=q+f;this.K1.col2.x=0;this.K1.col1.y=0;this.K1.col2.y=q+f;this.K2.col1.x=m*d*d;this.K2.col2.x=-m*c*d;this.K2.col1.y=-m*c*d;this.K2.col2.y=m*c*c;this.K3.col1.x=r*b*b;this.K3.col2.x=-r*g*b;this.K3.col1.y=-r*g*b;this.K3.col2.y=r*g*g;this.K.SetM(this.K1);this.K.AddM(this.K2);this.K.AddM(this.K3);this.K.Solve(N.tImpulse,-n,-a);n=N.tImpulse.x;a=N.tImpulse.y;l.m_sweep.c.x-=l.m_invMass*n;l.m_sweep.c.y-=l.m_invMass*a;l.m_sweep.a-=l.m_invI*(c* +a-d*n);j.m_sweep.c.x+=j.m_invMass*n;j.m_sweep.c.y+=j.m_invMass*a;j.m_sweep.a+=j.m_invI*(g*a-b*n);l.SynchronizeTransform();j.SynchronizeTransform();return h<=F.b2_linearSlop&&o<=F.b2_angularSlop};Box2D.postDefs.push(function(){Box2D.Dynamics.Joints.b2RevoluteJoint.tImpulse=new w});Box2D.inherit(S,Box2D.Dynamics.Joints.b2JointDef);S.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;S.b2RevoluteJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA= +new w;this.localAnchorB=new w};S.prototype.b2RevoluteJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_revoluteJoint;this.localAnchorA.Set(0,0);this.localAnchorB.Set(0,0);this.motorSpeed=this.maxMotorTorque=this.upperAngle=this.lowerAngle=this.referenceAngle=0;this.enableMotor=this.enableLimit=false};S.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.referenceAngle=this.bodyB.GetAngle()- +this.bodyA.GetAngle()};Box2D.inherit(aa,Box2D.Dynamics.Joints.b2Joint);aa.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;aa.b2WeldJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchorA=new w;this.m_localAnchorB=new w;this.m_impulse=new A;this.m_mass=new K};aa.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchorA)};aa.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchorB)};aa.prototype.GetReactionForce= +function(d){if(d===undefined)d=0;return new w(d*this.m_impulse.x,d*this.m_impulse.y)};aa.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;return d*this.m_impulse.z};aa.prototype.b2WeldJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchorA.SetV(d.localAnchorA);this.m_localAnchorB.SetV(d.localAnchorB);this.m_referenceAngle=d.referenceAngle;this.m_impulse.SetZero();this.m_mass=new K};aa.prototype.InitVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB; +h=j.m_xf.R;var q=this.m_localAnchorA.x-j.m_sweep.localCenter.x,n=this.m_localAnchorA.y-j.m_sweep.localCenter.y;l=h.col1.x*q+h.col2.x*n;n=h.col1.y*q+h.col2.y*n;q=l;h=o.m_xf.R;var a=this.m_localAnchorB.x-o.m_sweep.localCenter.x,c=this.m_localAnchorB.y-o.m_sweep.localCenter.y;l=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=l;h=j.m_invMass;l=o.m_invMass;var g=j.m_invI,b=o.m_invI;this.m_mass.col1.x=h+l+n*n*g+c*c*b;this.m_mass.col2.x=-n*q*g-c*a*b;this.m_mass.col3.x=-n*g-c*b;this.m_mass.col1.y=this.m_mass.col2.x; +this.m_mass.col2.y=h+l+q*q*g+a*a*b;this.m_mass.col3.y=q*g+a*b;this.m_mass.col1.z=this.m_mass.col3.x;this.m_mass.col2.z=this.m_mass.col3.y;this.m_mass.col3.z=g+b;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_impulse.z*=d.dtRatio;j.m_linearVelocity.x-=h*this.m_impulse.x;j.m_linearVelocity.y-=h*this.m_impulse.y;j.m_angularVelocity-=g*(q*this.m_impulse.y-n*this.m_impulse.x+this.m_impulse.z);o.m_linearVelocity.x+=l*this.m_impulse.x;o.m_linearVelocity.y+=l*this.m_impulse.y; +o.m_angularVelocity+=b*(a*this.m_impulse.y-c*this.m_impulse.x+this.m_impulse.z)}else this.m_impulse.SetZero()};aa.prototype.SolveVelocityConstraints=function(){var d,h=0,l=this.m_bodyA,j=this.m_bodyB,o=l.m_linearVelocity,q=l.m_angularVelocity,n=j.m_linearVelocity,a=j.m_angularVelocity,c=l.m_invMass,g=j.m_invMass,b=l.m_invI,e=j.m_invI;d=l.m_xf.R;var f=this.m_localAnchorA.x-l.m_sweep.localCenter.x,m=this.m_localAnchorA.y-l.m_sweep.localCenter.y;h=d.col1.x*f+d.col2.x*m;m=d.col1.y*f+d.col2.y*m;f=h;d= +j.m_xf.R;var r=this.m_localAnchorB.x-j.m_sweep.localCenter.x,s=this.m_localAnchorB.y-j.m_sweep.localCenter.y;h=d.col1.x*r+d.col2.x*s;s=d.col1.y*r+d.col2.y*s;r=h;d=n.x-a*s-o.x+q*m;h=n.y+a*r-o.y-q*f;var v=a-q,t=new A;this.m_mass.Solve33(t,-d,-h,-v);this.m_impulse.Add(t);o.x-=c*t.x;o.y-=c*t.y;q-=b*(f*t.y-m*t.x+t.z);n.x+=g*t.x;n.y+=g*t.y;a+=e*(r*t.y-s*t.x+t.z);l.m_angularVelocity=q;j.m_angularVelocity=a};aa.prototype.SolvePositionConstraints=function(){var d,h=0,l=this.m_bodyA,j=this.m_bodyB;d=l.m_xf.R; +var o=this.m_localAnchorA.x-l.m_sweep.localCenter.x,q=this.m_localAnchorA.y-l.m_sweep.localCenter.y;h=d.col1.x*o+d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=h;d=j.m_xf.R;var n=this.m_localAnchorB.x-j.m_sweep.localCenter.x,a=this.m_localAnchorB.y-j.m_sweep.localCenter.y;h=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=h;d=l.m_invMass;h=j.m_invMass;var c=l.m_invI,g=j.m_invI,b=j.m_sweep.c.x+n-l.m_sweep.c.x-o,e=j.m_sweep.c.y+a-l.m_sweep.c.y-q,f=j.m_sweep.a-l.m_sweep.a-this.m_referenceAngle,m=10*F.b2_linearSlop, +r=Math.sqrt(b*b+e*e),s=y.Abs(f);if(r>m){c*=1;g*=1}this.m_mass.col1.x=d+h+q*q*c+a*a*g;this.m_mass.col2.x=-q*o*c-a*n*g;this.m_mass.col3.x=-q*c-a*g;this.m_mass.col1.y=this.m_mass.col2.x;this.m_mass.col2.y=d+h+o*o*c+n*n*g;this.m_mass.col3.y=o*c+n*g;this.m_mass.col1.z=this.m_mass.col3.x;this.m_mass.col2.z=this.m_mass.col3.y;this.m_mass.col3.z=c+g;m=new A;this.m_mass.Solve33(m,-b,-e,-f);l.m_sweep.c.x-=d*m.x;l.m_sweep.c.y-=d*m.y;l.m_sweep.a-=c*(o*m.y-q*m.x+m.z);j.m_sweep.c.x+=h*m.x;j.m_sweep.c.y+=h*m.y; +j.m_sweep.a+=g*(n*m.y-a*m.x+m.z);l.SynchronizeTransform();j.SynchronizeTransform();return r<=F.b2_linearSlop&&s<=F.b2_angularSlop};Box2D.inherit(Z,Box2D.Dynamics.Joints.b2JointDef);Z.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;Z.b2WeldJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w};Z.prototype.b2WeldJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_weldJoint;this.referenceAngle= +0};Z.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA.SetV(this.bodyA.GetLocalPoint(l));this.localAnchorB.SetV(this.bodyB.GetLocalPoint(l));this.referenceAngle=this.bodyB.GetAngle()-this.bodyA.GetAngle()}})(); +(function(){var F=Box2D.Dynamics.b2DebugDraw;F.b2DebugDraw=function(){this.m_xformScale=this.m_fillAlpha=this.m_alpha=this.m_lineThickness=this.m_drawScale=1;var G=this;this.m_sprite={graphics:{clear:function(){G.m_ctx.clearRect(0,0,G.m_ctx.canvas.width,G.m_ctx.canvas.height)}}}};F.prototype._color=function(G,K){return"rgba("+((G&16711680)>>16)+","+((G&65280)>>8)+","+(G&255)+","+K+")"};F.prototype.b2DebugDraw=function(){this.m_drawFlags=0};F.prototype.SetFlags=function(G){if(G===undefined)G=0;this.m_drawFlags= +G};F.prototype.GetFlags=function(){return this.m_drawFlags};F.prototype.AppendFlags=function(G){if(G===undefined)G=0;this.m_drawFlags|=G};F.prototype.ClearFlags=function(G){if(G===undefined)G=0;this.m_drawFlags&=~G};F.prototype.SetSprite=function(G){this.m_ctx=G};F.prototype.GetSprite=function(){return this.m_ctx};F.prototype.SetDrawScale=function(G){if(G===undefined)G=0;this.m_drawScale=G};F.prototype.GetDrawScale=function(){return this.m_drawScale};F.prototype.SetLineThickness=function(G){if(G=== +undefined)G=0;this.m_lineThickness=G;this.m_ctx.strokeWidth=G};F.prototype.GetLineThickness=function(){return this.m_lineThickness};F.prototype.SetAlpha=function(G){if(G===undefined)G=0;this.m_alpha=G};F.prototype.GetAlpha=function(){return this.m_alpha};F.prototype.SetFillAlpha=function(G){if(G===undefined)G=0;this.m_fillAlpha=G};F.prototype.GetFillAlpha=function(){return this.m_fillAlpha};F.prototype.SetXFormScale=function(G){if(G===undefined)G=0;this.m_xformScale=G};F.prototype.GetXFormScale=function(){return this.m_xformScale}; +F.prototype.DrawPolygon=function(G,K,y){if(K){var w=this.m_ctx,A=this.m_drawScale;w.beginPath();w.strokeStyle=this._color(y.color,this.m_alpha);w.moveTo(G[0].x*A,G[0].y*A);for(y=1;y=0 && !this._standing && isStanding) + { + this._animate('stand'); + } + this._standing = isStanding; +} + +function isStanding() { + return this._standing; +} + +function move(direction) { + this._moveDirection = direction; + + switch(true) { + case direction == this._lookDirection && this.isStanding() + this._doll.move(direction, Settings.RUN_SPEED); + break; + + case !this.isStanding() + this._doll.move(direction, Settings.FLY_SPEED); + break; + + default + this._doll.move(direction, Settings.WALK_SPEED); + break; + } + + if (this.isStanding()) { + this._animate(this._calculateWalkAnimation()); + } +} + +function stop() { + this._moveDirection = 0; + this._doll.stop(); + if (this._isWalking() || this._standing) { + this._animate('stand'); + } +} + +function jump() { + if (this.isStanding()) + { + this._doll.jump(); + this._animate('jump'); + this.setStanding(false); + } +} + +function jumping() { + if (!this.isStanding()) { + this._doll.jumping(); + } +} + +function duck() { + if (this._standing && !this._isWalking()) + { + this._animate('duck'); + } +} + +function standUp() { + if (this._standing) + { + this._animate('standup'); + } +} + +function _animate(type) { + if (type == this._currentAnimationState) + { + return; + } + + this._mc.gotoAndPlay(type); + + this._currentAnimationState = type; +} + +function _calculateWalkAnimation() { + if (this._moveDirection == this._lookDirection) + { + return 'run'; + } + return 'walkback'; +} + +function look(x, y) { + var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180); + var lastLookDirection = this._lookDirection; + + if (x < Settings.STAGE_WIDTH / 2) { + this._mc.scaleX = -1; + this._lookDirection = -1; + degree = (-45 + degree / 2); + this._mc.head.rotation = degree; + } else if (x >= Settings.STAGE_WIDTH / 2) { + this._mc.scaleX = 1; + this._lookDirection = 1; + degree = (45 + -degree / 2) - 90; + this._mc.head.rotation = degree; + } + + if (this._lookDirection != lastLookDirection && this._isWalking()) { + this._animate(this._calculateWalkAnimation()); + } +} + +function _isWalking() { + var states = ['walk', 'walkback', 'run']; + + if (states.indexOf(this._currentAnimationState) >= 0) { + return true; + } + return false; +} + +// called by CollisionDetection +function onFootSensorDetection(isColliding) { + if(isColliding) { + if(this._doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) { + return; + } + this.setStanding(true); + } else { + // TODO This needs some more thought to it. + // maybe take a look at collision groups for collision detection, + // to group all tiles together + + //this.setStanding(false); + //this._animate('jumploop'); + } +} + +function update() { + this._mc.head.y = this._mc.head_posmask.y; + + if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) { + this.stop(); + } + + if (!this._doll.getBody().IsAwake()) { + this.setStanding(true); + } +} diff --git a/lib/Game/Processor.js b/lib/Game/Processor.js new file mode 100755 index 0000000..1df454c --- /dev/null +++ b/lib/Game/Processor.js @@ -0,0 +1,66 @@ +Game.Processor = function() { + + var self = this; + this.count = 0; + this._me; + this._engine; + this._camera; + this._repository; + this._inputControlUnit; + this._keyboardInput; +} + +Game.Processor.prototype.init = function() { + this._engine = new Game.Physics.Engine(); + + /* + this._me = new Player(); + + this._camera = Camera.getInstance() + this._repository = Repository.getInstance(); + + this._engine.setCollisionDetector(); + + this._inputControlUnit = InputControlUnit.getInstance(); + this._keyboardInput = KeyboardInput.getInstance(); + + new Level(); + new Items(); + */ + //Out.put("Players spawn after 3 seconds."); + //Out.put("Notice, that Player2 seems to be afk xD"); + + + + window.setInterval(this._update, 1000/60, this); + //View.getInstance().getSprite().addEventListener(Event.ENTER_FRAME, this._update) +} + + + +Game.Processor.prototype.getMe = function() { + return this._me; +} + +Game.Processor.prototype.getEngine = function() { + return this._engine; +} + +Game.Processor.prototype._spawnPlayers = function(p1, p2) { + p1.spawn(50, 250); + this._camera.follow(p1); +} + + +Game.Processor.prototype._update = function(self) { + self.count++; + + self._engine.update(); + // Order is important + /* + self._repository.update(); + self._keyboardInput.update(); + self._me.update(); + self._camera.update(); + */ +} \ No newline at end of file diff --git a/lib/Three/Three.min.js b/lib/Three/Three.min.js new file mode 100755 index 0000000..fa38b9a --- /dev/null +++ b/lib/Three/Three.min.js @@ -0,0 +1,729 @@ +// Three.js - http://github.com/mrdoob/three.js +'use strict';var THREE=THREE||{REVISION:"49"};self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array); +(function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}}; +THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x= +this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)}, +lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+ +a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y= +this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())}, +setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this, +a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,e=b?b.z:1,f=a.elements[0]/c,g=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,h=a.elements[9]/e,j=a.elements[10]/e;this.y=Math.asin(a.elements[8]/e);e=Math.cos(this.y);if(Math.abs(e)>1.0E-5){this.x=Math.atan2(-h/e,j/e);this.z=Math.atan2(-g/e,f/e)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b= +this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add: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},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub: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},subSelf:function(a){this.x= +this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, +normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]}; +THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var e=d[2],f=d[3],g=d[4],h=d[5],j=d[6],l=d[7],k=d[8],p=d[9],m=d[10],o=d[11],q=d[12],n=d[13],r=d[14],d=d[15];c[0].set(f-a,l-g,o-k,d-q);c[1].set(f+a,l+g,o+k,d+q);c[2].set(f+b,l+h,o+p,d+n);c[3].set(f-b,l-h,o-p,d-n);c[4].set(f-e,l-j,o-m,d-r);c[5].set(f+e,l+j,o+m,d+r);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}}; +THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=0;e<6;e++){a=b[e].x*d[12]+b[e].y*d[13]+b[e].z*d[14]+b[e].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3; +THREE.Ray=function(a,b){function c(a,b,c){q.sub(c,a);u=q.dot(b);t=n.add(a,r.copy(b).multiplyScalar(u));return y=c.distanceTo(t)}function d(a,b,c,d){q.sub(d,b);n.sub(c,b);r.sub(a,b);s=q.dot(q);w=q.dot(n);H=q.dot(r);E=n.dot(n);z=n.dot(r);v=1/(s*E-w*w);A=(E*H-w*z)*v;J=(s*z-w*H)*v;return A>=0&&J>=0&&A+J<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var e=1.0E-4;this.setPrecision=function(a){e=a};var f=new THREE.Vector3,g=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3, +l=new THREE.Vector3,k=new THREE.Vector3,p=new THREE.Vector3,m=new THREE.Vector3,o=new THREE.Vector3;this.intersectObject=function(a){var b,n=[];if(a instanceof THREE.Particle){var q=c(this.origin,this.direction,a.matrixWorld.getPosition());if(q>a.scale.x)return[];b={distance:q,point:a.position,face:null,object:a};n.push(b)}else if(a instanceof THREE.Mesh){var q=c(this.origin,this.direction,a.matrixWorld.getPosition()),r=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(), +a.matrixWorld.getColumnZ().length());if(q>a.geometry.boundingSphere.radius*Math.max(r.x,Math.max(r.y,r.z)))return n;var s,i,t=a.geometry,u=t.vertices,C;a.matrixRotationWorld.extractRotation(a.matrixWorld);q=0;for(r=t.faces.length;q0:s<0))){o.add(l,k.multiplyScalar(i));if(b instanceof THREE.Face3){f=C.multiplyVector3(f.copy(u[b.a]));g=C.multiplyVector3(g.copy(u[b.b]));h=C.multiplyVector3(h.copy(u[b.c]));if(d(o,f,g,h)){b={distance:l.distanceTo(o),point:o.clone(),face:b,object:a};n.push(b)}}else if(b instanceof THREE.Face4){f=C.multiplyVector3(f.copy(u[b.a]));g=C.multiplyVector3(g.copy(u[b.b]));h=C.multiplyVector3(h.copy(u[b.c]));j=C.multiplyVector3(j.copy(u[b.d]));if(d(o,f,g,j)||d(o,g,h,j)){b={distance:l.distanceTo(o),point:o.clone(), +face:b,object:a};n.push(b)}}}}}}return n};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;cf?d:f;e=e>g? +e:g}a()};this.add3Points=function(f,g,k,p,m,o){if(h){h=false;b=fk?f>m?f:m:k>m?k:m;e=g>p?g>o?g:o:p>o?p:o}else{b=fk?f>m?f>d?f:d:m>d?m:d:k>m?k>d?k:d:m>d?m:d;e=g>p?g>o?g>e?g:e:o>e?o:e:p>o?p>e?p:e:o>e?o:e}a()};this.addRectangle=function(f){if(h){h=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=bf.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=da.getRight()||ea.getBottom()?false:true};this.empty=function(){h=true;e=d=c=b=0;a()};this.isEmpty=function(){return h}}; +THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; +THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],h=b[9]*b[4]-b[5]*b[8],j=-b[9]*b[0]+b[1]*b[8],l=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*h;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,k=this.elements;k[0]=b*a;k[1]=b*c;k[2]=b*d;k[3]=b*e;k[4]=b*f;k[5]=b*g;k[6]=b*h;k[7]=b*j;k[8]=b*l;return this}, +transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,h,j,l,k,p,m,o,q,n){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,h||0,j||0,l||0,k!==void 0?k:1,p||0,m||0,o||0,q||0,n!==void 0?n:1)}; +THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,h,j,l,k,p,m,o,q,n){var r=this.elements;r[0]=a;r[4]=b;r[8]=c;r[12]=d;r[1]=e;r[5]=f;r[9]=g;r[13]=h;r[2]=j;r[6]=l;r[10]=k;r[14]=p;r[3]=m;r[7]=o;r[11]=q;r[15]=n;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, +e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],j=c[12],l=c[1],k=c[5],p=c[9],m=c[13],o=c[2],q=c[6],n=c[10],r=c[14],u=c[3],t=c[7],y=c[11],c=c[15],s=d[0],w=d[4], +H=d[8],E=d[12],z=d[1],v=d[5],A=d[9],J=d[13],K=d[2],R=d[6],P=d[10],D=d[14],M=d[3],G=d[7],i=d[11],d=d[15];e[0]=f*s+g*z+h*K+j*M;e[4]=f*w+g*v+h*R+j*G;e[8]=f*H+g*A+h*P+j*i;e[12]=f*E+g*J+h*D+j*d;e[1]=l*s+k*z+p*K+m*M;e[5]=l*w+k*v+p*R+m*G;e[9]=l*H+k*A+p*P+m*i;e[13]=l*E+k*J+p*D+m*d;e[2]=o*s+q*z+n*K+r*M;e[6]=o*w+q*v+n*R+r*G;e[10]=o*H+q*A+n*P+r*i;e[14]=o*E+q*J+n*D+r*d;e[3]=u*s+t*z+y*K+c*M;e[7]=u*w+t*v+y*R+c*G;e[11]=u*H+t*A+y*P+c*i;e[15]=u*E+t*J+y*D+c*d;return this},multiplySelf:function(a){return this.multiply(this, +a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]= +b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x, +d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],h=a[9],j=a[13],l=a[2],k=a[6],p=a[10],m=a[14],o=a[3],q=a[7], +n=a[11],a=a[15];return e*h*k*o-d*j*k*o-e*g*p*o+c*j*p*o+d*g*m*o-c*h*m*o-e*h*l*q+d*j*l*q+e*f*p*q-b*j*p*q-d*f*m*q+b*h*m*q+e*g*l*n-c*j*l*n-e*f*k*n+b*j*k*n+c*f*m*n-b*g*m*n-d*g*l*a+c*h*l*a+d*f*k*a-b*h*k*a-c*f*p*a+b*g*p*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2]; +a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13], +a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],h=c[1],j=c[5],l=c[9],k=c[13],p=c[2],m=c[6],o=c[10],q= +c[14],n=c[3],r=c[7],u=c[11],c=c[15];b[0]=l*q*r-k*o*r+k*m*u-j*q*u-l*m*c+j*o*c;b[4]=g*o*r-f*q*r-g*m*u+e*q*u+f*m*c-e*o*c;b[8]=f*k*r-g*l*r+g*j*u-e*k*u-f*j*c+e*l*c;b[12]=g*l*m-f*k*m-g*j*o+e*k*o+f*j*q-e*l*q;b[1]=k*o*n-l*q*n-k*p*u+h*q*u+l*p*c-h*o*c;b[5]=f*q*n-g*o*n+g*p*u-d*q*u-f*p*c+d*o*c;b[9]=g*l*n-f*k*n-g*h*u+d*k*u+f*h*c-d*l*c;b[13]=f*k*p-g*l*p+g*h*o-d*k*o-f*h*q+d*l*q;b[2]=j*q*n-k*m*n+k*p*r-h*q*r-j*p*c+h*m*c;b[6]=g*m*n-e*q*n-g*p*r+d*q*r+e*p*c-d*m*c;b[10]=e*k*n-g*j*n+g*h*r-d*k*r-e*h*c+d*j*c;b[14]=g*j*p- +e*k*p-g*h*m+d*k*m+e*h*q-d*j*q;b[3]=l*m*n-j*o*n-l*p*r+h*o*r+j*p*u-h*m*u;b[7]=e*o*n-f*m*n+f*p*r-d*o*r-e*p*u+d*m*u;b[11]=f*j*n-e*l*n-f*h*r+d*l*r+e*h*u-d*j*u;b[15]=e*l*p-f*j*p+f*h*m-d*l*m-e*h*o+d*j*o;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),h=Math.cos(e),e=Math.sin(e),j=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var l=h*j,k=h*f,p=e*j,m=e*f;c[0]=l+m*d;c[4]=p*d-k;c[8]=g*e;c[1]=g*f;c[5]=g* +j;c[9]=-d;c[2]=k*d-p;c[6]=m+l*d;c[10]=g*h;break;case "ZXY":l=h*j;k=h*f;p=e*j;m=e*f;c[0]=l-m*d;c[4]=-g*f;c[8]=p+k*d;c[1]=k+p*d;c[5]=g*j;c[9]=m-l*d;c[2]=-g*e;c[6]=d;c[10]=g*h;break;case "ZYX":l=g*j;k=g*f;p=d*j;m=d*f;c[0]=h*j;c[4]=p*e-k;c[8]=l*e+m;c[1]=h*f;c[5]=m*e+l;c[9]=k*e-p;c[2]=-e;c[6]=d*h;c[10]=g*h;break;case "YZX":l=g*h;k=g*e;p=d*h;m=d*e;c[0]=h*j;c[4]=m-l*f;c[8]=p*f+k;c[1]=f;c[5]=g*j;c[9]=-d*j;c[2]=-e*j;c[6]=k*f+p;c[10]=l-m*f;break;case "XZY":l=g*h;k=g*e;p=d*h;m=d*e;c[0]=h*j;c[4]=-f;c[8]=e*j; +c[1]=l*f+m;c[5]=g*j;c[9]=k*f-p;c[2]=p*f-k;c[6]=d*j;c[10]=m*f+l;break;default:l=g*j;k=g*f;p=d*j;m=d*f;c[0]=h*j;c[4]=-h*f;c[8]=e;c[1]=k+p*e;c[5]=l-m*e;c[9]=-d*h;c[2]=m-l*e;c[6]=p+k*e;c[10]=g*h}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,h=d+d,j=e+e,a=c*g,l=c*h,c=c*j,k=d*h,d=d*j,e=e*j,g=f*g,h=f*h,f=f*j;b[0]=1-(k+e);b[4]=l-f;b[8]=c+h;b[1]=l+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+k);return this},compose:function(a,b,c){var d=this.elements, +e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3; +c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements; +b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]* +d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],h=b[9],j=b[10],l=b[11],k=Math.cos(a),a=Math.sin(a);b[4]=k*c+a*g;b[5]=k*d+a*h;b[6]=k*e+a*j;b[7]=k*f+a*l;b[8]=k*g-a*c;b[9]=k*h-a*d;b[10]=k*j-a*e;b[11]=k*l-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],h=b[9],j=b[10],l=b[11],k=Math.cos(a),a=Math.sin(a);b[0]=k*c-a*g;b[1]=k*d-a*h;b[2]=k*e-a*j;b[3]=k*f-a*l;b[8]=k*g+a*c;b[9]= +k*h+a*d;b[10]=k*j+a*e;b[11]=k*l+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],h=b[5],j=b[6],l=b[7],k=Math.cos(a),a=Math.sin(a);b[0]=k*c+a*g;b[1]=k*d+a*h;b[2]=k*e+a*j;b[3]=k*f+a*l;b[4]=k*g-a*c;b[5]=k*h-a*d;b[6]=k*j-a*e;b[7]=k*l-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x, +e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,h=e*e,j=f*f,l=Math.cos(b),k=Math.sin(b),p=1-l,m=d*e*p,o=d*f*p,p=e*f*p,d=d*k,q=e*k,k=f*k,f=g+(1-g)*l,g=m+k,e=o-q,m=m-k,h=h+(1-h)*l,k=p+d,o=o+q,p=p-d,j=j+(1-j)*l,l=c[0],d=c[1],q=c[2],n=c[3],r=c[4],u=c[5],t=c[6],y=c[7],s=c[8],w=c[9],H=c[10],E=c[11];c[0]=f*l+g*r+e*s;c[1]=f*d+g*u+e*w;c[2]=f*q+g*t+e*H;c[3]=f*n+g*y+e*E;c[4]=m*l+h*r+k*s;c[5]=m*d+h*u+k*w;c[6]=m*q+h*t+k*H;c[7]=m*n+h*y+k*E;c[8]=o*l+p*r+j*s;c[9]=o*d+p*u+j*w;c[10]=o*q+p*t+j*H;c[11]= +o*n+p*y+j*E;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this}, +makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,h=a.z,j=e*f,l=e*g;this.set(j*f+c,j*g-d*h,j*h+d*g,0,j*g+d*h,l*g+c,l*h-d*f,0,j*h- +d*g,l*h+d*f,e*h*h+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a, +b,c,d,e,f){var g=this.elements,h=b-a,j=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/j;g[9]=0;g[13]=-((c+d)/j);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4; +THREE.Matrix4.__m2=new THREE.Matrix4; +THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate= +true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3}; +THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a, +this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b= +this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c=0&&f>=0&&g>=0&&h>=0)return true;if(e<0&&f<0||g<0&&h<0)return false;e<0?c=Math.max(c,e/(e-f)):f<0&&(d=Math.min(d,e/(e-f)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(dg&&h.positionScreen.z0)){ea=l[j-2];J.copy(F.positionScreen);K.copy(ea.positionScreen);if(d(J,K)){J.multiplyScalar(1/J.w);K.multiplyScalar(1/K.w);$=u[r]=u[r]||new THREE.RenderableLine;r++;n=$;n.v1.positionScreen.copy(J); +n.v2.positionScreen.copy(K);n.z=Math.max(J.z,K.z);n.material=O.material;w.elements.push(n)}}}}}a=0;for(H=w.sprites.length;a0&&E.z<1){g=s[y]=s[y]||new THREE.RenderableParticle;y++;t=g;t.x=E.x/E.w;t.y=E.y/E.w;t.z=E.z;t.rotation=O.rotation.z;t.scale.x=O.scale.x*Math.abs(t.x-(E.x+e.projectionMatrix.elements[0])/(E.w+e.projectionMatrix.elements[12])); +t.scale.y=O.scale.y*Math.abs(t.y-(E.y+e.projectionMatrix.elements[5])/(E.w+e.projectionMatrix.elements[13]));t.material=O.material;w.elements.push(t)}}}f&&w.elements.sort(c);return w}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; +THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,h=d*e;this.w=g*f-h*c;this.x=g*c+h*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c); +this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x): +Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a= +Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y= +c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,j=this.w,l=j*c+g*e-h*d,k=j*d+h*c-f*e,p=j*e+f*d-g*c,c=-f*c-g*d-h*e;b.x=l*j+c*-f+k*-h-p*-g;b.y=k*j+c*-g+p*-f-l*-h;b.z=p*j+c*-h+l*-g-k*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; +THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")}; +THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;dc.x)c.x= +a.x;if(a.yc.y)c.y=a.y;if(a.zc.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;cb&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,h;f=0;for(g=this.vertices.length;f0;a--)if(d.indexOf(e["abcd"[a]])!=a){d.splice(a,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2]);e=0;for(d=this.faceVertexUvs.length;ethis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: +f+2;l=this.points[c[0]];k=this.points[c[1]];p=this.points[c[2]];m=this.points[c[3]];h=g*g;j=g*h;d.x=b(l.x,k.x,p.x,m.x,g,h,j);d.y=b(l.y,k.y,p.y,m.y,g,h,j);d.z=b(l.z,k.z,p.z,m.z,g,h,j);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a1&&(K=new THREE.MeshFaceMaterial); +a=new THREE.Mesh(J,K);a.name=m;if(t){a.matrixAutoUpdate=false;a.matrix.set(t[0],t[1],t[2],t[3],t[4],t[5],t[6],t[7],t[8],t[9],t[10],t[11],t[12],t[13],t[14],t[15])}else{a.position.set(w[0],w[1],w[2]);if(E){a.quaternion.set(E[0],E[1],E[2],E[3]);a.useQuaternion=true}else a.rotation.set(H[0],H[1],H[2]);a.scale.set(z[0],z[1],z[2])}a.visible=u.visible;a.doubleSided=u.doubleSided;a.castShadow=u.castShadow;a.receiveShadow=u.receiveShadow;C.scene.add(a);C.objects[m]=a}}else{w=u.position;H=u.rotation;E=u.quaternion; +z=u.scale;E=0;a=new THREE.Object3D;a.name=m;a.position.set(w[0],w[1],w[2]);if(E){a.quaternion.set(E[0],E[1],E[2],E[3]);a.useQuaternion=true}else a.rotation.set(H[0],H[1],H[2]);a.scale.set(z[0],z[1],z[2]);a.visible=u.visible!==void 0?u.visible:false;C.scene.add(a);C.objects[m]=a;C.empties[m]=a}}}function f(a){return function(b){C.geometries[a]=b;e();G=G-1;j.onLoadComplete();h()}}function g(a){return function(b){C.geometries[a]=b}}function h(){j.callbackProgress({totalModels:T,totalTextures:U,loadedModels:T- +G,loadedTextures:U-i},C);j.onLoadProgress();G==0&&i==0&&b(C)}var j=this,l=THREE.Loader.prototype.extractUrlBase(c),k,p,m,o,q,n,r,u,t,y,s,w,H,E,z,v,A,J,K,R,P,D,M,G,i,T,U,C;D=a;c=new THREE.BinaryLoader;M=new THREE.JSONLoader;i=G=0;C={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(D.transform){a=D.transform.position;y=D.transform.rotation;v=D.transform.scale;a&&C.scene.position.set(a[0],a[1],a[2]);y&&C.scene.rotation.set(y[0],y[1], +y[2]);v&&C.scene.scale.set(v[0],v[1],v[2]);if(a||y||v){C.scene.updateMatrix();C.scene.updateMatrixWorld()}}a=function(){i=i-1;h();j.onLoadComplete()};for(q in D.cameras){v=D.cameras[q];v.type=="perspective"?R=new THREE.PerspectiveCamera(v.fov,v.aspect,v.near,v.far):v.type=="ortho"&&(R=new THREE.OrthographicCamera(v.left,v.right,v.top,v.bottom,v.near,v.far));w=v.position;y=v.target;v=v.up;R.position.set(w[0],w[1],w[2]);R.target=new THREE.Vector3(y[0],y[1],y[2]);v&&R.up.set(v[0],v[1],v[2]);C.cameras[q]= +R}for(o in D.lights){y=D.lights[o];q=y.color!==void 0?y.color:16777215;R=y.intensity!==void 0?y.intensity:1;if(y.type=="directional"){w=y.direction;s=new THREE.DirectionalLight(q,R);s.position.set(w[0],w[1],w[2]);s.position.normalize()}else if(y.type=="point"){w=y.position;s=y.distance;s=new THREE.PointLight(q,R,s);s.position.set(w[0],w[1],w[2])}else y.type=="ambient"&&(s=new THREE.AmbientLight(q));C.scene.add(s);C.lights[o]=s}for(n in D.fogs){o=D.fogs[n];o.type=="linear"?P=new THREE.Fog(0,o.near, +o.far):o.type=="exp2"&&(P=new THREE.FogExp2(0,o.density));v=o.color;P.color.setRGB(v[0],v[1],v[2]);C.fogs[n]=P}if(C.cameras&&D.defaults.camera)C.currentCamera=C.cameras[D.defaults.camera];if(C.fogs&&D.defaults.fog)C.scene.fog=C.fogs[D.defaults.fog];v=D.defaults.bgcolor;C.bgColor=new THREE.Color;C.bgColor.setRGB(v[0],v[1],v[2]);C.bgColorAlpha=D.defaults.bgalpha;for(k in D.geometries){n=D.geometries[k];if(n.type=="bin_mesh"||n.type=="ascii_mesh"){G=G+1;j.onLoadStart()}}T=G;for(k in D.geometries){n= +D.geometries[k];if(n.type=="cube"){J=new THREE.CubeGeometry(n.width,n.height,n.depth,n.segmentsWidth,n.segmentsHeight,n.segmentsDepth,null,n.flipped,n.sides);C.geometries[k]=J}else if(n.type=="plane"){J=new THREE.PlaneGeometry(n.width,n.height,n.segmentsWidth,n.segmentsHeight);C.geometries[k]=J}else if(n.type=="sphere"){J=new THREE.SphereGeometry(n.radius,n.segmentsWidth,n.segmentsHeight);C.geometries[k]=J}else if(n.type=="cylinder"){J=new THREE.CylinderGeometry(n.topRad,n.botRad,n.height,n.radSegs, +n.heightSegs);C.geometries[k]=J}else if(n.type=="torus"){J=new THREE.TorusGeometry(n.radius,n.tube,n.segmentsR,n.segmentsT);C.geometries[k]=J}else if(n.type=="icosahedron"){J=new THREE.IcosahedronGeometry(n.radius,n.subdivisions);C.geometries[k]=J}else if(n.type=="bin_mesh")c.load(d(n.url,D.urlBaseType),f(k));else if(n.type=="ascii_mesh")M.load(d(n.url,D.urlBaseType),f(k));else if(n.type=="embedded_mesh"){n=D.embeds[n.id];n.metadata=D.metadata;n&&M.createModel(n,g(k),"")}}for(r in D.textures){k=D.textures[r]; +if(k.url instanceof Array){i=i+k.url.length;for(n=0;n1){g=g[1];c[g]||(c[g]={start:Infinity,end:-Infinity});var h=c[g];if(eh.end)h.end=e;b||(b=g)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){if(!this.geometry.animations)this.geometry.animations={};this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];if(c){this.setFrameRange(c.start,c.end);this.duration=1E3*((c.end-c.start)/b);this.time=0}else console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time=this.time+this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||this.time<0){this.direction=this.direction*-1;if(this.time>this.duration){this.time=this.duration;this.directionBackwards=true}if(this.time<0){this.time=0;this.directionBackwards=false}}}else{this.time=this.time%this.duration;if(this.time<0)this.time=this.time+this.duration}a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/ +b),0,this.length-1);if(a!==this.currentKeyframe){this.morphTargetInfluences[this.lastKeyframe]=0;this.morphTargetInfluences[this.currentKeyframe]=1;this.morphTargetInfluences[a]=0;this.lastKeyframe=this.currentKeyframe;this.currentKeyframe=a}b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b}; +THREE.Ribbon.prototype=new THREE.Object3D;THREE.Ribbon.prototype.constructor=THREE.Ribbon;THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=new THREE.Object3D;THREE.LOD.prototype.constructor=THREE.LOD;THREE.LOD.prototype.supr=THREE.Object3D.prototype;THREE.LOD.prototype.addLevel=function(a,b){b===void 0&&(b=0);for(var b=Math.abs(b),c=0;c1){a.matrixWorldInverse.getInverse(a.matrixWorld);a=a.matrixWorldInverse;a=-(a.elements[2]*this.matrixWorld.elements[12]+a.elements[6]*this.matrixWorld.elements[13]+a.elements[10]*this.matrixWorld.elements[14]+a.elements[14]);this.LODs[0].object3D.visible=true;for(var b=1;b=this.LODs[b].visibleAtDistance){this.LODs[b-1].object3D.visible=false;this.LODs[b].object3D.visible=true}else break;for(;b>1);n=m.y*f+f-(o.offsetHeight>>1);o.style.left=q+"px";o.style.top=n+"px";o.style.zIndex=Math.abs(Math.floor((1-m.z)*d.far/d.near));g&&(o.style[g]="scale("+m.scale.x*e+","+m.scale.y*f+")")}}}}; +THREE.CanvasRenderer=function(a){function b(a){if(t!=a)n.globalAlpha=t=a}function c(a){if(y!=a){switch(a){case THREE.NormalBlending:n.globalCompositeOperation="source-over";break;case THREE.AdditiveBlending:n.globalCompositeOperation="lighter"}y=a}}function d(a){if(s!=a)n.strokeStyle=s=a}function e(a){if(w!=a)n.fillStyle=w=a}console.log("THREE.CanvasRenderer",THREE.REVISION);var a=a||{},f=this,g,h,j,l=new THREE.Projector,k=a.canvas!==void 0?a.canvas:document.createElement("canvas"),p,m,o,q,n=k.getContext("2d"), +r=new THREE.Color(0),u=0,t=1,y=0,s=null,w=null,H=null,E=null,z=null,v,A,J,K,R=new THREE.RenderableVertex,P=new THREE.RenderableVertex,D,M,G,i,T,U,C,Y,F,ea,fa,ia,O=new THREE.Color,Q=new THREE.Color,Z=new THREE.Color,$=new THREE.Color,ha=new THREE.Color,Ma=[],Ka=[],Ra,La,Sa,Na,Kb,lb,gb,Lb,hb,Cb,Wa=new THREE.Rectangle,Ba=new THREE.Rectangle,xa=new THREE.Rectangle,$a=false,aa=new THREE.Color,Ta=new THREE.Color,Qa=new THREE.Color,oa=new THREE.Vector3,ib,Db,Sc,ab,pc,Bc,a=16;ib=document.createElement("canvas"); +ib.width=ib.height=2;Db=ib.getContext("2d");Db.fillStyle="rgba(0,0,0,1)";Db.fillRect(0,0,2,2);Sc=Db.getImageData(0,0,2,2);ab=Sc.data;pc=document.createElement("canvas");pc.width=pc.height=a;Bc=pc.getContext("2d");Bc.translate(-a/2,-a/2);Bc.scale(a,a);a--;this.domElement=k;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setSize=function(a,b){p=a;m=b;o=Math.floor(p/2);q=Math.floor(m/2);k.width=p;k.height=m;Wa.set(-o,-q,o,q);Ba.set(-o,-q,o,q);t=1;y= +0;z=E=H=w=s=null};this.setClearColor=function(a,b){r.copy(a);u=b!==void 0?b:1;Ba.set(-o,-q,o,q)};this.setClearColorHex=function(a,b){r.setHex(a);u=b!==void 0?b:1;Ba.set(-o,-q,o,q)};this.clear=function(){n.setTransform(1,0,0,-1,o,q);if(!Ba.isEmpty()){Ba.minSelf(Wa);Ba.inflate(2);u<1&&n.clearRect(Math.floor(Ba.getX()),Math.floor(Ba.getY()),Math.floor(Ba.getWidth()),Math.floor(Ba.getHeight()));if(u>0){c(THREE.NormalBlending);b(1);e("rgba("+Math.floor(r.r*255)+","+Math.floor(r.g*255)+","+Math.floor(r.b* +255)+","+u+")");n.fillRect(Math.floor(Ba.getX()),Math.floor(Ba.getY()),Math.floor(Ba.getWidth()),Math.floor(Ba.getHeight()))}Ba.empty()}};this.render=function(a,k){function m(a){var b,c,d,e;aa.setRGB(0,0,0);Ta.setRGB(0,0,0);Qa.setRGB(0,0,0);b=0;for(c=a.length;b>1;m=k.height>>1;g=f.scale.x*o;j=f.scale.y*q;i=g*l;h=j*m;xa.set(a.x-i,a.y-h,a.x+i,a.y+h);if(Wa.intersects(xa)){n.save();n.translate(a.x,a.y);n.rotate(-f.rotation);n.scale(g,-j);n.translate(-l,-m);n.drawImage(k,0,0);n.restore()}}}else if(g instanceof THREE.ParticleCanvasMaterial){i=f.scale.x*o;h=f.scale.y*q;xa.set(a.x-i,a.y-h,a.x+i,a.y+h);if(Wa.intersects(xa)){d(g.color.getContextStyle()); +e(g.color.getContextStyle());n.save();n.translate(a.x,a.y);n.rotate(-f.rotation);n.scale(i,h);g.program(n);n.restore()}}}function s(a,e,f,g){b(g.opacity);c(g.blending);n.beginPath();n.moveTo(a.positionScreen.x,a.positionScreen.y);n.lineTo(e.positionScreen.x,e.positionScreen.y);n.closePath();if(g instanceof THREE.LineBasicMaterial){a=g.linewidth;if(H!=a)n.lineWidth=H=a;a=g.linecap;if(E!=a)n.lineCap=E=a;a=g.linejoin;if(z!=a)n.lineJoin=z=a;d(g.color.getContextStyle());n.stroke();xa.inflate(g.linewidth* +2)}}function t(a,d,e,g,h,l,m,n){f.info.render.vertices=f.info.render.vertices+3;f.info.render.faces++;b(n.opacity);c(n.blending);D=a.positionScreen.x;M=a.positionScreen.y;G=d.positionScreen.x;i=d.positionScreen.y;T=e.positionScreen.x;U=e.positionScreen.y;w(D,M,G,i,T,U);if(n instanceof THREE.MeshBasicMaterial)if(n.map){if(n.map.mapping instanceof THREE.UVMapping){Na=m.uvs[0];ad(D,M,G,i,T,U,Na[g].u,Na[g].v,Na[h].u,Na[h].v,Na[l].u,Na[l].v,n.map)}}else if(n.envMap){if(n.envMap.mapping instanceof THREE.SphericalReflectionMapping){a= +k.matrixWorldInverse;oa.copy(m.vertexNormalsWorld[g]);Kb=(oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;lb=-(oa.x*a.elements[1]+oa.y*a.elements[5]+oa.z*a.elements[9])*0.5+0.5;oa.copy(m.vertexNormalsWorld[h]);gb=(oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;Lb=-(oa.x*a.elements[1]+oa.y*a.elements[5]+oa.z*a.elements[9])*0.5+0.5;oa.copy(m.vertexNormalsWorld[l]);hb=(oa.x*a.elements[0]+oa.y*a.elements[4]+oa.z*a.elements[8])*0.5+0.5;Cb=-(oa.x*a.elements[1]+oa.y* +a.elements[5]+oa.z*a.elements[9])*0.5+0.5;ad(D,M,G,i,T,U,Kb,lb,gb,Lb,hb,Cb,n.envMap)}}else n.wireframe?Mb(n.color,n.wireframeLinewidth,n.wireframeLinecap,n.wireframeLinejoin):Eb(n.color);else if(n instanceof THREE.MeshLambertMaterial)if($a)if(!n.wireframe&&n.shading==THREE.SmoothShading&&m.vertexNormalsWorld.length==3){Q.r=Z.r=$.r=aa.r;Q.g=Z.g=$.g=aa.g;Q.b=Z.b=$.b=aa.b;p(j,m.v1.positionWorld,m.vertexNormalsWorld[0],Q);p(j,m.v2.positionWorld,m.vertexNormalsWorld[1],Z);p(j,m.v3.positionWorld,m.vertexNormalsWorld[2], +$);Q.r=Math.max(0,Math.min(n.color.r*Q.r,1));Q.g=Math.max(0,Math.min(n.color.g*Q.g,1));Q.b=Math.max(0,Math.min(n.color.b*Q.b,1));Z.r=Math.max(0,Math.min(n.color.r*Z.r,1));Z.g=Math.max(0,Math.min(n.color.g*Z.g,1));Z.b=Math.max(0,Math.min(n.color.b*Z.b,1));$.r=Math.max(0,Math.min(n.color.r*$.r,1));$.g=Math.max(0,Math.min(n.color.g*$.g,1));$.b=Math.max(0,Math.min(n.color.b*$.b,1));ha.r=(Z.r+$.r)*0.5;ha.g=(Z.g+$.g)*0.5;ha.b=(Z.b+$.b)*0.5;Sa=Cc(Q,Z,$,ha);gc(D,M,G,i,T,U,0,0,1,0,0,1,Sa)}else{O.r=aa.r;O.g= +aa.g;O.b=aa.b;p(j,m.centroidWorld,m.normalWorld,O);O.r=Math.max(0,Math.min(n.color.r*O.r,1));O.g=Math.max(0,Math.min(n.color.g*O.g,1));O.b=Math.max(0,Math.min(n.color.b*O.b,1));n.wireframe?Mb(O,n.wireframeLinewidth,n.wireframeLinecap,n.wireframeLinejoin):Eb(O)}else n.wireframe?Mb(n.color,n.wireframeLinewidth,n.wireframeLinecap,n.wireframeLinejoin):Eb(n.color);else if(n instanceof THREE.MeshDepthMaterial){Ra=k.near;La=k.far;Q.r=Q.g=Q.b=1-ac(a.positionScreen.z,Ra,La);Z.r=Z.g=Z.b=1-ac(d.positionScreen.z, +Ra,La);$.r=$.g=$.b=1-ac(e.positionScreen.z,Ra,La);ha.r=(Z.r+$.r)*0.5;ha.g=(Z.g+$.g)*0.5;ha.b=(Z.b+$.b)*0.5;Sa=Cc(Q,Z,$,ha);gc(D,M,G,i,T,U,0,0,1,0,0,1,Sa)}else if(n instanceof THREE.MeshNormalMaterial){O.r=hc(m.normalWorld.x);O.g=hc(m.normalWorld.y);O.b=hc(m.normalWorld.z);n.wireframe?Mb(O,n.wireframeLinewidth,n.wireframeLinecap,n.wireframeLinejoin):Eb(O)}}function u(a,d,e,g,h,l,n,m,o){f.info.render.vertices=f.info.render.vertices+4;f.info.render.faces++;b(m.opacity);c(m.blending);if(m.map||m.envMap){t(a, +d,g,0,1,3,n,m,o);t(h,e,l,1,2,3,n,m,o)}else{D=a.positionScreen.x;M=a.positionScreen.y;G=d.positionScreen.x;i=d.positionScreen.y;T=e.positionScreen.x;U=e.positionScreen.y;C=g.positionScreen.x;Y=g.positionScreen.y;F=h.positionScreen.x;ea=h.positionScreen.y;fa=l.positionScreen.x;ia=l.positionScreen.y;if(m instanceof THREE.MeshBasicMaterial){y(D,M,G,i,T,U,C,Y);m.wireframe?Mb(m.color,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):Eb(m.color)}else if(m instanceof THREE.MeshLambertMaterial)if($a)if(!m.wireframe&& 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+Math.max(0,Math.min(m.color.g*Z.g,1));Z.b=Math.max(0,Math.min(m.color.b*Z.b,1));$.r=Math.max(0,Math.min(m.color.r*$.r,1));$.g=Math.max(0,Math.min(m.color.g*$.g,1));$.b=Math.max(0,Math.min(m.color.b*$.b,1));ha.r=Math.max(0,Math.min(m.color.r*ha.r,1));ha.g=Math.max(0,Math.min(m.color.g*ha.g,1));ha.b=Math.max(0,Math.min(m.color.b*ha.b,1));Sa=Cc(Q,Z,$,ha);w(D,M,G,i,C,Y);gc(D,M,G,i,C,Y,0,0,1,0,0,1,Sa);w(F,ea,T,U,fa,ia);gc(F,ea,T,U,fa,ia,1,0,1,1,0,1,Sa)}else{O.r=aa.r;O.g=aa.g;O.b=aa.b;p(j,n.centroidWorld, +n.normalWorld,O);O.r=Math.max(0,Math.min(m.color.r*O.r,1));O.g=Math.max(0,Math.min(m.color.g*O.g,1));O.b=Math.max(0,Math.min(m.color.b*O.b,1));y(D,M,G,i,T,U,C,Y);m.wireframe?Mb(O,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):Eb(O)}else{y(D,M,G,i,T,U,C,Y);m.wireframe?Mb(m.color,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):Eb(m.color)}else if(m instanceof THREE.MeshNormalMaterial){O.r=hc(n.normalWorld.x);O.g=hc(n.normalWorld.y);O.b=hc(n.normalWorld.z);y(D,M,G,i,T,U,C, +Y);m.wireframe?Mb(O,m.wireframeLinewidth,m.wireframeLinecap,m.wireframeLinejoin):Eb(O)}else if(m instanceof THREE.MeshDepthMaterial){Ra=k.near;La=k.far;Q.r=Q.g=Q.b=1-ac(a.positionScreen.z,Ra,La);Z.r=Z.g=Z.b=1-ac(d.positionScreen.z,Ra,La);$.r=$.g=$.b=1-ac(g.positionScreen.z,Ra,La);ha.r=ha.g=ha.b=1-ac(e.positionScreen.z,Ra,La);Sa=Cc(Q,Z,$,ha);w(D,M,G,i,C,Y);gc(D,M,G,i,C,Y,0,0,1,0,0,1,Sa);w(F,ea,T,U,fa,ia);gc(F,ea,T,U,fa,ia,1,0,1,1,0,1,Sa)}}}function w(a,b,c,d,e,f){n.beginPath();n.moveTo(a,b);n.lineTo(c, +d);n.lineTo(e,f);n.lineTo(a,b);n.closePath()}function y(a,b,c,d,e,f,g,i){n.beginPath();n.moveTo(a,b);n.lineTo(c,d);n.lineTo(e,f);n.lineTo(g,i);n.lineTo(a,b);n.closePath()}function Mb(a,b,c,e){if(H!=b)n.lineWidth=H=b;if(E!=c)n.lineCap=E=c;if(z!=e)n.lineJoin=z=e;d(a.getContextStyle());n.stroke();xa.inflate(b*2)}function Eb(a){e(a.getContextStyle());n.fill()}function ad(a,b,c,d,f,g,i,h,j,k,l,m,p){if(p.image.width!=0){if(p.needsUpdate==true||Ma[p.id]==void 0){var o=p.wrapS==THREE.RepeatWrapping,q=p.wrapT== +THREE.RepeatWrapping;Ma[p.id]=n.createPattern(p.image,o&&q?"repeat":o&&!q?"repeat-x":!o&&q?"repeat-y":"no-repeat");p.needsUpdate=false}e(Ma[p.id]);var o=p.offset.x/p.repeat.x,q=p.offset.y/p.repeat.y,Db=p.image.width*p.repeat.x,r=p.image.height*p.repeat.y,i=(i+o)*Db,h=(h+q)*r,c=c-a,d=d-b,f=f-a,g=g-b,j=(j+o)*Db-i,k=(k+q)*r-h,l=(l+o)*Db-i,m=(m+q)*r-h,o=j*m-l*k;if(o==0){if(Ka[p.id]===void 0){b=document.createElement("canvas");b.width=p.image.width;b.height=p.image.height;b=b.getContext("2d");b.drawImage(p.image, +0,0);Ka[p.id]=b.getImageData(0,0,p.image.width,p.image.height).data}b=Ka[p.id];i=(Math.floor(i)+Math.floor(h)*p.image.width)*4;O.setRGB(b[i]/255,b[i+1]/255,b[i+2]/255);Eb(O)}else{o=1/o;p=(m*c-k*f)*o;k=(m*d-k*g)*o;c=(j*f-l*c)*o;d=(j*g-l*d)*o;a=a-p*i-c*h;i=b-k*i-d*h;n.save();n.transform(p,k,c,d,a,i);n.fill();n.restore()}}}function gc(a,b,c,d,e,f,g,i,h,j,k,l,m){var p,o;p=m.width-1;o=m.height-1;g=g*p;i=i*o;c=c-a;d=d-b;e=e-a;f=f-b;h=h*p-g;j=j*o-i;k=k*p-g;l=l*o-i;o=1/(h*l-k*j);p=(l*c-j*e)*o;j=(l*d-j*f)* +o;c=(h*e-k*c)*o;d=(h*f-k*d)*o;a=a-p*g-c*i;b=b-j*g-d*i;n.save();n.transform(p,j,c,d,a,b);n.clip();n.drawImage(m,0,0);n.restore()}function Cc(a,b,c,d){var e=~~(a.r*255),f=~~(a.g*255),a=~~(a.b*255),g=~~(b.r*255),i=~~(b.g*255),b=~~(b.b*255),h=~~(c.r*255),j=~~(c.g*255),c=~~(c.b*255),k=~~(d.r*255),l=~~(d.g*255),d=~~(d.b*255);ab[0]=e<0?0:e>255?255:e;ab[1]=f<0?0:f>255?255:f;ab[2]=a<0?0:a>255?255:a;ab[4]=g<0?0:g>255?255:g;ab[5]=i<0?0:i>255?255:i;ab[6]=b<0?0:b>255?255:b;ab[8]=h<0?0:h>255?255:h;ab[9]=j<0?0: +j>255?255:j;ab[10]=c<0?0:c>255?255:c;ab[12]=k<0?0:k>255?255:k;ab[13]=l<0?0:l>255?255:l;ab[14]=d<0?0:d>255?255:d;Db.putImageData(Sc,0,0);Bc.drawImage(ib,0,0);return pc}function ac(a,b,c){a=(a-b)/(c-b);return a*a*(3-2*a)}function hc(a){a=(a+1)*0.5;return a<0?0:a>1?1:a}function Nb(a,b){var c=b.x-a.x,d=b.y-a.y,e=c*c+d*d;if(e!=0){e=1/Math.sqrt(e);c=c*e;d=d*e;b.x=b.x+c;b.y=b.y+d;a.x=a.x-c;a.y=a.y-d}}var Dc,bd,Ha,eb;this.autoClear?this.clear():n.setTransform(1,0,0,-1,o,q);f.info.render.vertices=0;f.info.render.faces= +0;g=l.projectScene(a,k,this.sortElements);h=g.elements;j=g.lights;($a=j.length>0)&&m(j);Dc=0;for(bd=h.length;Dc1?1:a}console.log("THREE.SVGRenderer",THREE.REVISION);var d=this,e,f,g,h=new THREE.Projector,j=document.createElementNS("http://www.w3.org/2000/svg","svg"),l,k,p,m,o,q,n,r,u=new THREE.Rectangle,t=new THREE.Rectangle,y=false,s=new THREE.Color,w=new THREE.Color,H=new THREE.Color,E=new THREE.Color, +z,v=new THREE.Vector3,A=[],J=[],K,R,P,D=1;this.domElement=j;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setQuality=function(a){switch(a){case "high":D=1;break;case "low":D=0}};this.setSize=function(a,b){l=a;k=b;p=l/2;m=k/2;j.setAttribute("viewBox",-p+" "+-m+" "+l+" "+k);j.setAttribute("width",l);j.setAttribute("height",k);u.set(-p,-m,p,m)};this.clear=function(){for(;j.childNodes.length>0;)j.removeChild(j.childNodes[0])};this.render=function(k, +l){var i,v,A,C;this.autoClear&&this.clear();d.info.render.vertices=0;d.info.render.faces=0;e=h.projectScene(k,l,this.sortElements);f=e.elements;g=e.lights;P=R=0;if(y=g.length>0){w.setRGB(0,0,0);H.setRGB(0,0,0);E.setRGB(0,0,0);i=0;for(v=g.length;i 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", +lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", +lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvarying vec3 vWorldPosition;\n#endif",lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvWorldPosition = mPosition.xyz;\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * modelViewMatrix * gl_Position;\n#endif", +morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", +default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\nvec3 transformedNormal = normalMatrix * morphedNormal;\n#else\nvec3 transformedNormal = normalMatrix * normal;\n#endif", +shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", +shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n#ifdef USE_MORPHTARGETS\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );\n#else\nvShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );\n#endif\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif", +linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; +THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b=0)return a.geometry.materials[b.materialIndex]}function d(a){return a instanceof THREE.MeshBasicMaterial&&!a.envMap||a instanceof THREE.MeshDepthMaterial?false:a&&a.shading!==void 0&&a.shading===THREE.SmoothShading?THREE.SmoothShading:THREE.FlatShading}function e(a){return a.map||a.lightMap||a instanceof THREE.ShaderMaterial?true:false}function f(a,b,c){var d,e,f,g,h=a.vertices;g=h.length; +var j=a.colors,k=j.length,l=a.__vertexArray,m=a.__colorArray,n=a.__sortArray,p=a.verticesNeedUpdate,o=a.colorsNeedUpdate,q=a.__webglCustomAttributesList;if(c.sortParticles){xa.copy(Ba);xa.multiplySelf(c.matrixWorld);for(d=0;d=0;c--)a[c].object=== +b&&a.splice(c,1)}function q(a,b){for(var c=a.length-1;c>=0;c--)a[c]===b&&a.splice(c,1)}function n(a,b,c,d,e){if(!d.program||d.needsUpdate){G.initMaterial(d,b,c,e);d.needsUpdate=false}if(d.morphTargets&&!e.__webglMorphTargetInfluences){e.__webglMorphTargetInfluences=new Float32Array(G.maxMorphTargets);for(var f=0,g=G.maxMorphTargets;f0};this.setSize=function(a,b){E.width=a;E.height=b;this.setViewport(0,0,E.width,E.height)};this.setViewport=function(a,b,c,d){Kb=a;lb=b;gb=c;Lb=d;i.viewport(Kb,lb,gb,Lb)};this.setScissor=function(a,b,c,d){i.scissor(a,b,c,d)};this.enableScissorTest=function(a){a?i.enable(i.SCISSOR_TEST):i.disable(i.SCISSOR_TEST)};this.setClearColorHex=function(a,b){P.setHex(a);D=b;i.clearColor(P.r,P.g,P.b,D)};this.setClearColor=function(a, +b){P.copy(a);D=b;i.clearColor(P.r,P.g,P.b,D)};this.getClearColor=function(){return P};this.getClearAlpha=function(){return D};this.clear=function(a,b,c){var d=0;if(a===void 0||a)d=d|i.COLOR_BUFFER_BIT;if(b===void 0||b)d=d|i.DEPTH_BUFFER_BIT;if(c===void 0||c)d=d|i.STENCIL_BUFFER_BIT;i.clear(d)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.addPostPlugin=function(a){a.init(this);this.renderPluginsPost.push(a)};this.addPrePlugin=function(a){a.init(this);this.renderPluginsPre.push(a)}; +this.deallocateObject=function(a){if(a.__webglInit){a.__webglInit=false;delete a._modelViewMatrix;delete a._normalMatrix;delete a._normalMatrixArray;delete a._modelViewMatrixArray;delete a._objectMatrixArray;if(a instanceof THREE.Mesh)for(var b in a.geometry.geometryGroups){var c=a.geometry.geometryGroups[b];i.deleteBuffer(c.__webglVertexBuffer);i.deleteBuffer(c.__webglNormalBuffer);i.deleteBuffer(c.__webglTangentBuffer);i.deleteBuffer(c.__webglColorBuffer);i.deleteBuffer(c.__webglUVBuffer);i.deleteBuffer(c.__webglUV2Buffer); +i.deleteBuffer(c.__webglSkinVertexABuffer);i.deleteBuffer(c.__webglSkinVertexBBuffer);i.deleteBuffer(c.__webglSkinIndicesBuffer);i.deleteBuffer(c.__webglSkinWeightsBuffer);i.deleteBuffer(c.__webglFaceBuffer);i.deleteBuffer(c.__webglLineBuffer);var d=void 0,e=void 0;if(c.numMorphTargets){d=0;for(e=c.numMorphTargets;d=0&&e.vertexNormalBuffer){i.bindBuffer(i.ARRAY_BUFFER, +e.vertexNormalBuffer);i.vertexAttribPointer(a.normal,e.vertexNormalBuffer.itemSize,i.FLOAT,false,0,f[d].index*12)}if(a.uv>=0&&e.vertexUvBuffer)if(e.vertexUvBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.vertexUvBuffer);i.vertexAttribPointer(a.uv,e.vertexUvBuffer.itemSize,i.FLOAT,false,0,f[d].index*8);i.enableVertexAttribArray(a.uv)}else i.disableVertexAttribArray(a.uv);if(a.color>=0&&e.vertexColorBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.vertexColorBuffer);i.vertexAttribPointer(a.color,e.vertexColorBuffer.itemSize, +i.FLOAT,false,0,f[d].index*16)}i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.vertexIndexBuffer)}i.drawElements(i.TRIANGLES,f[d].count,i.UNSIGNED_SHORT,f[d].start*2);G.info.render.calls++;G.info.render.vertices=G.info.render.vertices+f[d].count;G.info.render.faces=G.info.render.faces+f[d].count/3}}}};this.renderBuffer=function(a,b,c,d,e,f){if(d.visible!==false){var g,h,c=n(a,b,c,d,f),b=c.attributes,a=false,c=e.id*16777215+c.id*2+(d.wireframe?1:0);if(c!==F){F=c;a=true}if(!d.morphTargets&&b.position>=0){if(a){i.bindBuffer(i.ARRAY_BUFFER, +e.__webglVertexBuffer);i.vertexAttribPointer(b.position,3,i.FLOAT,false,0,0)}}else if(f.morphTargetBase){c=d.program.attributes;if(f.morphTargetBase!==-1){i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[f.morphTargetBase]);i.vertexAttribPointer(c.position,3,i.FLOAT,false,0,0)}else if(c.position>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglVertexBuffer);i.vertexAttribPointer(c.position,3,i.FLOAT,false,0,0)}if(f.morphTargetForcedOrder.length){g=0;var j=f.morphTargetForcedOrder;for(h=f.morphTargetInfluences;g< +d.numSupportedMorphTargets&&gk){l=m;k=h[l]}i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphTargetsBuffers[l]);i.vertexAttribPointer(c["morphTarget"+g],3,i.FLOAT,false,0,0);if(d.morphNormals){i.bindBuffer(i.ARRAY_BUFFER,e.__webglMorphNormalsBuffers[l]);i.vertexAttribPointer(c["morphNormal"+g],3,i.FLOAT,false,0,0)}f.__webglMorphTargetInfluences[g]=k;j[l]=1;k=-1;g++}}d.program.uniforms.morphTargetInfluences!==null&&i.uniform1fv(d.program.uniforms.morphTargetInfluences,f.__webglMorphTargetInfluences)}if(a){if(e.__webglCustomAttributesList){g= +0;for(h=e.__webglCustomAttributesList.length;g=0){i.bindBuffer(i.ARRAY_BUFFER,c.buffer);i.vertexAttribPointer(b[c.buffer.belongsToAttribute],c.size,i.FLOAT,false,0,0)}}}if(b.color>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglColorBuffer);i.vertexAttribPointer(b.color,3,i.FLOAT,false,0,0)}if(b.normal>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglNormalBuffer);i.vertexAttribPointer(b.normal,3,i.FLOAT,false,0,0)}if(b.tangent>=0){i.bindBuffer(i.ARRAY_BUFFER, +e.__webglTangentBuffer);i.vertexAttribPointer(b.tangent,4,i.FLOAT,false,0,0)}if(b.uv>=0)if(e.__webglUVBuffer){i.bindBuffer(i.ARRAY_BUFFER,e.__webglUVBuffer);i.vertexAttribPointer(b.uv,2,i.FLOAT,false,0,0);i.enableVertexAttribArray(b.uv)}else i.disableVertexAttribArray(b.uv);if(b.uv2>=0)if(e.__webglUV2Buffer){i.bindBuffer(i.ARRAY_BUFFER,e.__webglUV2Buffer);i.vertexAttribPointer(b.uv2,2,i.FLOAT,false,0,0);i.enableVertexAttribArray(b.uv2)}else i.disableVertexAttribArray(b.uv2);if(d.skinning&&b.skinVertexA>= +0&&b.skinVertexB>=0&&b.skinIndex>=0&&b.skinWeight>=0){i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinVertexABuffer);i.vertexAttribPointer(b.skinVertexA,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinVertexBBuffer);i.vertexAttribPointer(b.skinVertexB,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinIndicesBuffer);i.vertexAttribPointer(b.skinIndex,4,i.FLOAT,false,0,0);i.bindBuffer(i.ARRAY_BUFFER,e.__webglSkinWeightsBuffer);i.vertexAttribPointer(b.skinWeight,4,i.FLOAT,false,0,0)}}if(f instanceof +THREE.Mesh){if(d.wireframe){d=d.wireframeLinewidth;if(d!==Na){i.lineWidth(d);Na=d}a&&i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.__webglLineBuffer);i.drawElements(i.LINES,e.__webglLineCount,i.UNSIGNED_SHORT,0)}else{a&&i.bindBuffer(i.ELEMENT_ARRAY_BUFFER,e.__webglFaceBuffer);i.drawElements(i.TRIANGLES,e.__webglFaceCount,i.UNSIGNED_SHORT,0)}G.info.render.calls++;G.info.render.vertices=G.info.render.vertices+e.__webglFaceCount;G.info.render.faces=G.info.render.faces+e.__webglFaceCount/3}else if(f instanceof +THREE.Line){f=f.type===THREE.LineStrip?i.LINE_STRIP:i.LINES;d=d.linewidth;if(d!==Na){i.lineWidth(d);Na=d}i.drawArrays(f,0,e.__webglLineCount);G.info.render.calls++}else if(f instanceof THREE.ParticleSystem){i.drawArrays(i.POINTS,0,e.__webglParticleCount);G.info.render.calls++;G.info.render.points=G.info.render.points+e.__webglParticleCount}else if(f instanceof THREE.Ribbon){i.drawArrays(i.TRIANGLE_STRIP,0,e.__webglVertexCount);G.info.render.calls++}}};this.render=function(a,b,c,d){var e,f,k,m,n=a.__lights, +p=a.fog;Y=-1;Ta=true;if(b.parent===void 0){console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it...");a.add(b)}this.autoUpdateScene&&a.updateMatrixWorld();if(!b._viewMatrixArray)b._viewMatrixArray=new Float32Array(16);if(!b._projectionMatrixArray)b._projectionMatrixArray=new Float32Array(16);b.matrixWorldInverse.getInverse(b.matrixWorld);b.matrixWorldInverse.flattenToArray(b._viewMatrixArray);b.projectionMatrix.flattenToArray(b._projectionMatrixArray);Ba.multiply(b.projectionMatrix, +b.matrixWorldInverse);Wa.setFromMatrix(Ba);this.autoUpdateObjects&&this.initWebGLObjects(a);h(this.renderPluginsPre,a,b);G.info.render.calls=0;G.info.render.vertices=0;G.info.render.faces=0;G.info.render.points=0;this.setRenderTarget(c);(this.autoClear||d)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);m=a.__webglObjects;d=0;for(e=m.length;d=0){t=q.geometry.materials[t];if(t.transparent){o.transparent=t;o.opaque=null}else{o.opaque=t;o.transparent=null}}}else if(t)if(t.transparent){o.transparent=t;o.opaque=null}else{o.opaque=t;o.transparent=null}f.render=true;if(this.sortObjects)if(k.renderDepth)f.z=k.renderDepth;else{$a.copy(k.matrixWorld.getPosition());Ba.multiplyVector3($a);f.z=$a.z}}}this.sortObjects&& +m.sort(g);m=a.__webglObjectsImmediate;d=0;for(e=m.length;d65535){A[z].counter=A[z].counter+1;y=A[z].hash+"_"+A[z].counter;r.geometryGroups[y]===void 0&&(r.geometryGroups[y]={faces3:[],faces4:[],materialIndex:v,vertices:0,numMorphTargets:C, +numMorphNormals:D})}u instanceof THREE.Face3?r.geometryGroups[y].faces3.push(s):r.geometryGroups[y].faces4.push(s);r.geometryGroups[y].vertices=r.geometryGroups[y].vertices+w}r.geometryGroupsList=[];var E=void 0;for(E in r.geometryGroups){r.geometryGroups[E].id=fa++;r.geometryGroupsList.push(r.geometryGroups[E])}}for(j in l.geometryGroups){n=l.geometryGroups[j];if(!n.__webglVertexBuffer){var F=n;F.__webglVertexBuffer=i.createBuffer();F.__webglNormalBuffer=i.createBuffer();F.__webglTangentBuffer=i.createBuffer(); +F.__webglColorBuffer=i.createBuffer();F.__webglUVBuffer=i.createBuffer();F.__webglUV2Buffer=i.createBuffer();F.__webglSkinVertexABuffer=i.createBuffer();F.__webglSkinVertexBBuffer=i.createBuffer();F.__webglSkinIndicesBuffer=i.createBuffer();F.__webglSkinWeightsBuffer=i.createBuffer();F.__webglFaceBuffer=i.createBuffer();F.__webglLineBuffer=i.createBuffer();var H=void 0,K=void 0;if(F.numMorphTargets){F.__webglMorphTargetsBuffers=[];H=0;for(K=F.numMorphTargets;H +0||O.faceVertexUvs.length>0)Q.__uvArray=new Float32Array(P*2);if(O.faceUvs.length>1||O.faceVertexUvs.length>1)Q.__uv2Array=new Float32Array(P*2)}if(J.geometry.skinWeights.length&&J.geometry.skinIndices.length){Q.__skinVertexAArray=new Float32Array(P*4);Q.__skinVertexBArray=new Float32Array(P*4);Q.__skinIndexArray=new Float32Array(P*4);Q.__skinWeightArray=new Float32Array(P*4)}Q.__faceArray=new Uint16Array(Z*3);Q.__lineArray=new Uint16Array(Y*2);var U=void 0,ha=void 0;if(Q.numMorphTargets){Q.__morphTargetsArrays= +[];U=0;for(ha=Q.numMorphTargets;U0){i.bindBuffer(i.ARRAY_BUFFER,ca.__webglSkinVertexABuffer);i.bufferData(i.ARRAY_BUFFER,ra,Xa);i.bindBuffer(i.ARRAY_BUFFER,ca.__webglSkinVertexBBuffer);i.bufferData(i.ARRAY_BUFFER,sa,Xa);i.bindBuffer(i.ARRAY_BUFFER,ca.__webglSkinIndicesBuffer);i.bufferData(i.ARRAY_BUFFER,ta,Xa);i.bindBuffer(i.ARRAY_BUFFER,ca.__webglSkinWeightsBuffer);i.bufferData(i.ARRAY_BUFFER,ua,Xa)}}if(td&&Tc){I=0;for(S=ka.length;I0){i.bindBuffer(i.ARRAY_BUFFER,ca.__webglColorBuffer);i.bufferData(i.ARRAY_BUFFER,Ga,Xa)}}if(sd&&Pa.hasTangents){I=0;for(S=ka.length;I0){i.bindBuffer(i.ARRAY_BUFFER,ca.__webglUVBuffer);i.bufferData(i.ARRAY_BUFFER,vc,Xa)}}if(gd&&Yc&&dd){I=0;for(S=ka.length;I0){i.bindBuffer(i.ARRAY_BUFFER,ca.__webglUV2Buffer);i.bufferData(i.ARRAY_BUFFER,wc,Xa)}}if(qd){I=0;for(S=ka.length;I0?"#define VERTEX_TEXTURES":"",G.gammaInput?"#define GAMMA_INPUT":"",G.gammaOutput?"#define GAMMA_OUTPUT":"",G.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,"#define MAX_BONES "+ +c.maxBones,c.map?"#define USE_MAP":"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.skinning?"#define USE_SKINNING":"",c.morphTargets?"#define USE_MORPHTARGETS":"",c.morphNormals?"#define USE_MORPHNORMALS":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG": +"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"",c.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\n#ifdef USE_MORPHNORMALS\nattribute vec3 morphNormal0;\nattribute vec3 morphNormal1;\nattribute vec3 morphNormal2;\nattribute vec3 morphNormal3;\n#else\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); +k=["precision "+z+" float;","#define MAX_DIR_LIGHTS "+c.maxDirLights,"#define MAX_POINT_LIGHTS "+c.maxPointLights,"#define MAX_SPOT_LIGHTS "+c.maxSpotLights,"#define MAX_SHADOWS "+c.maxShadows,c.alphaTest?"#define ALPHATEST "+c.alphaTest:"",G.gammaInput?"#define GAMMA_INPUT":"",G.gammaOutput?"#define GAMMA_OUTPUT":"",G.physicallyBasedShading?"#define PHYSICALLY_BASED_SHADING":"",c.useFog&&c.fog?"#define USE_FOG":"",c.useFog&&c.fog instanceof THREE.FogExp2?"#define FOG_EXP2":"",c.map?"#define USE_MAP": +"",c.envMap?"#define USE_ENVMAP":"",c.lightMap?"#define USE_LIGHTMAP":"",c.vertexColors?"#define USE_COLOR":"",c.metal?"#define METAL":"",c.perPixel?"#define PHONG_PER_PIXEL":"",c.wrapAround?"#define WRAP_AROUND":"",c.doubleSided?"#define DOUBLE_SIDED":"",c.shadowMapEnabled?"#define USE_SHADOWMAP":"",c.shadowMapSoft?"#define SHADOWMAP_SOFT":"",c.shadowMapDebug?"#define SHADOWMAP_DEBUG":"",c.shadowMapCascade?"#define SHADOWMAP_CASCADE":"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n"); +i.attachShader(r,t("fragment",k+n));i.attachShader(r,t("vertex",d+j));i.linkProgram(r);i.getProgramParameter(r,i.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+i.getProgramParameter(r,i.VALIDATE_STATUS)+", gl error ["+i.getError()+"]");r.uniforms={};r.attributes={};var s,d=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","boneGlobalMatrices","morphTargetInfluences"];for(s in h)d.push(s);s=d;d=0;for(h=s.length;d=0&&i.enableVertexAttribArray(q.position); +q.color>=0&&i.enableVertexAttribArray(q.color);q.normal>=0&&i.enableVertexAttribArray(q.normal);q.tangent>=0&&i.enableVertexAttribArray(q.tangent);if(a.skinning&&q.skinVertexA>=0&&q.skinVertexB>=0&&q.skinIndex>=0&&q.skinWeight>=0){i.enableVertexAttribArray(q.skinVertexA);i.enableVertexAttribArray(q.skinVertexB);i.enableVertexAttribArray(q.skinIndex);i.enableVertexAttribArray(q.skinWeight)}if(a.attributes)for(f in a.attributes)q[f]!==void 0&&q[f]>=0&&i.enableVertexAttribArray(q[f]);if(a.morphTargets){a.numSupportedMorphTargets= +0;r="morphTarget";for(f=0;f=0){i.enableVertexAttribArray(q[s]);a.numSupportedMorphTargets++}}}if(a.morphNormals){a.numSupportedMorphNormals=0;r="morphNormal";for(f=0;f=0){i.enableVertexAttribArray(q[s]);a.numSupportedMorphNormals++}}}a.uniformsList=[];for(e in a.uniforms)a.uniformsList.push([a.uniforms[e],e])};this.setFaceCulling=function(a,b){if(a){!b||b==="ccw"?i.frontFace(i.CCW):i.frontFace(i.CW);a==="back"?i.cullFace(i.BACK): +a==="front"?i.cullFace(i.FRONT):i.cullFace(i.FRONT_AND_BACK);i.enable(i.CULL_FACE)}else i.disable(i.CULL_FACE)};this.setObjectFaces=function(a){if(ia!==a.doubleSided){a.doubleSided?i.disable(i.CULL_FACE):i.enable(i.CULL_FACE);ia=a.doubleSided}if(O!==a.flipSided){a.flipSided?i.frontFace(i.CW):i.frontFace(i.CCW);O=a.flipSided}};this.setDepthTest=function(a){if(Ma!==a){a?i.enable(i.DEPTH_TEST):i.disable(i.DEPTH_TEST);Ma=a}};this.setDepthWrite=function(a){if(Ka!==a){i.depthMask(a);Ka=a}};this.setBlending= +function(a,b,c,d){if(a!==Q){switch(a){case THREE.NoBlending:i.disable(i.BLEND);break;case THREE.AdditiveBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.SRC_ALPHA,i.ONE);break;case THREE.SubtractiveBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.ZERO,i.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:i.enable(i.BLEND);i.blendEquation(i.FUNC_ADD);i.blendFunc(i.ZERO,i.SRC_COLOR);break;case THREE.CustomBlending:i.enable(i.BLEND);break;default:i.enable(i.BLEND); +i.blendEquationSeparate(i.FUNC_ADD,i.FUNC_ADD);i.blendFuncSeparate(i.SRC_ALPHA,i.ONE_MINUS_SRC_ALPHA,i.ONE,i.ONE_MINUS_SRC_ALPHA)}Q=a}if(a===THREE.CustomBlending){if(b!==Z){i.blendEquation(H(b));Z=b}if(c!==$||d!==ha){i.blendFunc(H(c),H(d));$=c;ha=d}}else ha=$=Z=null};this.setTexture=function(a,b){if(a.needsUpdate){if(!a.__webglInit){a.__webglInit=true;a.__webglTexture=i.createTexture();G.info.memory.textures++}i.activeTexture(i.TEXTURE0+b);i.bindTexture(i.TEXTURE_2D,a.__webglTexture);i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, +a.premultiplyAlpha);var c=a.image,d=(c.width&c.width-1)===0&&(c.height&c.height-1)===0,e=H(a.format),f=H(a.type);y(i.TEXTURE_2D,a,d);a instanceof THREE.DataTexture?i.texImage2D(i.TEXTURE_2D,0,e,c.width,c.height,0,e,f,c.data):i.texImage2D(i.TEXTURE_2D,0,e,e,f,a.image);a.generateMipmaps&&d&&i.generateMipmap(i.TEXTURE_2D);a.needsUpdate=false;if(a.onUpdate)a.onUpdate()}else{i.activeTexture(i.TEXTURE0+b);i.bindTexture(i.TEXTURE_2D,a.__webglTexture)}};this.setRenderTarget=function(a){var b=a instanceof +THREE.WebGLRenderTargetCube;if(a&&!a.__webglFramebuffer){if(a.depthBuffer===void 0)a.depthBuffer=true;if(a.stencilBuffer===void 0)a.stencilBuffer=true;a.__webglTexture=i.createTexture();var c=(a.width&a.width-1)===0&&(a.height&a.height-1)===0,d=H(a.format),e=H(a.type);if(b){a.__webglFramebuffer=[];a.__webglRenderbuffer=[];i.bindTexture(i.TEXTURE_CUBE_MAP,a.__webglTexture);y(i.TEXTURE_CUBE_MAP,a,c);for(var f=0;f<6;f++){a.__webglFramebuffer[f]=i.createFramebuffer();a.__webglRenderbuffer[f]=i.createRenderbuffer(); +i.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=i.TEXTURE_CUBE_MAP_POSITIVE_X+f;i.bindFramebuffer(i.FRAMEBUFFER,a.__webglFramebuffer[f]);i.framebufferTexture2D(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,h,g.__webglTexture,0);s(a.__webglRenderbuffer[f],a)}c&&i.generateMipmap(i.TEXTURE_CUBE_MAP)}else{a.__webglFramebuffer=i.createFramebuffer();a.__webglRenderbuffer=i.createRenderbuffer();i.bindTexture(i.TEXTURE_2D,a.__webglTexture);y(i.TEXTURE_2D,a,c);i.texImage2D(i.TEXTURE_2D, +0,d,a.width,a.height,0,d,e,null);d=i.TEXTURE_2D;i.bindFramebuffer(i.FRAMEBUFFER,a.__webglFramebuffer);i.framebufferTexture2D(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,d,a.__webglTexture,0);s(a.__webglRenderbuffer,a);c&&i.generateMipmap(i.TEXTURE_2D)}b?i.bindTexture(i.TEXTURE_CUBE_MAP,null):i.bindTexture(i.TEXTURE_2D,null);i.bindRenderbuffer(i.RENDERBUFFER,null);i.bindFramebuffer(i.FRAMEBUFFER,null)}if(a){b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer;c=a.width;a=a.height;e=d=0}else{b=null; +c=gb;a=Lb;d=Kb;e=lb}if(b!==C){i.bindFramebuffer(i.FRAMEBUFFER,b);i.viewport(d,e,c,a);C=b}hb=c;Cb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=c.wrapS!==void 0?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=c.wrapT!==void 0?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=c.magFilter!==void 0?c.magFilter:THREE.LinearFilter;this.minFilter=c.minFilter!==void 0?c.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=c.format!==void 0?c.format:THREE.RGBAFormat;this.type=c.type!==void 0?c.type: +THREE.UnsignedByteType;this.depthBuffer=c.depthBuffer!==void 0?c.depthBuffer:true;this.stencilBuffer=c.stencilBuffer!==void 0?c.stencilBuffer:true;this.generateMipmaps=true}; +THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;return a};THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0}; +THREE.WebGLRenderTargetCube.prototype=new THREE.WebGLRenderTarget;THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube;THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=true};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; +THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null}; +THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.material=null;this.uvs=[[]];this.z=null};THREE.RenderableObject=function(){this.z=this.object=null}; +THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; +THREE.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;THREE.ColorUtils.rgbToHsv(a,e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)},rgbToHsv:function(a,b){var c=a.r,d=a.g,e=a.b,f=Math.max(Math.max(c,d),e),g=Math.min(Math.min(c,d),e);if(g===f)g=c=0;else{var h=f-g,g=h/f,c=(c===f?(d-e)/h:d===f?2+(e-c)/h:4+(c-d)/h)/6;c<0&&(c=c+1);c>1&&(c=c-1)}b===void 0&&(b={h:0,s:0,v:0});b.h=c;b.s=g;b.v=f;return b}}; +THREE.ColorUtils.__hsv={h:0,s:0,v:0}; +THREE.GeometryUtils={merge:function(a,b){for(var c,d,e=a.vertices.length,f=b instanceof THREE.Mesh?b.geometry:b,g=a.vertices,h=f.vertices,j=a.faces,l=f.faces,k=a.faceVertexUvs[0],p=f.faceVertexUvs[0],m={},o=0;o1){d=1-d;e=1-e}f=1-d-e;g.copy(a);g.multiplyScalar(d);h.copy(b);h.multiplyScalar(e);g.addSelf(h);h.copy(c);h.multiplyScalar(f);g.addSelf(h);return g},randomPointInFace:function(a,b,c){var d,e,f;if(a instanceof +THREE.Face3){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];return THREE.GeometryUtils.randomPointInTriangle(d,e,f)}if(a instanceof THREE.Face4){d=b.vertices[a.a];e=b.vertices[a.b];f=b.vertices[a.c];var b=b.vertices[a.d],g;if(c)if(a._area1&&a._area2){c=a._area1;g=a._area2}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b);a._area1=c;a._area2=g}else{c=THREE.GeometryUtils.triangleArea(d,e,b);g=THREE.GeometryUtils.triangleArea(e,f,b)}return THREE.GeometryUtils.random()* +(c+g)a?b(c,e-1):l[e] +b||q>b||m>b){j=a.vertices.length;y=e.clone();s=e.clone();if(o>=q&&o>=m){l=l.clone();l.lerpSelf(k,0.5);y.a=f;y.b=j;y.c=h;s.a=j;s.b=g;s.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);y.vertexNormals[1].copy(f);s.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);y.vertexColors[1].copy(f);s.vertexColors[0].copy(f)}e=0}else if(q>=o&&q>=m){l=k.clone();l.lerpSelf(p,0.5);y.a=f;y.b=g;y.c= +j;s.a=j;s.b=h;s.c=f;if(e.vertexNormals.length===3){f=e.vertexNormals[1].clone();f.lerpSelf(e.vertexNormals[2],0.5);y.vertexNormals[2].copy(f);s.vertexNormals[0].copy(f);s.vertexNormals[1].copy(e.vertexNormals[2]);s.vertexNormals[2].copy(e.vertexNormals[0])}if(e.vertexColors.length===3){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);y.vertexColors[2].copy(f);s.vertexColors[0].copy(f);s.vertexColors[1].copy(e.vertexColors[2]);s.vertexColors[2].copy(e.vertexColors[0])}e=1}else{l=l.clone(); +l.lerpSelf(p,0.5);y.a=f;y.b=g;y.c=j;s.a=j;s.b=g;s.c=h;if(e.vertexNormals.length===3){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[2],0.5);y.vertexNormals[2].copy(f);s.vertexNormals[0].copy(f)}if(e.vertexColors.length===3){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[2],0.5);y.vertexColors[2].copy(f);s.vertexColors[0].copy(f)}e=2}w.push(y,s);a.vertices.push(l);f=0;for(g=a.faceVertexUvs.length;fb||q>b||n>b||r>b){u=a.vertices.length;t=a.vertices.length+1;y=e.clone();s=e.clone();if(o>=q&&o>=n&&o>=r||n>=q&&n>=o&&n>=r){o=l.clone();o.lerpSelf(k,0.5);k=p.clone();k.lerpSelf(m,0.5);y.a=f;y.b=u;y.c=t;y.d=j;s.a=u;s.b=g;s.c=h;s.d=t;if(e.vertexNormals.length===4){f=e.vertexNormals[0].clone();f.lerpSelf(e.vertexNormals[1],0.5);g=e.vertexNormals[2].clone();g.lerpSelf(e.vertexNormals[3],0.5);y.vertexNormals[1].copy(f); +y.vertexNormals[2].copy(g);s.vertexNormals[0].copy(f);s.vertexNormals[3].copy(g)}if(e.vertexColors.length===4){f=e.vertexColors[0].clone();f.lerpSelf(e.vertexColors[1],0.5);g=e.vertexColors[2].clone();g.lerpSelf(e.vertexColors[3],0.5);y.vertexColors[1].copy(f);y.vertexColors[2].copy(g);s.vertexColors[0].copy(f);s.vertexColors[3].copy(g)}e=0}else{o=k.clone();o.lerpSelf(p,0.5);k=m.clone();k.lerpSelf(l,0.5);y.a=f;y.b=g;y.c=u;y.d=t;s.a=t;s.b=u;s.c=h;s.d=j;if(e.vertexNormals.length===4){f=e.vertexNormals[1].clone(); +f.lerpSelf(e.vertexNormals[2],0.5);g=e.vertexNormals[3].clone();g.lerpSelf(e.vertexNormals[0],0.5);y.vertexNormals[2].copy(f);y.vertexNormals[3].copy(g);s.vertexNormals[0].copy(g);s.vertexNormals[1].copy(f)}if(e.vertexColors.length===4){f=e.vertexColors[1].clone();f.lerpSelf(e.vertexColors[2],0.5);g=e.vertexColors[3].clone();g.lerpSelf(e.vertexColors[0],0.5);y.vertexColors[2].copy(f);y.vertexColors[3].copy(g);s.vertexColors[0].copy(g);s.vertexColors[1].copy(f)}e=1}w.push(y,s);a.vertices.push(o,k); +f=0;for(g=a.faceVertexUvs.length;fe-1?e-1:p+1,q=k-1<0?0:k-1,n=k+1>d-1?d-1:k+1,r=[],u=[0,0,h[(p*d+k)*4]/255*b];r.push([-1,0,h[(p*d+q)*4]/255*b]);r.push([-1,-1,h[(m*d+q)*4]/255*b]);r.push([0, +-1,h[(m*d+k)*4]/255*b]);r.push([1,-1,h[(m*d+n)*4]/255*b]);r.push([1,0,h[(p*d+n)*4]/255*b]);r.push([1,1,h[(o*d+n)*4]/255*b]);r.push([0,1,h[(o*d+k)*4]/255*b]);r.push([-1,1,h[(o*d+q)*4]/255*b]);m=[];q=r.length;for(o=0;o 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nfloat pointDistance = vPointLight[ i ].w;\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;\nif ( enableReflection ) {\nvec3 wPos = cameraPosition - vViewPosition;\nvec3 vReflect = reflect( normalize( wPos ), normal );\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalMatrix * normal;\nvTangent = normalMatrix * tangent.xyz;\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvUv = uv * uRepeat + uOffset;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif", +THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:1,texture:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );\n}"}}}); +THREE.BufferGeometry=function(){this.id=THREE.GeometryCount++;this.vertexColorArray=this.vertexUvArray=this.vertexNormalArray=this.vertexPositionArray=this.vertexIndexArray=this.vertexColorBuffer=this.vertexUvBuffer=this.vertexNormalBuffer=this.vertexPositionBuffer=this.vertexIndexBuffer=null;this.dynamic=false;this.boundingSphere=this.boundingBox=null;this.morphTargets=[]};THREE.BufferGeometry.prototype={constructor:THREE.BufferGeometry,computeBoundingBox:function(){},computeBoundingSphere:function(){}}; +THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(a){return this.getPoint(this.getUtoTmapping(a))};THREE.Curve.prototype.getPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c};THREE.Curve.prototype.getSpacedPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c}; +THREE.Curve.prototype.getLength=function(){var a=this.getLengths();return a[a.length-1]};THREE.Curve.prototype.getLengths=function(a){a||(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length==a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=false;var b=[],c,d=this.getPoint(0),e,f=0;b.push(0);for(e=1;e<=a;e++){c=this.getPoint(e/a);f=f+c.distanceTo(d);b.push(f);d=c}return this.cacheArcLengths=b}; +THREE.Curve.prototype.updateArcLengths=function(){this.needsUpdate=true;this.getLengths()};THREE.Curve.prototype.getUtoTmapping=function(a,b){var c=this.getLengths(),d=0,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,h=e-1,j;g<=h;){d=Math.floor(g+(h-g)/2);j=c[d]-f;if(j<0)g=d+1;else if(j>0)h=d-1;else{h=d;break}}d=h;if(c[d]==f)return d/(e-1);g=c[d];return c=(d+(f-g)/(c[d+1]-g))/(e-1)};THREE.Curve.prototype.getNormalVector=function(a){a=this.getTangent(a);return new THREE.Vector2(-a.y,a.x)}; +THREE.Curve.prototype.getTangent=function(a){var b=a-1.0E-4,a=a+1.0E-4;b<0&&(b=0);a>1&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().subSelf(b).normalize()};THREE.Curve.prototype.getTangentAt=function(a){return this.getTangent(this.getUtoTmapping(a))};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=new THREE.Curve;THREE.LineCurve.prototype.constructor=THREE.LineCurve; +THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().subSelf(this.v1);b.multiplyScalar(a).addSelf(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().subSelf(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=new THREE.Curve;THREE.QuadraticBezierCurve.prototype.constructor=THREE.QuadraticBezierCurve; +THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=new THREE.Curve;THREE.CubicBezierCurve.prototype.constructor=THREE.CubicBezierCurve;THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; +THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=a==void 0?[]:a};THREE.SplineCurve.prototype=new THREE.Curve;THREE.SplineCurve.prototype.constructor=THREE.SplineCurve; +THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e=e-a;c[0]=a==0?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; +THREE.ArcCurve=function(a,b,c,d,e,f){this.aX=a;this.aY=b;this.aRadius=c;this.aStartAngle=d;this.aEndAngle=e;this.aClockwise=f};THREE.ArcCurve.prototype=new THREE.Curve;THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.ArcCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.aRadius*Math.cos(b);b=this.aY+this.aRadius*Math.sin(b);return new THREE.Vector2(a,b)}; +THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=(c-a)*0.5,d=(d-b)*0.5,f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; +THREE.Curve.create=function(a,b){a.prototype=new THREE.Curve;a.prototype.constructor=a;a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); +THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a=a-e;c[0]=e==0?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e=e-a;a=a+(a>0?0:(Math.floor(Math.abs(a)/d.length)+1)*d.length);c[0]=(a-1)%d.length;c[1]=a%d.length;c[2]=(a+1)%d.length;c[3]=(a+2)%d.length;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z, +d[c[1]].z,d[c[2]].z,d[c[3]].z,e);return b});THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=false};THREE.CurvePath.prototype=new THREE.Curve;THREE.CurvePath.prototype.constructor=THREE.CurvePath;THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){}; +THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))};THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a=b){b=c[a]-b;a=this.curves[a];b=1-b/a.getLength();return a.getPointAt(b)}a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb)b=f.x;else if(f.xc)c=f.y;else if(f.y0){g=c[c.length-1]; +o=g.x;q=g.y}else{g=this.actions[d-1].args;o=g[g.length-2];q=g[g.length-1]}for(f=1;f<=a;f++){n=f/a;g=THREE.Shape.Utils.b2(n,o,p,h);n=THREE.Shape.Utils.b2(n,q,m,j);c.push(new THREE.Vector2(g,n))}break;case THREE.PathActions.BEZIER_CURVE_TO:h=f[4];j=f[5];p=f[0];m=f[1];l=f[2];k=f[3];if(c.length>0){g=c[c.length-1];o=g.x;q=g.y}else{g=this.actions[d-1].args;o=g[g.length-2];q=g[g.length-1]}for(f=1;f<=a;f++){n=f/a;g=THREE.Shape.Utils.b3(n,o,p,l,h);n=THREE.Shape.Utils.b3(n,q,m,k,j);c.push(new THREE.Vector2(g, +n))}break;case THREE.PathActions.CSPLINE_THRU:g=this.actions[d-1].args;n=[new THREE.Vector2(g[g.length-2],g[g.length-1])];g=a*f[0].length;n=n.concat(f[0]);n=new THREE.SplineCurve(n);for(f=1;f<=g;f++)c.push(n.getPointAt(f/g));break;case THREE.PathActions.ARC:h=f[0];j=f[1];l=f[2];p=f[3];m=!!f[5];k=f[4]-p;o=a*2;for(f=1;f<=o;f++){n=f/o;m||(n=1-n);n=p+n*k;g=h+l*Math.cos(n);n=j+l*Math.sin(n);c.push(new THREE.Vector2(g,n))}}}d=c[c.length-1];Math.abs(d.x-c[0].x)<1.0E-10&&Math.abs(d.y-c[0].y)<1.0E-10&&c.splice(c.length- +1,1);b&&c.push(c[0]);return c};THREE.Path.prototype.transform=function(a,b){this.getBoundingBox();return this.getWrapPoints(this.getPoints(b),a)};THREE.Path.prototype.nltransform=function(a,b,c,d,e,f){var g=this.getPoints(),h,j,l,k,p;h=0;for(j=g.length;h=0?h-1:c.length-1;f=g-1>=0?g-1:l.length-1;var n=[l[g],c[h],c[e]];p=THREE.FontUtils.Triangulate.area(n);var r=[l[g],l[f],c[h]];m=THREE.FontUtils.Triangulate.area(r);o=h;k=g;h=h+1;g=g+ +-1;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+l.length);g=g%l.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:l.length-1;n=[l[g],c[h],c[e]];n=THREE.FontUtils.Triangulate.area(n);r=[l[g],l[f],c[h]];r=THREE.FontUtils.Triangulate.area(r);if(p+m>n+r){h=o;g=k;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+l.length);g=g%l.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:l.length-1}p=c.slice(0,h);m=c.slice(h);o=l.slice(g);k=l.slice(0,g);f=[l[g],l[f],c[h]];q.push([l[g],c[h],c[e]]);q.push(f);c=p.concat(o).concat(k).concat(m)}return{shape:c, +isolatedPts:q,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,false),f,g,h,j,l={};f=0;for(g=d.length;f1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+d+" on bone "+o);d=d<0?0:1}if(c==="pos"){c=a.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType=== +THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]=this.getPrevKeyWith("pos",o,g.index-1).pos;this.points[1]=e;this.points[2]=f;this.points[3]=this.getNextKeyWith("pos",o,h.index+1).pos;d=d*0.33+0.33;e=this.interpolateCatmullRom(this.points,d);c.x=e[0];c.y=e[1];c.z=e[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){d=this.interpolateCatmullRom(this.points,d*1.01);this.target.set(d[0],d[1],d[2]);this.target.subSelf(c);this.target.y=0;this.target.normalize();d=Math.atan2(this.target.x, +this.target.z);a.rotation.set(0,d,0)}}}else if(c==="rot")THREE.Quaternion.slerp(e,f,a.quaternion,d);else if(c==="scl"){c=a.scale;c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}}}}if(this.JITCompile&&k[0][l]===void 0){this.hierarchy[0].updateMatrixWorld(true);for(o=0;oa.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];j=a[c[2]];l=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],j[0],l[0],e,c,g);d[1]=this.interpolate(f[1],h[1],j[1],l[1],e,c,g);d[2]=this.interpolate(f[2],h[2],j[2],l[2],e,c,g);return d}; +THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=(c-a)*0.5;d=(d-b)*0.5;return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c0?c:0:c>=0?c:c+d.length;c>=0;c--)if(d[c][a]!==void 0)return d[c];return this.data.hierarchy[b].keys[d.length-1]}; +THREE.KeyFrameAnimation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=0.001;this.isPlaying=false;this.loop=this.isPaused=true;this.JITCompile=c!==void 0?c:true;a=0;for(b=this.hierarchy.length;a=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=true}}if(this.JITCompile&&f[0][e]===void 0){this.hierarchy[0].updateMatrixWorld(true); +for(a=0;a=0?c:c+b.length;c>=0;c--)if(b[c].hasTarget(a))return b[c];return b[b.length-1]}; +THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90, +1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var j=new THREE.PerspectiveCamera(90,1,a,b);j.up.set(0,-1,0);j.lookAt(new THREE.Vector3(0,0,-1));this.add(j);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,m=c.generateMipmaps;c.generateMipmaps=false;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace= +2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=m;c.activeCubeFace=5;a.render(b,j,c)}};THREE.CubeCamera.prototype=new THREE.Object3D;THREE.CubeCamera.prototype.constructor=THREE.CubeCamera; +THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()};THREE.CombinedCamera.prototype=new THREE.Camera;THREE.CombinedCamera.prototype.constructor=THREE.CombinedCamera; +THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPersepectiveMode=true;this.inOrthographicMode=false}; +THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPersepectiveMode=false;this.inOrthographicMode=true}; +THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPersepectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){if(this.inPersepectiveMode)this.toPerspective();else{this.toPerspective();this.toOrthographic()}}; +THREE.CombinedCamera.prototype.setLens=function(a,b){var c=2*Math.atan((b!==void 0?b:24)/(a*2))*(180/Math.PI);this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPersepectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.FirstPersonControls=function(a,b){function c(a,b){return function(){b.apply(a,arguments)}}this.object=a;this.target=new THREE.Vector3(0,0,0);this.domElement=b!==void 0?b:document;this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=false;this.lookVertical=true;this.autoForward=false;this.activeLook=true;this.heightSpeed=false;this.heightCoef=1;this.heightMin=0;this.constrainVertical=false;this.verticalMin=0;this.verticalMax=Math.PI;this.theta=this.phi=this.lon=this.lat=this.mouseY=this.mouseX= +this.autoSpeedFactor=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=false;if(this.domElement===document){this.viewHalfX=window.innerWidth/2;this.viewHalfY=window.innerHeight/2}else{this.viewHalfX=this.domElement.offsetWidth/2;this.viewHalfY=this.domElement.offsetHeight/2;this.domElement.setAttribute("tabindex",-1)}this.onMouseDown=function(a){this.domElement!==document&&this.domElement.focus();a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward= +true;break;case 2:this.moveBackward=true}this.mouseDragOn=true};this.onMouseUp=function(a){a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=false;break;case 2:this.moveBackward=false}this.mouseDragOn=false};this.onMouseMove=function(a){if(this.domElement===document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY-this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}}; +this.onKeyDown=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=true;break;case 37:case 65:this.moveLeft=true;break;case 40:case 83:this.moveBackward=true;break;case 39:case 68:this.moveRight=true;break;case 82:this.moveUp=true;break;case 70:this.moveDown=true;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=false;break;case 37:case 65:this.moveLeft=false;break;case 40:case 83:this.moveBackward=false;break;case 39:case 68:this.moveRight= +false;break;case 82:this.moveUp=false;break;case 70:this.moveDown=false}};this.update=function(a){var b=0;if(!this.freeze){if(this.heightSpeed){b=THREE.Math.clamp(this.object.position.y,this.heightMin,this.heightMax)-this.heightMin;this.autoSpeedFactor=a*b*this.heightCoef}else this.autoSpeedFactor=0;b=a*this.movementSpeed;(this.moveForward||this.autoForward&&!this.moveBackward)&&this.object.translateZ(-(b+this.autoSpeedFactor));this.moveBackward&&this.object.translateZ(b);this.moveLeft&&this.object.translateX(-b); +this.moveRight&&this.object.translateX(b);this.moveUp&&this.object.translateY(b);this.moveDown&&this.object.translateY(-b);a=a*this.lookSpeed;this.activeLook||(a=0);this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;var b=this.target,c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)* +Math.sin(this.theta);b=1;this.constrainVertical&&(b=Math.PI/(this.verticalMax-this.verticalMin));this.lon=this.lon+this.mouseX*a;if(this.lookVertical)this.lat=this.lat-this.mouseY*a*b;this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;if(this.constrainVertical)this.phi=THREE.Math.mapLinear(this.phi,0,Math.PI,this.verticalMin,this.verticalMax);b=this.target;c=this.object.position;b.x=c.x+100*Math.sin(this.phi)*Math.cos(this.theta);b.y=c.y+ +100*Math.cos(this.phi);b.z=c.z+100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(b)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousemove",c(this,this.onMouseMove),false);this.domElement.addEventListener("mousedown",c(this,this.onMouseDown),false);this.domElement.addEventListener("mouseup",c(this,this.onMouseUp),false);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),false);this.domElement.addEventListener("keyup", +c(this,this.onKeyUp),false)}; +THREE.PathControls=function(a,b){function c(a){return(a=a*2)<1?0.5*a*a:-0.5*(--a*(a-2)-1)}function d(a,b){return function(){b.apply(a,arguments)}}function e(a,b,c,d){var e={name:c,fps:0.6,length:d,hierarchy:[]},f,g=b.getControlPointsArray(),h=b.getLength(),r=g.length,u=0;f=r-1;b={parent:-1,keys:[]};b.keys[0]={time:0,pos:g[0],rot:[0,0,0,1],scl:[1,1,1]};b.keys[f]={time:d,pos:g[f],rot:[0,0,0,1],scl:[1,1,1]};for(f=1;f=0?a:a+g;b=this.verticalAngleMap.srcRange;a=this.verticalAngleMap.dstRange; +b=THREE.Math.mapLinear(this.phi,b[0],b[1],a[0],a[1]);var d=a[1]-a[0];this.phi=c((b-a[0])/d)*d+a[0];b=this.horizontalAngleMap.srcRange;a=this.horizontalAngleMap.dstRange;b=THREE.Math.mapLinear(this.theta,b[0],b[1],a[0],a[1]);d=a[1]-a[0];this.theta=c((b-a[0])/d)*d+a[0];a=this.target.position;a.x=100*Math.sin(this.phi)*Math.cos(this.theta);a.y=100*Math.cos(this.phi);a.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(this.target.position)};this.onMouseMove=function(a){if(this.domElement=== +document){this.mouseX=a.pageX-this.viewHalfX;this.mouseY=a.pageY-this.viewHalfY}else{this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX;this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY}};this.init=function(){this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var a=new THREE.MeshLambertMaterial({color:30719}),b=new THREE.MeshLambertMaterial({color:65280}), +c=new THREE.CubeGeometry(10,10,20),g=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(c,a);a=new THREE.Mesh(g,b);a.position.set(0,10,0);this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.object);this.animationParent.add(this.target);this.animationParent.add(a)}else{this.animation=e(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.target);this.animationParent.add(this.object)}if(this.createDebugPath){var a= +this.debugPath,b=this.spline,g=f(b,10),c=f(b,10),h=new THREE.LineBasicMaterial({color:16711680,linewidth:3}),g=new THREE.Line(g,h),c=new THREE.ParticleSystem(c,new THREE.ParticleBasicMaterial({color:16755200,size:3}));g.scale.set(1,1,1);a.add(g);c.scale.set(1,1,1);a.add(c);for(var g=new THREE.SphereGeometry(1,16,8),h=new THREE.MeshBasicMaterial({color:65280}),o=0;o0){var b=this.getContainerDimensions(),c=b.size[0]/2,g=b.size[1]/2;this.moveState.yawLeft=-(a.pageX-b.offset[0]-c)/c;this.moveState.pitchDown=(a.pageY-b.offset[1]-g)/g;this.updateRotationVector()}};this.mouseup=function(a){a.preventDefault();a.stopPropagation();if(this.dragToLook){this.mouseStatus--;this.moveState.yawLeft=this.moveState.pitchDown=0}else switch(a.button){case 0:this.moveForward= +false;break;case 2:this.moveBackward=false}this.updateRotationVector()};this.update=function(a){var b=a*this.movementSpeed,a=a*this.rollSpeed;this.object.translateX(this.moveVector.x*b);this.object.translateY(this.moveVector.y*b);this.object.translateZ(this.moveVector.z*b);this.tmpQuaternion.set(this.rotationVector.x*a,this.rotationVector.y*a,this.rotationVector.z*a,1).normalize();this.object.quaternion.multiplySelf(this.tmpQuaternion);this.object.matrix.setPosition(this.object.position);this.object.matrix.setRotationFromQuaternion(this.object.quaternion); +this.object.matrixWorldNeedsUpdate=true};this.updateMovementVector=function(){var a=this.moveState.forward||this.autoForward&&!this.moveState.back?1:0;this.moveVector.x=-this.moveState.left+this.moveState.right;this.moveVector.y=-this.moveState.down+this.moveState.up;this.moveVector.z=-a+this.moveState.back};this.updateRotationVector=function(){this.rotationVector.x=-this.moveState.pitchDown+this.moveState.pitchUp;this.rotationVector.y=-this.moveState.yawRight+this.moveState.yawLeft;this.rotationVector.z= +-this.moveState.rollRight+this.moveState.rollLeft};this.getContainerDimensions=function(){return this.domElement!=document?{size:[this.domElement.offsetWidth,this.domElement.offsetHeight],offset:[this.domElement.offsetLeft,this.domElement.offsetTop]}:{size:[window.innerWidth,window.innerHeight],offset:[0,0]}};this.domElement.addEventListener("mousemove",c(this,this.mousemove),false);this.domElement.addEventListener("mousedown",c(this,this.mousedown),false);this.domElement.addEventListener("mouseup", +c(this,this.mouseup),false);this.domElement.addEventListener("keydown",c(this,this.keydown),false);this.domElement.addEventListener("keyup",c(this,this.keyup),false);this.updateMovementVector();this.updateRotationVector()}; +THREE.RollControls=function(a,b){this.object=a;this.domElement=b!==void 0?b:document;this.mouseLook=true;this.autoForward=false;this.rollSpeed=this.movementSpeed=this.lookSpeed=1;this.constrainVertical=[-0.9,0.9];this.object.matrixAutoUpdate=false;this.forward=new THREE.Vector3(0,0,1);this.roll=0;var c=new THREE.Vector3,d=new THREE.Vector3,e=new THREE.Vector3,f=new THREE.Matrix4,g=false,h=1,j=0,l=0,k=0,p=0,m=0,o=window.innerWidth/2,q=window.innerHeight/2;this.update=function(a){if(this.mouseLook){var b= +a*this.lookSpeed;this.rotateHorizontally(b*p);this.rotateVertically(b*m)}b=a*this.movementSpeed;this.object.translateZ(-b*(j>0||this.autoForward&&!(j<0)?1:j));this.object.translateX(b*l);this.object.translateY(b*k);if(g)this.roll=this.roll+this.rollSpeed*a*h;if(this.forward.y>this.constrainVertical[1]){this.forward.y=this.constrainVertical[1];this.forward.normalize()}else if(this.forward.y1?d.normalize():d.z=Math.sqrt(1-e*e);g.copy(c.object.position).subSelf(c.target);e=c.object.up.clone().setLength(d.y);e.addSelf(c.object.up.clone().crossSelf(g).setLength(d.x));e.addSelf(g.setLength(d.z));return e};this.rotateCamera=function(){var a=Math.acos(h.dot(j)/h.length()/j.length());if(a){var b=(new THREE.Vector3).cross(h,j).normalize(),d=new THREE.Quaternion,a=a*c.rotateSpeed; +d.setFromAxisAngle(b,-a);d.multiplyVector3(g);d.multiplyVector3(c.object.up);d.multiplyVector3(j);if(c.staticMoving)h=j;else{d.setFromAxisAngle(b,a*(c.dynamicDampingFactor-1));d.multiplyVector3(h)}}};this.zoomCamera=function(){var a=1+(k.y-l.y)*c.zoomSpeed;if(a!==1&&a>0){g.multiplyScalar(a);c.staticMoving?l=k:l.y=l.y+(k.y-l.y)*this.dynamicDampingFactor}};this.panCamera=function(){var a=m.clone().subSelf(p);if(a.lengthSq()){a.multiplyScalar(g.length()*c.panSpeed);var b=g.clone().crossSelf(c.object.up).setLength(a.x); +b.addSelf(c.object.up.clone().setLength(a.y));c.object.position.addSelf(b);c.target.addSelf(b);c.staticMoving?p=m:p.addSelf(a.sub(m,p).multiplyScalar(c.dynamicDampingFactor))}};this.checkDistances=function(){if(!c.noZoom||!c.noPan){c.object.position.lengthSq()>c.maxDistance*c.maxDistance&&c.object.position.setLength(c.maxDistance);g.lengthSq()0){c.dispatchEvent(o);d.copy(c.object.position)}};this.domElement.addEventListener("contextmenu",function(a){a.preventDefault()},false);this.domElement.addEventListener("mousemove",function(a){if(c.enabled){if(e){h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY);l=k=c.getMouseOnScreen(a.clientX,a.clientY);p= +m=c.getMouseOnScreen(a.clientX,a.clientY);e=false}f!==-1&&(f===0&&!c.noRotate?j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?k=c.getMouseOnScreen(a.clientX,a.clientY):f===2&&!c.noPan&&(m=c.getMouseOnScreen(a.clientX,a.clientY)))}},false);this.domElement.addEventListener("mousedown",function(a){if(c.enabled){a.preventDefault();a.stopPropagation();if(f===-1){f=a.button;f===0&&!c.noRotate?h=j=c.getMouseProjectionOnBall(a.clientX,a.clientY):f===1&&!c.noZoom?l=k=c.getMouseOnScreen(a.clientX, +a.clientY):this.noPan||(p=m=c.getMouseOnScreen(a.clientX,a.clientY))}}},false);this.domElement.addEventListener("mouseup",function(a){if(c.enabled){a.preventDefault();a.stopPropagation();f=-1}},false);window.addEventListener("keydown",function(a){if(c.enabled&&f===-1){a.keyCode===c.keys[0]&&!c.noRotate?f=0:a.keyCode===c.keys[1]&&!c.noZoom?f=1:a.keyCode===c.keys[2]&&!c.noPan&&(f=2);f!==-1&&(e=true)}},false);window.addEventListener("keyup",function(){c.enabled&&f!==-1&&(f=-1)},false)}; +THREE.CubeGeometry=function(a,b,c,d,e,f,g,h){function j(a,b,c,g,h,j,k,m){var n,p=d||1,o=e||1,q=h/2,r=j/2,t=l.vertices.length;if(a==="x"&&b==="y"||a==="y"&&b==="x")n="z";else if(a==="x"&&b==="z"||a==="z"&&b==="x"){n="y";o=f||1}else if(a==="z"&&b==="y"||a==="y"&&b==="z"){n="x";p=f||1}var i=p+1,u=o+1,y=h/p,C=j/o,Y=new THREE.Vector3;Y[n]=k>0?1:-1;for(h=0;h0){this.vertices.push(new THREE.Vector3(0, +g,0));for(h=0;h0){this.vertices.push(new THREE.Vector3(0,-g,0));for(h=0;ha&&(a=a+Math.PI*2);c=(b+a)/2;a=-Math.cos(c);c=-Math.sin(c);return new THREE.Vector2(a,c)}return d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function e(c,d){var e,f;for(F=c.length;--F>=0;){e=F;f=F-1;f<0&&(f= +c.length-1);for(var g=0,h=m+k*2,g=0;g=0;D--){G=D/k;i=j*(1-G);M=l*Math.sin(G*Math.PI/2);F=0;for(G=P.length;F0)for(l=0;l2;){if(p--<=0){console.log("Warning, unable to triangulate polygon!");break}j=l;e<=j&&(j=0);l=j+1;e<=l&&(l=0);k=l+1;e<=k&&(k=0);var m;a:{m=a;var o=j,q=l,n=k,r=e,u=g,t=void 0,y=void 0,s=void 0,w=void 0,H=void 0, +E=void 0,z=void 0,v=void 0,A=void 0,y=m[u[o]].x,s=m[u[o]].y,w=m[u[q]].x,H=m[u[q]].y,E=m[u[n]].x,z=m[u[n]].y;if(1.0E-10>(w-y)*(z-s)-(H-s)*(E-y))m=false;else{for(t=0;t=0&&R>=0&&D>=0){m=false;break a}}m=true}}if(m){f.push([a[g[j]], +a[g[l]],a[g[k]]]);h.push([g[j],g[l],g[k]]);j=l;for(k=l+1;k1.0E-4){h.normalize();d=Math.acos(e[l-1].dot(e[l]));j.makeRotationAxis(h,d).multiplyVector3(f[l])}g[l].cross(e[l],f[l])}if(c){d=Math.acos(f[0].dot(f[b-1]));d=d/(b-1);e[0].dot(h.cross(f[0],f[b-1]))>0&&(d=-d);for(l=1;l0;)this.smooth(a)}; +THREE.SubdivisionModifier.prototype.smooth=function(a){function b(){m.debug&&console.log.apply(console,arguments)}function c(){console&&console.log.apply(console,arguments)}function d(a,c,d,e,g,h,i){var j=new THREE.Face4(a,c,d,e,null,g.color,g.material);if(m.useOldVertexColors){j.vertexColors=[];for(var l,n,o,q=0;q<4;q++){o=h[q];l=new THREE.Color;l.setRGB(0,0,0);for(var r=0;r=y&&a1){var j=h[1];d[j]||(d[j]={start:Infinity,end:-Infinity});h=d[j];if(fh.end)h.end=f;c||(c=j)}}for(j in d){h=d[j];this.createAnimation(j,h.start,h.end,a)}this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a]){a.direction=1;a.directionBackwards=false}};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a]){a.direction=-1;a.directionBackwards=true}};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];if(c){c.fps=b;c.duration=(c.end-c.start)/c.fps}}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];if(c){c.duration=b;c.fps=(c.end-c.start)/c.duration}};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];if(c)c.weight=b};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];if(c)c.time=b};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];if(b){b.time=0;b.active=true}else console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=false}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||d.time<0){d.direction=d.direction*-1;if(d.time>d.duration){d.time=d.duration;d.directionBackwards=true}if(d.time<0){d.time=0;d.directionBackwards=false}}}else{d.time=d.time%d.duration;if(d.time<0)d.time=d.time+d.duration}var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/ +e),0,d.length-1),g=d.weight;if(f!==d.currentFrame){this.morphTargetInfluences[d.lastFrame]=0;this.morphTargetInfluences[d.currentFrame]=1*g;this.morphTargetInfluences[f]=0;d.lastFrame=d.currentFrame;d.currentFrame=f}e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; +THREE.LensFlarePlugin=function(){function a(a){var c=b.createProgram(),d=b.createShader(b.FRAGMENT_SHADER),e=b.createShader(b.VERTEX_SHADER);b.shaderSource(d,a.fragmentShader);b.shaderSource(e,a.vertexShader);b.compileShader(d);b.compileShader(e);b.attachShader(c,d);b.attachShader(c,e);b.linkProgram(c);return c}var b,c,d,e,f,g,h,j,l,k,p,m,o;this.init=function(q){b=q.context;c=q;d=new Float32Array(16);e=new Uint16Array(6);q=0;d[q++]=-1;d[q++]=-1;d[q++]=0;d[q++]=0;d[q++]=1;d[q++]=-1;d[q++]=1;d[q++]= +0;d[q++]=1;d[q++]=1;d[q++]=1;d[q++]=1;d[q++]=-1;d[q++]=1;d[q++]=0;d[q++]=1;q=0;e[q++]=0;e[q++]=1;e[q++]=2;e[q++]=0;e[q++]=2;e[q++]=3;f=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,f);b.bufferData(b.ARRAY_BUFFER,d,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,e,b.STATIC_DRAW);h=b.createTexture();j=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D, +b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,j);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST); +b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);if(b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){l=false;k=a(THREE.ShaderFlares.lensFlare)}else{l=true;k=a(THREE.ShaderFlares.lensFlareVertexTexture)}p={};m={};p.vertex=b.getAttribLocation(k,"position");p.uv=b.getAttribLocation(k,"uv");m.renderType=b.getUniformLocation(k,"renderType");m.map=b.getUniformLocation(k,"map");m.occlusionMap=b.getUniformLocation(k,"occlusionMap");m.opacity=b.getUniformLocation(k,"opacity");m.color=b.getUniformLocation(k, +"color");m.scale=b.getUniformLocation(k,"scale");m.rotation=b.getUniformLocation(k,"rotation");m.screenPosition=b.getUniformLocation(k,"screenPosition");o=false};this.render=function(a,d,e,u){var a=a.__webglFlares,t=a.length;if(t){var y=new THREE.Vector3,s=u/e,w=e*0.5,H=u*0.5,E=16/u,z=new THREE.Vector2(E*s,E),v=new THREE.Vector3(1,1,0),A=new THREE.Vector2(1,1),J=m,E=p;b.useProgram(k);if(!o){b.enableVertexAttribArray(p.vertex);b.enableVertexAttribArray(p.uv);o=true}b.uniform1i(J.occlusionMap,0);b.uniform1i(J.map, +1);b.bindBuffer(b.ARRAY_BUFFER,f);b.vertexAttribPointer(E.vertex,2,b.FLOAT,false,16,0);b.vertexAttribPointer(E.uv,2,b.FLOAT,false,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(false);var K,R,P,D,M;for(K=0;K0&&A.x0&& +A.y0.001&&M.scale>0.001){v.x=M.x;v.y=M.y;v.z=M.z;E=M.size*M.scale/u;z.x=E*s;z.y=E;b.uniform3f(J.screenPosition,v.x,v.y,v.z);b.uniform2f(J.scale,z.x,z.y);b.uniform1f(J.rotation,M.rotation);b.uniform1f(J.opacity,M.opacity); +b.uniform3f(J.color,M.color.r,M.color.g,M.color.b);c.setBlending(M.blending,M.blendEquation,M.blendSrc,M.blendDst);c.setTexture(M.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}}; +THREE.ShadowMapPlugin=function(){var a,b,c,d,e=new THREE.Frustum,f=new THREE.Matrix4,g=new THREE.Vector3,h=new THREE.Vector3;this.init=function(e){a=e.context;b=e;var e=THREE.ShaderLib.depthRGBA,f=THREE.UniformsUtils.clone(e.uniforms);c=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f});d=new THREE.ShaderMaterial({fragmentShader:e.fragmentShader,vertexShader:e.vertexShader,uniforms:f,morphTargets:true});c._shadowPass=true;d._shadowPass=true};this.render= +function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(j,l){var k,p,m,o,q,n,r,u,t,y=[];o=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);b.shadowMapCullFrontFaces?a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(true);k=0;for(p=j.__lights.length;kh.x)h.x=u.x;if(u.yh.y)h.y=u.y;if(u.zh.z)h.z=u.z}o.left=g.x;o.right=h.x;o.top=h.y;o.bottom=g.y;o.updateProjectionMatrix()}o=m.shadowMap;n=m.shadowMatrix;q=m.shadowCamera;q.position.copy(m.matrixWorld.getPosition());q.lookAt(m.target.matrixWorld.getPosition());q.updateMatrixWorld();q.matrixWorldInverse.getInverse(q.matrixWorld); +if(m.cameraHelper)m.cameraHelper.lines.visible=m.shadowCameraVisible;m.shadowCameraVisible&&m.cameraHelper.update();n.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);n.multiplySelf(q.projectionMatrix);n.multiplySelf(q.matrixWorldInverse);if(!q._viewMatrixArray)q._viewMatrixArray=new Float32Array(16);if(!q._projectionMatrixArray)q._projectionMatrixArray=new Float32Array(16);q.matrixWorldInverse.flattenToArray(q._viewMatrixArray);q.projectionMatrix.flattenToArray(q._projectionMatrixArray);f.multiply(q.projectionMatrix, +q.matrixWorldInverse);e.setFromMatrix(f);b.setRenderTarget(o);b.clear();t=j.__webglObjects;m=0;for(o=t.length;m + + var i, f, p, q, t; + + if ( v === 0 ) { + + this.r = this.g = this.b = 0; + + } else { + + i = Math.floor( h * 6 ); + f = ( h * 6 ) - i; + p = v * ( 1 - s ); + q = v * ( 1 - ( s * f ) ); + t = v * ( 1 - ( s * ( 1 - f ) ) ); + + switch ( i ) { + + case 1: this.r = q; this.g = v; this.b = p; break; + case 2: this.r = p; this.g = v; this.b = t; break; + case 3: this.r = p; this.g = q; this.b = v; break; + case 4: this.r = t; this.g = p; this.b = v; break; + case 5: this.r = v; this.g = p; this.b = q; break; + case 6: // fall through + case 0: this.r = v; this.g = t; this.b = p; break; + + } + + } + + 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; + + }, + + lerpSelf: 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; + + }, + + getHex: function () { + + return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); + + }, + + getContextStyle: function () { + + return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; + + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Vector2 = function ( x, y ) { + + this.x = x || 0; + this.y = y || 0; + +}; + +THREE.Vector2.prototype = { + + constructor: THREE.Vector2, + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + + } else { + + this.set( 0, 0 ); + + } + + return this; + + }, + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + equals: function( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + isZero: function () { + + return ( this.lengthSq() < 0.0001 /* almostZero */ ); + + }, + + clone: function () { + + return new THREE.Vector2( this.x, this.y ); + + } + +}; +/** + * @author mr.doob / 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/ + */ + +THREE.Vector3 = function ( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +}; + + +THREE.Vector3.prototype = { + + constructor: THREE.Vector3, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addSelf: function ( v ) { + + 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; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + multiply: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + multiplySelf: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + + return this; + + }, + + divideSelf: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + cross: function ( a, b ) { + + this.x = a.y * b.z - a.z * b.y; + this.y = a.z * b.x - a.x * b.z; + this.z = a.x * b.y - a.y * b.x; + + return this; + + }, + + crossSelf: function ( v ) { + + 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; + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + return new THREE.Vector3().sub( this, v ).lengthSq(); + + }, + + getPositionFromMatrix: function ( m ) { + + this.x = m.elements[12]; + this.y = m.elements[13]; + this.z = m.elements[14]; + + return this; + + }, + + getRotationFromMatrix: function ( m, scale ) { + + var sx = scale ? scale.x : 1; + var sy = scale ? scale.y : 1; + var sz = scale ? scale.z : 1; + + var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz; + var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz; + var m33 = m.elements[10] / sz; + + this.y = Math.asin( m13 ); + + var cosY = Math.cos( this.y ); + + if ( Math.abs( cosY ) > 0.00001 ) { + + this.x = Math.atan2( - m23 / cosY, m33 / cosY ); + this.z = Math.atan2( - m12 / cosY, m11 / cosY ); + + } else { + + this.x = 0; + this.z = Math.atan2( m21, m22 ); + + } + + return this; + + }, + + /* + + // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + // order XYZ + + getEulerXYZFromQuaternion: function ( q ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) ); + this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) ); + + }, + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm + // order YZX (assuming heading == y, attitude == z, bank == x) + + getEulerYZXFromQuaternion: function ( q ) { + + var sqw = q.w * q.w; + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor + var test = q.x * q.y + q.z * q.w; + + if ( test > 0.499 * unit ) { // singularity at north pole + + this.y = 2 * Math.atan2( q.x, q.w ); + this.z = Math.PI / 2; + this.x = 0; + + return; + + } + + if ( test < -0.499 * unit ) { // singularity at south pole + + this.y = -2 * Math.atan2( q.x, q.w ); + this.z = -Math.PI / 2; + this.x = 0; + + return; + + } + + this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw ); + this.z = Math.asin( 2 * test / unit ); + this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw ); + + }, + + */ + + getScaleFromMatrix: function ( m ) { + + var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); + var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); + var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + isZero: function () { + + return ( this.lengthSq() < 0.0001 /* almostZero */ ); + + }, + + clone: function () { + + return new THREE.Vector3( this.x, this.y, this.z ); + + } + +}; + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + */ + +THREE.Vector4 = function ( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Vector4.prototype = { + + constructor: THREE.Vector4, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + 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 ( 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; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + sub: 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; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + this.w *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + this.w /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 1; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( -1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.dot( this ); + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: 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; + + }, + + clone: function () { + + return new THREE.Vector4( this.x, this.y, this.z, this.w ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Frustum = function ( ) { + + this.planes = [ + + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4() + + ]; + +}; + +THREE.Frustum.prototype.setFromMatrix = function ( m ) { + + var i, plane, 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 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ); + planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ); + planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ); + planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ); + planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ); + planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ); + + for ( i = 0; i < 6; i ++ ) { + + plane = planes[ i ]; + plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); + + } + +}; + +THREE.Frustum.prototype.contains = function ( object ) { + + var distance, + planes = this.planes, + matrix = object.matrixWorld, + me = matrix.elements, + radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); + + for ( var i = 0; i < 6; i ++ ) { + + distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; + if ( distance <= radius ) return false; + + } + + return true; + +}; + +THREE.Frustum.__v1 = new THREE.Vector3(); +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Ray = function ( origin, direction ) { + + this.origin = origin || new THREE.Vector3(); + this.direction = direction || new THREE.Vector3(); + + var precision = 0.0001; + + this.setPrecision = function ( value ) { + + precision = value; + + }; + + var a = new THREE.Vector3(); + var b = new THREE.Vector3(); + var c = new THREE.Vector3(); + var d = new THREE.Vector3(); + + var originCopy = new THREE.Vector3(); + var directionCopy = new THREE.Vector3(); + + var vector = new THREE.Vector3(); + var normal = new THREE.Vector3(); + var intersectPoint = new THREE.Vector3() + + this.intersectObject = function ( object ) { + + var intersect, intersects = []; + + if ( object instanceof THREE.Particle ) { + + var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); + + if ( distance > object.scale.x ) { + + return []; + + } + + intersect = { + + distance: distance, + point: object.position, + face: null, + object: object + + }; + + intersects.push( intersect ); + + } else if ( object instanceof THREE.Mesh ) { + + // Checking boundingSphere + + var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); + var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); + + if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) { + + return intersects; + + } + + // Checking faces + + var f, fl, face, dot, scalar, + geometry = object.geometry, + vertices = geometry.vertices, + objMatrix; + + object.matrixRotationWorld.extractRotation( object.matrixWorld ); + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + + originCopy.copy( this.origin ); + directionCopy.copy( this.direction ); + + objMatrix = object.matrixWorld; + + // determine if ray intersects the plane of the face + // note: this works regardless of the direction of the face normal + + vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy ); + normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); + dot = directionCopy.dot( normal ); + + // bail if ray and plane are parallel + + if ( Math.abs( dot ) < precision ) continue; + + // calc distance to plane + + scalar = normal.dot( vector ) / dot; + + // if negative distance, then plane is behind ray + + if ( scalar < 0 ) continue; + + if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { + + intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); + + if ( face instanceof THREE.Face3 ) { + + a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); + b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); + c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); + + if ( pointInFace3( intersectPoint, a, b, c ) ) { + + intersect = { + + distance: originCopy.distanceTo( intersectPoint ), + point: intersectPoint.clone(), + face: face, + object: object + + }; + + intersects.push( intersect ); + + } + + } else if ( face instanceof THREE.Face4 ) { + + a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); + b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); + c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); + d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ] ) ); + + if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { + + intersect = { + + distance: originCopy.distanceTo( intersectPoint ), + point: intersectPoint.clone(), + face: face, + object: object + + }; + + intersects.push( intersect ); + + } + + } + + } + + } + + } + + return intersects; + + } + + this.intersectObjects = function ( objects ) { + + var intersects = []; + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); + + } + + intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); + + return intersects; + + }; + + var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); + var dot, intersect, distance; + + function distanceFromIntersection( origin, direction, position ) { + + v0.sub( position, origin ); + dot = v0.dot( direction ); + + intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); + distance = position.distanceTo( intersect ); + + return distance; + + } + + // http://www.blackpawn.com/texts/pointinpoly/default.html + + var dot00, dot01, dot02, dot11, dot12, invDenom, u, v; + + function pointInFace3( p, a, b, c ) { + + v0.sub( c, a ); + v1.sub( b, a ); + v2.sub( p, a ); + + dot00 = v0.dot( v0 ); + dot01 = v0.dot( v1 ); + dot02 = v0.dot( v2 ); + dot11 = v1.dot( v1 ); + dot12 = v1.dot( v2 ); + + invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); + u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Rectangle = function () { + + var _left, _top, _right, _bottom, + _width, _height, _isEmpty = true; + + function resize() { + + _width = _right - _left; + _height = _bottom - _top; + + } + + this.getX = function () { + + return _left; + + }; + + this.getY = function () { + + return _top; + + }; + + this.getWidth = function () { + + return _width; + + }; + + this.getHeight = function () { + + return _height; + + }; + + this.getLeft = function() { + + return _left; + + }; + + this.getTop = function() { + + return _top; + + }; + + this.getRight = function() { + + return _right; + + }; + + this.getBottom = function() { + + return _bottom; + + }; + + this.set = function ( left, top, right, bottom ) { + + _isEmpty = false; + + _left = left; _top = top; + _right = right; _bottom = bottom; + + resize(); + + }; + + this.addPoint = function ( x, y ) { + + if ( _isEmpty ) { + + _isEmpty = false; + _left = x; _top = y; + _right = x; _bottom = y; + + resize(); + + } else { + + _left = _left < x ? _left : x; // Math.min( _left, x ); + _top = _top < y ? _top : y; // Math.min( _top, y ); + _right = _right > x ? _right : x; // Math.max( _right, x ); + _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); + + resize(); + } + + }; + + this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { + + if (_isEmpty) { + + _isEmpty = false; + _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); + _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); + _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); + _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); + + resize(); + + } else { + + _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); + _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); + _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); + _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); + + resize(); + + }; + + }; + + this.addRectangle = function ( r ) { + + if ( _isEmpty ) { + + _isEmpty = false; + _left = r.getLeft(); _top = r.getTop(); + _right = r.getRight(); _bottom = r.getBottom(); + + resize(); + + } else { + + _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); + _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); + _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); + _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); + + resize(); + + } + + }; + + this.inflate = function ( v ) { + + _left -= v; _top -= v; + _right += v; _bottom += v; + + resize(); + + }; + + this.minSelf = function ( r ) { + + _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); + _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); + _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); + _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); + + resize(); + + }; + + this.intersects = function ( r ) { + + // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ + + if ( _right < r.getLeft() ) return false; + if ( _left > r.getRight() ) return false; + if ( _bottom < r.getTop() ) return false; + if ( _top > r.getBottom() ) return false; + + return true; + + }; + + this.empty = function () { + + _isEmpty = true; + + _left = 0; _top = 0; + _right = 0; _bottom = 0; + + resize(); + + }; + + this.isEmpty = function () { + + return _isEmpty; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Math = { + + // Clamp value to range + + clamp: function ( x, a, b ) { + + return ( x < a ) ? a : ( ( x > b ) ? b : x ); + + }, + + // Clamp value to range to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // Random float from <0, 1> with 16 bits of randomness + // (standard Math.random() creates repetitive patterns when applied over larger space) + + random16: function () { + + return ( 65280 * Math.random() + 255 * Math.random() ) / 65535; + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + sign: function ( x ) { + + return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array(9); + +}; + +THREE.Matrix3.prototype = { + + constructor: THREE.Matrix3, + + getInverse: function ( matrix ) { + + // input: THREE.Matrix4 + // ( based on http://code.google.com/p/webgl-mjs/ ) + + var me = matrix.elements; + + var a11 = me[10] * me[5] - me[6] * me[9]; + var a21 = - me[10] * me[1] + me[2] * me[9]; + var a31 = me[6] * me[1] - me[2] * me[5]; + var a12 = - me[10] * me[4] + me[6] * me[8]; + var a22 = me[10] * me[0] - me[2] * me[8]; + var a32 = - me[6] * me[0] + me[2] * me[4]; + var a13 = me[9] * me[4] - me[5] * me[8]; + var a23 = - me[9] * me[0] + me[1] * me[8]; + var a33 = me[5] * me[0] - me[1] * me[4]; + + var det = me[0] * a11 + me[1] * a12 + me[2] * a13; + + // no inverse + + if ( det === 0 ) { + + console.warn( "Matrix3.getInverse(): determinant == 0" ); + + } + + var idet = 1.0 / det; + + var m = this.elements; + + m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; + m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; + m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; + + 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; + + }, + + + transposeIntoArray: function ( r ) { + + var m = this.m; + + 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; + + } + +}; +/** + * @author mr.doob / 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/ + */ + + +THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + this.elements = new Float32Array( 16 ); + + this.set( + + ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, + n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, + n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, + n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 + + ); + +}; + +THREE.Matrix4.prototype = { + + constructor: THREE.Matrix4, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; + te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; + te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; + te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[0], me[4], me[8], me[12], + me[1], me[5], me[9], me[13], + me[2], me[6], me[10], me[14], + me[3], me[7], me[11], me[15] + + ); + + return this; + + }, + + lookAt: function ( eye, target, up ) { + + var te = this.elements; + + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + z.sub( eye, target ).normalize(); + + if ( z.length() === 0 ) { + + z.z = 1; + + } + + x.cross( up, z ).normalize(); + + if ( x.length() === 0 ) { + + z.x += 0.0001; + x.cross( up, z ).normalize(); + + } + + y.cross( 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 ( 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; + + }, + + multiplySelf: function ( m ) { + + return this.multiply( this, m ); + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiply( a, b ); + + r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; + r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; + r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; + r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; + te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; + te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; + te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; + + return this; + + }, + + multiplyVector3: function ( v ) { + + var te = this.elements; + + var vx = v.x, vy = v.y, vz = v.z; + var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); + + v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; + v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; + v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; + + return v; + + }, + + multiplyVector4: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z, vw = v.w; + + v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; + v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; + v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; + v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; + + return v; + + }, + + rotateAxis: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z; + + v.x = vx * te[0] + vy * te[4] + vz * te[8]; + v.y = vx * te[1] + vy * te[5] + vz * te[9]; + v.z = vx * te[2] + vy * te[6] + vz * te[10]; + + v.normalize(); + + return v; + + }, + + crossVector: function ( a ) { + + var te = this.elements; + var v = new THREE.Vector4(); + + v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; + v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; + v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; + + v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; + + return v; + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; + var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; + var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; + var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n14 * n23 * n32 * n41- + n13 * n24 * n32 * n41- + n14 * n22 * n33 * n41+ + n12 * n24 * n33 * n41+ + + n13 * n22 * n34 * n41- + n12 * n23 * n34 * n41- + n14 * n23 * n31 * n42+ + n13 * n24 * n31 * n42+ + + n14 * n21 * n33 * n42- + n11 * n24 * n33 * n42- + n13 * n21 * n34 * n42+ + n11 * n23 * n34 * n42+ + + n14 * n22 * n31 * n43- + n12 * n24 * n31 * n43- + n14 * n21 * n32 * n43+ + n11 * n24 * n32 * n43+ + + n12 * n21 * n34 * n43- + n11 * n22 * n34 * n43- + n13 * n22 * n31 * n44+ + n12 * n23 * n31 * n44+ + + n13 * n21 * n32 * n44- + n11 * n23 * n32 * n44- + n12 * n21 * n33 * n44+ + n11 * n22 * n33 * n44 + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[1]; te[1] = te[4]; te[4] = tmp; + tmp = te[2]; te[2] = te[8]; te[8] = tmp; + tmp = te[6]; te[6] = te[9]; te[9] = tmp; + + tmp = te[3]; te[3] = te[12]; te[12] = tmp; + tmp = te[7]; te[7] = te[13]; te[13] = tmp; + tmp = te[11]; te[11] = te[14]; te[14] = tmp; + + return this; + + }, + + flattenToArray: function ( flat ) { + + var te = this.elements; + flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; + flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; + flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; + flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; + + return flat; + + }, + + flattenToArrayOffset: function( flat, offset ) { + + var te = this.elements; + flat[ offset ] = te[0]; + flat[ offset + 1 ] = te[1]; + flat[ offset + 2 ] = te[2]; + flat[ offset + 3 ] = te[3]; + + flat[ offset + 4 ] = te[4]; + flat[ offset + 5 ] = te[5]; + flat[ offset + 6 ] = te[6]; + flat[ offset + 7 ] = te[7]; + + flat[ offset + 8 ] = te[8]; + flat[ offset + 9 ] = te[9]; + flat[ offset + 10 ] = te[10]; + flat[ offset + 11 ] = te[11]; + + flat[ offset + 12 ] = te[12]; + flat[ offset + 13 ] = te[13]; + flat[ offset + 14 ] = te[14]; + flat[ offset + 15 ] = te[15]; + + return flat; + + }, + + getPosition: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[12] = v.x; + te[13] = v.y; + te[14] = v.z; + + return this; + + }, + + getColumnX: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); + + }, + + getColumnY: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); + + }, + + getColumnZ: function() { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); + + }, + + getInverse: function ( m ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements; + var me = m.elements; + + var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; + var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; + var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; + var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; + + te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; + te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; + te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; + te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; + te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; + te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; + te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; + te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; + te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; + te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; + te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; + te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; + te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; + te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; + te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; + te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; + this.multiplyScalar( 1 / m.determinant() ); + + return this; + + }, + + setRotationFromEuler: function( v, order ) { + + var te = this.elements; + + var x = v.x, y = v.y, z = v.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + switch ( order ) { + + case '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; + break; + + case '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; + break; + + case '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; + break; + + case '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; + break; + + case '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; + break; + + default: // '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; + break; + + } + + return this; + + }, + + + setRotationFromQuaternion: function( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[0] = 1 - ( yy + zz ); + te[4] = xy - wz; + te[8] = xz + wy; + + te[1] = xy + wz; + te[5] = 1 - ( xx + zz ); + te[9] = yz - wx; + + te[2] = xz - wy; + te[6] = yz + wx; + te[10] = 1 - ( xx + yy ); + + return this; + + }, + + compose: function ( translation, rotation, scale ) { + + var te = this.elements; + var mRotation = THREE.Matrix4.__m1; + var mScale = THREE.Matrix4.__m2; + + mRotation.identity(); + mRotation.setRotationFromQuaternion( rotation ); + + mScale.makeScale( scale.x, scale.y, scale.z ); + + this.multiply( mRotation, mScale ); + + te[12] = translation.x; + te[13] = translation.y; + te[14] = translation.z; + + return this; + + }, + + decompose: function ( translation, rotation, scale ) { + + var te = this.elements; + + // grab the axis vectors + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + x.set( te[0], te[1], te[2] ); + y.set( te[4], te[5], te[6] ); + z.set( te[8], te[9], te[10] ); + + translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); + rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); + scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); + + scale.x = x.length(); + scale.y = y.length(); + scale.z = z.length(); + + translation.x = te[12]; + translation.y = te[13]; + translation.z = te[14]; + + // scale the rotation part + + var matrix = THREE.Matrix4.__m1; + + matrix.copy( this ); + + matrix.elements[0] /= scale.x; + matrix.elements[1] /= scale.x; + matrix.elements[2] /= scale.x; + + matrix.elements[4] /= scale.y; + matrix.elements[5] /= scale.y; + matrix.elements[6] /= scale.y; + + matrix.elements[8] /= scale.z; + matrix.elements[9] /= scale.z; + matrix.elements[10] /= scale.z; + + rotation.setFromRotationMatrix( matrix ); + + return [ translation, rotation, scale ]; + + }, + + extractPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + + return this; + + }, + + extractRotation: function ( m ) { + + var te = this.elements; + var me = m.elements; + + var vector = THREE.Matrix4.__v1; + + var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); + var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); + var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); + + te[0] = me[0] * scaleX; + te[1] = me[1] * scaleX; + te[2] = me[2] * scaleX; + + te[4] = me[4] * scaleY; + te[5] = me[5] * scaleY; + te[6] = me[6] * scaleY; + + te[8] = me[8] * scaleZ; + te[9] = me[9] * scaleZ; + te[10] = me[10] * scaleZ; + + return this; + + }, + + // + + translate: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; + te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; + te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; + te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; + + return this; + + }, + + rotateX: function ( angle ) { + + var te = this.elements; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[4] = c * m12 + s * m13; + te[5] = c * m22 + s * m23; + te[6] = c * m32 + s * m33; + te[7] = c * m42 + s * m43; + + te[8] = c * m13 - s * m12; + te[9] = c * m23 - s * m22; + te[10] = c * m33 - s * m32; + te[11] = c * m43 - s * m42; + + return this; + + }, + + rotateY: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 - s * m13; + te[1] = c * m21 - s * m23; + te[2] = c * m31 - s * m33; + te[3] = c * m41 - s * m43; + + te[8] = c * m13 + s * m11; + te[9] = c * m23 + s * m21; + te[10] = c * m33 + s * m31; + te[11] = c * m43 + s * m41; + + return this; + + }, + + rotateZ: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 + s * m12; + te[1] = c * m21 + s * m22; + te[2] = c * m31 + s * m32; + te[3] = c * m41 + s * m42; + + te[4] = c * m12 - s * m11; + te[5] = c * m22 - s * m21; + te[6] = c * m32 - s * m31; + te[7] = c * m42 - s * m41; + + return this; + + }, + + rotateByAxis: function ( axis, angle ) { + + var te = this.elements; + + // optimize by checking axis + + if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { + + return this.rotateX( angle ); + + } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { + + return this.rotateY( angle ); + + } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { + + return this.rotateZ( angle ); + + } + + var x = axis.x, y = axis.y, z = axis.z; + var n = Math.sqrt(x * x + y * y + z * z); + + x /= n; + y /= n; + z /= n; + + var xx = x * x, yy = y * y, zz = z * z; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var oneMinusCosine = 1 - c; + var xy = x * y * oneMinusCosine; + var xz = x * z * oneMinusCosine; + var yz = y * z * oneMinusCosine; + var xs = x * s; + var ys = y * s; + var zs = z * s; + + var r11 = xx + (1 - xx) * c; + var r21 = xy + zs; + var r31 = xz - ys; + var r12 = xy - zs; + var r22 = yy + (1 - yy) * c; + var r32 = yz + xs; + var r13 = xz + ys; + var r23 = yz - xs; + var r33 = zz + (1 - zz) * c; + + var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; + var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; + var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; + var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; + + te[0] = r11 * m11 + r21 * m12 + r31 * m13; + te[1] = r11 * m21 + r21 * m22 + r31 * m23; + te[2] = r11 * m31 + r21 * m32 + r31 * m33; + te[3] = r11 * m41 + r21 * m42 + r31 * m43; + + te[4] = r12 * m11 + r22 * m12 + r32 * m13; + te[5] = r12 * m21 + r22 * m22 + r32 * m23; + te[6] = r12 * m31 + r22 * m32 + r32 * m33; + te[7] = r12 * m41 + r22 * m42 + r32 * m43; + + te[8] = r13 * m11 + r23 * m12 + r33 * m13; + te[9] = r13 * m21 + r23 * m22 + r33 * m23; + te[10] = r13 * m31 + r23 * m32 + r33 * m33; + te[11] = r13 * m41 + r23 * m42 + r33 * m43; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[0] *= x; te[4] *= y; te[8] *= z; + te[1] *= x; te[5] *= y; te[9] *= z; + te[2] *= x; te[6] *= y; te[10] *= z; + te[3] *= x; te[7] *= y; te[11] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; + var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; + var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; + + return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) ); + + }, + + // + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, -s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, -s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeFrustum: function ( left, right, bottom, top, near, far ) { + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[0] = x; te[4] = 0; te[8] = a; te[12] = 0; + te[1] = 0; te[5] = y; te[9] = b; te[13] = 0; + te[2] = 0; te[6] = 0; te[10] = c; te[14] = d; + te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0; + + return this; + + }, + + makePerspective: function ( fov, aspect, near, far ) { + + var ymax = near * Math.tan( fov * Math.PI / 360 ); + var ymin = - ymax; + var xmin = ymin * aspect; + var xmax = ymax * aspect; + + return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = right - left; + var h = top - bottom; + var p = far - near; + + var x = ( right + left ) / w; + var y = ( top + bottom ) / h; + var z = ( far + near ) / p; + + te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x; + te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y; + te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z; + te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1; + + return this; + + }, + + + clone: function () { + + var te = this.elements; + + return new THREE.Matrix4( + + te[0], te[4], te[8], te[12], + te[1], te[5], te[9], te[13], + te[2], te[6], te[10], te[14], + te[3], te[7], te[11], te[15] + + ); + + } + +}; + +THREE.Matrix4.__v1 = new THREE.Vector3(); +THREE.Matrix4.__v2 = new THREE.Vector3(); +THREE.Matrix4.__v3 = new THREE.Vector3(); + +THREE.Matrix4.__m1 = new THREE.Matrix4(); +THREE.Matrix4.__m2 = new THREE.Matrix4(); +/** + * @author mr.doob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Object3D = function () { + + this.id = THREE.Object3DCount ++; + + this.name = ''; + + this.parent = undefined; + this.children = []; + + this.up = new THREE.Vector3( 0, 1, 0 ); + + this.position = new THREE.Vector3(); + this.rotation = new THREE.Vector3(); + this.eulerOrder = 'XYZ'; + this.scale = new THREE.Vector3( 1, 1, 1 ); + + this.doubleSided = false; + this.flipSided = false; + + this.renderDepth = null; + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + this.matrixRotationWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = true; + this.matrixWorldNeedsUpdate = true; + + this.quaternion = new THREE.Quaternion(); + this.useQuaternion = false; + + this.boundRadius = 0.0; + this.boundRadiusScale = 1.0; + + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + + this._vector = new THREE.Vector3(); + +}; + + +THREE.Object3D.prototype = { + + constructor: THREE.Object3D, + + applyMatrix: function ( matrix ) { + + this.matrix.multiply( matrix, this.matrix ); + + this.scale.getScaleFromMatrix( this.matrix ); + this.rotation.getRotationFromMatrix( this.matrix, this.scale ); + this.position.getPositionFromMatrix( this.matrix ); + + }, + + translate: function ( distance, axis ) { + + this.matrix.rotateAxis( axis ); + this.position.addSelf( axis.multiplyScalar( distance ) ); + + }, + + translateX: function ( distance ) { + + this.translate( distance, this._vector.set( 1, 0, 0 ) ); + + }, + + translateY: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 1, 0 ) ); + + }, + + translateZ: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 0, 1 ) ); + + }, + + lookAt: function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( vector, this.position, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.getRotationFromMatrix( this.matrix ); + + } + + }, + + add: function ( object ) { + + if ( object === this ) { + + console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); + return; + + } + + if ( object instanceof THREE.Object3D ) { // && this.children.indexOf( object ) === - 1 + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + // add to scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__addObject( object ); + + } + + } + + }, + + remove: function ( object ) { + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = undefined; + this.children.splice( index, 1 ); + + // remove from scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__removeObject( object ); + + } + + } + + }, + + getChildByName: function ( name, recursive ) { + + var c, cl, child; + + for ( c = 0, cl = this.children.length; c < cl; c ++ ) { + + child = this.children[ c ]; + + if ( child.name === name ) { + + return child; + + } + + if ( recursive ) { + + child = child.getChildByName( name, recursive ); + + if ( child !== undefined ) { + + return child; + + } + + } + + } + + return undefined; + + }, + + updateMatrix: function () { + + this.matrix.setPosition( this.position ); + + if ( this.useQuaternion ) { + + this.matrix.setRotationFromQuaternion( this.quaternion ); + + } else { + + this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); + + } + + if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); + + } + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + + } + +}; + +THREE.Object3DCount = 0; +/** + * @author mr.doob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author julianwa / https://github.com/julianwa + */ + +THREE.Projector = function() { + + var _object, _objectCount, _objectPool = [], + _vertex, _vertexCount, _vertexPool = [], + _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [], + _line, _lineCount, _linePool = [], + _particle, _particleCount, _particlePool = [], + + _renderData = { objects: [], sprites: [], lights: [], elements: [] }, + + _vector3 = new THREE.Vector3(), + _vector4 = new THREE.Vector4(), + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenobjectMatrixWorld = new THREE.Matrix4(), + + _frustum = new THREE.Frustum(), + + _clippedVertex1PositionScreen = new THREE.Vector4(), + _clippedVertex2PositionScreen = new THREE.Vector4(), + + _face3VertexNormals; + + this.projectVector = function ( vector, camera ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _projScreenMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.unprojectVector = function ( vector, camera ) { + + camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); + + _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); + _projScreenMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.pickingRay = function ( vector, camera ) { + + var end, ray, t; + + // set two vectors with opposing z values + vector.z = -1.0; + end = new THREE.Vector3( vector.x, vector.y, 1.0 ); + + this.unprojectVector( vector, camera ); + this.unprojectVector( end, camera ); + + // find direction from vector to end + end.subSelf( vector ).normalize(); + + return new THREE.Ray( vector, end ); + + }; + + this.projectGraph = function ( root, sort ) { + + _objectCount = 0; + + _renderData.objects.length = 0; + _renderData.sprites.length = 0; + _renderData.lights.length = 0; + + var projectObject = function ( object ) { + + if ( object.visible === false ) return; + + if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) && + ( object.frustumCulled === false || _frustum.contains( object ) ) ) { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + _object = getNextObjectInPool(); + _object.object = object; + _object.z = _vector3.z; + + _renderData.objects.push( _object ); + + } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + _object = getNextObjectInPool(); + _object.object = object; + _object.z = _vector3.z; + + _renderData.sprites.push( _object ); + + } else if ( object instanceof THREE.Light ) { + + _renderData.lights.push( object ); + + } + + for ( var c = 0, cl = object.children.length; c < cl; c ++ ) { + + projectObject( object.children[ c ] ); + + } + + }; + + projectObject( root ); + + sort && _renderData.objects.sort( painterSort ); + + return _renderData; + + }; + + this.projectScene = function ( scene, camera, sort ) { + + var near = camera.near, far = camera.far, visible = false, + o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, + objectMatrixWorld, objectMatrixWorldRotation, + geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, + faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, + v1, v2, v3, v4; + + _face3Count = 0; + _face4Count = 0; + _lineCount = 0; + _particleCount = 0; + + _renderData.elements.length = 0; + + if ( camera.parent === undefined ) { + + console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); + scene.add( camera ); + + } + + scene.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + + _frustum.setFromMatrix( _projScreenMatrix ); + + _renderData = this.projectGraph( scene, false ); + + for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { + + object = _renderData.objects[ o ].object; + + objectMatrixWorld = object.matrixWorld; + + _vertexCount = 0; + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + geometryMaterials = object.geometry.materials; + vertices = geometry.vertices; + faces = geometry.faces; + faceVertexUvs = geometry.faceVertexUvs; + + objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld ); + + for ( v = 0, vl = vertices.length; v < vl; v ++ ) { + + _vertex = getNextVertexInPool(); + _vertex.positionWorld.copy( vertices[ v ] ); + + objectMatrixWorld.multiplyVector3( _vertex.positionWorld ); + + _vertex.positionScreen.copy( _vertex.positionWorld ); + _projScreenMatrix.multiplyVector4( _vertex.positionScreen ); + + _vertex.positionScreen.x /= _vertex.positionScreen.w; + _vertex.positionScreen.y /= _vertex.positionScreen.w; + + _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; + + } + + for ( f = 0, fl = faces.length; f < fl; f ++ ) { + + face = faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + + if ( v1.visible && v2.visible && v3.visible ) { + + visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; + + if ( object.doubleSided || visible != object.flipSided ) { + + _face = getNextFace3InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } else if ( face instanceof THREE.Face4 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + v4 = _vertexPool[ face.d ]; + + if ( v1.visible && v2.visible && v3.visible && v4.visible ) { + + visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || + ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - + ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; + + + if ( object.doubleSided || visible != object.flipSided ) { + + _face = getNextFace4InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + _face.v4.copy( v4 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } + + _face.normalWorld.copy( face.normal ); + if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate(); + objectMatrixWorldRotation.multiplyVector3( _face.normalWorld ); + + _face.centroidWorld.copy( face.centroid ); + objectMatrixWorld.multiplyVector3( _face.centroidWorld ); + + _face.centroidScreen.copy( _face.centroidWorld ); + _projScreenMatrix.multiplyVector3( _face.centroidScreen ); + + faceVertexNormals = face.vertexNormals; + + for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { + + normal = _face.vertexNormalsWorld[ n ]; + normal.copy( faceVertexNormals[ n ] ); + if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate(); + objectMatrixWorldRotation.multiplyVector3( normal ); + + } + + for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { + + uvs = faceVertexUvs[ c ][ f ]; + + if ( !uvs ) continue; + + for ( u = 0, ul = uvs.length; u < ul; u ++ ) { + + _face.uvs[ c ][ u ] = uvs[ u ]; + + } + + } + + _face.material = object.material; + _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null; + + _face.z = _face.centroidScreen.z; + + _renderData.elements.push( _face ); + + } + + } else if ( object instanceof THREE.Line ) { + + _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld ); + + vertices = object.geometry.vertices; + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ 0 ] ); + _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); + + // Handle LineStrip and LinePieces + var step = object.type === THREE.LinePieces ? 2 : 1; + + for ( v = 1, vl = vertices.length; v < vl; v ++ ) { + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ v ] ); + _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); + + if ( ( v + 1 ) % step > 0 ) continue; + + v2 = _vertexPool[ _vertexCount - 2 ]; + + _clippedVertex1PositionScreen.copy( v1.positionScreen ); + _clippedVertex2PositionScreen.copy( v2.positionScreen ); + + if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) { + + // Perform the perspective divide + _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); + _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); + + _line = getNextLineInPool(); + _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); + _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); + + _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); + + _line.material = object.material; + + _renderData.elements.push( _line ); + + } + + } + + } + + } + + for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { + + object = _renderData.sprites[ o ].object; + + objectMatrixWorld = object.matrixWorld; + + if ( object instanceof THREE.Particle ) { + + _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 ); + _projScreenMatrix.multiplyVector4( _vector4 ); + + _vector4.z /= _vector4.w; + + if ( _vector4.z > 0 && _vector4.z < 1 ) { + + _particle = getNextParticleInPool(); + _particle.x = _vector4.x / _vector4.w; + _particle.y = _vector4.y / _vector4.w; + _particle.z = _vector4.z; + + _particle.rotation = object.rotation.z; + + _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); + _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); + + _particle.material = object.material; + + _renderData.elements.push( _particle ); + + } + + } + + } + + sort && _renderData.elements.sort( painterSort ); + + return _renderData; + + }; + + // Pools + + function getNextObjectInPool() { + + var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject(); + + _objectCount ++; + + return object; + + } + + function getNextVertexInPool() { + + var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex(); + + _vertexCount ++; + + return vertex; + + } + + function getNextFace3InPool() { + + var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); + + _face3Count ++; + + return face; + + } + + function getNextFace4InPool() { + + var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); + + _face4Count ++; + + return face; + + } + + function getNextLineInPool() { + + var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); + + _lineCount ++; + + return line; + + } + + function getNextParticleInPool() { + + var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); + _particleCount ++; + return particle; + + } + + // + + function painterSort( a, b ) { + + return b.z - a.z; + + } + + function clipLine( s1, s2 ) { + + var alpha1 = 0, alpha2 = 1, + + // Calculate the boundary coordinate of each vertex for the near and far clip planes, + // Z = -1 and Z = +1, respectively. + bc1near = s1.z + s1.w, + bc2near = s2.z + s2.w, + bc1far = - s1.z + s1.w, + bc2far = - s2.z + s2.w; + + if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { + + // Both vertices lie entirely within all clip planes. + return true; + + } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) { + + // Both vertices lie entirely outside one of the clip planes. + return false; + + } else { + + // The line segment spans at least one clip plane. + + if ( bc1near < 0 ) { + + // v1 lies outside the near plane, v2 inside + alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); + + } else if ( bc2near < 0 ) { + + // v2 lies outside the near plane, v1 inside + alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); + + } + + if ( bc1far < 0 ) { + + // v1 lies outside the far plane, v2 inside + alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); + + } else if ( bc2far < 0 ) { + + // v2 lies outside the far plane, v2 inside + alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); + + } + + if ( alpha2 < alpha1 ) { + + // The line segment spans two boundaries, but is outside both of them. + // (This can't happen when we're only clipping against just near/far but good + // to leave the check here for future usage if other clip planes are added.) + return false; + + } else { + + // Update the s1 and s2 vertices to match the clipped line segment. + s1.lerpSelf( s2, alpha1 ); + s2.lerpSelf( s1, 1 - alpha2 ); + + return true; + + } + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Quaternion = function( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( q ) { + + this.x = q.x; + this.y = q.y; + this.z = q.z; + this.w = q.w; + + return this; + + }, + + setFromEuler: function ( vector ) { + + var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization + x = vector.x * c, + y = vector.y * c, + z = vector.z * c, + + c1 = Math.cos( y ), + s1 = Math.sin( y ), + c2 = Math.cos( -z ), + s2 = Math.sin( -z ), + c3 = Math.cos( x ), + s3 = Math.sin( x ), + + c1c2 = c1 * c2, + s1s2 = s1 * s2; + + this.w = c1c2 * c3 - s1s2 * s3; + this.x = c1c2 * s3 + s1s2 * c3; + this.y = s1 * c2 * c3 + c1 * s2 * s3; + this.z = c1 * s2 * c3 - s1 * c2 * s3; + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // axis have to be normalized + + var halfAngle = angle / 2, + s = Math.sin( halfAngle ); + + this.x = axis.x * s; + this.y = axis.y * s; + this.z = axis.z * s; + this.w = Math.cos( halfAngle ); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + function copySign( a, b ) { + + return b < 0 ? -Math.abs( a ) : Math.abs( a ); + + } + + var absQ = Math.pow( m.determinant(), 1.0 / 3.0 ); + this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2; + this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2; + this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2; + this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2; + this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) ); + this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) ); + this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) ); + this.normalize(); + + return this; + + }, + + calculateW : function () { + + this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); + + return this; + + }, + + inverse: function () { + + this.x *= -1; + this.y *= -1; + this.z *= -1; + + return this; + + }, + + 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 = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + if ( l === 0 ) { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; + + } else { + + l = 1 / l; + + this.x = this.x * l; + this.y = this.y * l; + this.z = this.z * l; + this.w = this.w * l; + + } + + return this; + + }, + + multiply: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x; + this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y; + this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z; + this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w; + + return this; + + }, + + multiplySelf: function ( b ) { + + var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return this; + + }, + + multiplyVector3: function ( vector, dest ) { + + if ( !dest ) { dest = vector; } + + var x = vector.x, y = vector.y, z = vector.z, + qx = this.x, qy = this.y, qz = this.z, qw = this.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; + + }, + + clone: function () { + + return new THREE.Quaternion( this.x, this.y, this.z, this.w ); + + } + +} + +THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; + + if (cosHalfTheta < 0) { + qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z; + cosHalfTheta = -cosHalfTheta; + } else { + qm.copy(qb); + } + + if ( Math.abs( cosHalfTheta ) >= 1.0 ) { + + qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z; + return qm; + + } + + var halfTheta = Math.acos( cosHalfTheta ), + sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + qm.w = 0.5 * ( qa.w + qb.w ); + qm.x = 0.5 * ( qa.x + qb.x ); + qm.y = 0.5 * ( qa.y + qb.y ); + qm.z = 0.5 * ( qa.z + qb.z ); + + return qm; + + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + qm.w = ( qa.w * ratioA + qm.w * ratioB ); + qm.x = ( qa.x * ratioA + qm.x * ratioB ); + qm.y = ( qa.y * ratioA + qm.y * ratioB ); + qm.z = ( qa.z * ratioA + qm.z * ratioB ); + + return qm; + +} +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Vertex = function () { + + console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + var face = new THREE.Face3( this.a, this.b, this.c ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + this.d = d; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face4.prototype = { + + constructor: THREE.Face4, + + clone: function () { + + var face = new THREE.Face4( this.a, this.b, this.c, this.d ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.UV = function ( u, v ) { + + this.u = u || 0; + this.v = v || 0; + +}; + +THREE.UV.prototype = { + + constructor: THREE.UV, + + set: function ( u, v ) { + + this.u = u; + this.v = v; + + return this; + + }, + + copy: function ( uv ) { + + this.u = uv.u; + this.v = uv.v; + + return this; + + }, + + lerpSelf: function ( uv, alpha ) { + + this.u += ( uv.u - this.u ) * alpha; + this.v += ( uv.v - this.v ) * alpha; + + return this; + + }, + + clone: function () { + + return new THREE.UV( this.u, this.v ); + + } + +}; +/** + * @author mr.doob / 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 + */ + +THREE.Geometry = function () { + + this.id = THREE.GeometryCount ++; + + this.vertices = []; + this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon + + this.materials = []; + + this.faces = []; + + this.faceUvs = [[]]; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphColors = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer. + +}; + +THREE.Geometry.prototype = { + + constructor : THREE.Geometry, + + applyMatrix: function ( matrix ) { + + var matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + + matrix.multiplyVector3( vertex ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + + matrixRotation.multiplyVector3( face.normal ); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); + + } + + matrix.multiplyVector3( face.centroid ); + + } + + }, + + computeCentroids: function () { + + var f, fl, face; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + face.centroid.set( 0, 0, 0 ); + + if ( face instanceof THREE.Face3 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.divideScalar( 3 ); + + } else if ( face instanceof THREE.Face4 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.addSelf( this.vertices[ face.d ] ); + face.centroid.divideScalar( 4 ); + + } + + } + + }, + + computeFaceNormals: function () { + + var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, + cb = new THREE.Vector3(), ab = new THREE.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.sub( vC, vB ); + ab.sub( vA, vB ); + cb.crossSelf( ab ); + + if ( !cb.isZero() ) { + + cb.normalize(); + + } + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function () { + + var v, vl, f, fl, face, vertices; + + // create internal buffers for reuse when calling this method repeatedly + // (otherwise memory allocation / deallocation every frame is big resource hog) + + if ( this.__tmpVertices === undefined ) { + + this.__tmpVertices = new Array( this.vertices.length ); + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new THREE.Vector3(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } + + } + + } else { + + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].set( 0, 0, 0 ); + + } + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + + } else if ( face instanceof THREE.Face4 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + vertices[ face.d ].addSelf( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); + + } + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new THREE.Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = new THREE.Vector3(); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; + + } else { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() }; + + } + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } else { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + vertexNormals.d.copy( face.vertexNormals[ 3 ] ); + + } + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // tangents go to vertices + + var f, fl, v, vl, i, il, vertexIndex, + face, uv, vA, vB, vC, uvA, uvB, uvC, + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r, t, test, + tan1 = [], tan2 = [], + sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), + tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), + n = new THREE.Vector3(), w; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + tan1[ v ] = new THREE.Vector3(); + tan2[ v ] = new THREE.Vector3(); + + } + + function handleTriangle( context, a, b, c, ua, ub, uc ) { + + vA = context.vertices[ a ]; + vB = context.vertices[ b ]; + vC = context.vertices[ c ]; + + uvA = uv[ ua ]; + uvB = uv[ ub ]; + uvC = uv[ uc ]; + + x1 = vB.x - vA.x; + x2 = vC.x - vA.x; + y1 = vB.y - vA.y; + y2 = vC.y - vA.y; + z1 = vB.z - vA.z; + z2 = vC.z - vA.z; + + s1 = uvB.u - uvA.u; + s2 = uvC.u - uvA.u; + t1 = uvB.v - uvA.v; + t2 = uvC.v - uvA.v; + + r = 1.0 / ( s1 * t2 - s2 * t1 ); + sdir.set( ( t2 * x1 - t1 * x2 ) * r, + ( t2 * y1 - t1 * y2 ) * r, + ( t2 * z1 - t1 * z2 ) * r ); + tdir.set( ( s1 * x2 - s2 * x1 ) * r, + ( s1 * y2 - s2 * y1 ) * r, + ( s1 * z2 - s2 * z1 ) * r ); + + tan1[ a ].addSelf( sdir ); + tan1[ b ].addSelf( sdir ); + tan1[ c ].addSelf( sdir ); + + tan2[ a ].addSelf( tdir ); + tan2[ b ].addSelf( tdir ); + tan2[ c ].addSelf( tdir ); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents + + if ( face instanceof THREE.Face3 ) { + + handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); + + } else if ( face instanceof THREE.Face4 ) { + + handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); + handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 ); + + } + + } + + var faceIndex = [ 'a', 'b', 'c', 'd' ]; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + for ( i = 0; i < face.vertexNormals.length; i++ ) { + + n.copy( face.vertexNormals[ i ] ); + + vertexIndex = face[ faceIndex[ i ] ]; + + t = tan1[ vertexIndex ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.cross( face.vertexNormals[ i ], t ); + test = tmp2.dot( tan2[ vertexIndex ] ); + w = (test < 0.0) ? -1.0 : 1.0; + + face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w ); + + } + + } + + this.hasTangents = true; + + }, + + computeBoundingBox: function () { + + if ( ! this.boundingBox ) { + + this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; + + } + + if ( this.vertices.length > 0 ) { + + var position, firstPosition = this.vertices[ 0 ]; + + this.boundingBox.min.copy( firstPosition ); + this.boundingBox.max.copy( firstPosition ); + + var min = this.boundingBox.min, + max = this.boundingBox.max; + + for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { + + position = this.vertices[ v ]; + + if ( position.x < min.x ) { + + min.x = position.x; + + } else if ( position.x > max.x ) { + + max.x = position.x; + + } + + if ( position.y < min.y ) { + + min.y = position.y; + + } else if ( position.y > max.y ) { + + max.y = position.y; + + } + + if ( position.z < min.z ) { + + min.z = position.z; + + } else if ( position.z > max.z ) { + + max.z = position.z; + + } + + } + + } else { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + }, + + computeBoundingSphere: function () { + + if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; + + var radius, maxRadius = 0; + + for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + radius = this.vertices[ v ].length(); + if ( radius > maxRadius ) maxRadius = radius; + + } + + this.boundingSphere.radius = maxRadius; + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function() { + + var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i,il, face; + var abcd = 'abcd', o, k, j, jl, u; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + }; + + + // Start to patch face indices + + for( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + face.d = changes[ face.d ]; + + // check dups in (a, b, c, d) and convert to -> face3 + o = [face.a, face.b, face.c, face.d]; + for (k=3;k>0;k--) { + if ( o.indexOf(face[abcd[k]]) != k ) { + // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k); + o.splice(k, 1); + this.faces[ i ] = new THREE.Face3(o[0], o[1], o[2]); + for (j=0,jl=this.faceVertexUvs.length;j this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + + return v3; + + }; + + this.getControlPointsArray = function () { + + var i, p, l = this.points.length, + coords = []; + + for ( i = 0; i < l; i ++ ) { + + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; + + } + + return coords; + + }; + + // approximate length by summing linear segments + + this.getLength = function ( nSubDivisions ) { + + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new THREE.Vector3(), + tmpVec = new THREE.Vector3(), + chunkLengths = [], + totalLength = 0; + + // first point has 0 length + + chunkLengths[ 0 ] = 0; + + if ( !nSubDivisions ) nSubDivisions = 100; + + nSamples = this.points.length * nSubDivisions; + + oldPosition.copy( this.points[ 0 ] ); + + for ( i = 1; i < nSamples; i ++ ) { + + index = i / nSamples; + + position = this.getPoint( index ); + tmpVec.copy( position ); + + totalLength += tmpVec.distanceTo( oldPosition ); + + oldPosition.copy( position ); + + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); + + if ( intPoint != oldIntPoint ) { + + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; + + } + + } + + // last point ends with total length + + chunkLengths[ chunkLengths.length ] = totalLength; + + return { chunks: chunkLengths, total: totalLength }; + + }; + + this.reparametrizeByArcLength = function ( samplingCoef ) { + + var i, j, + index, indexCurrent, indexNext, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.matrixWorldInverse = new THREE.Matrix4(); + + this.projectionMatrix = new THREE.Matrix4(); + this.projectionMatrixInverse = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = new THREE.Object3D(); +THREE.Camera.prototype.constructor = THREE.Camera; + +THREE.Camera.prototype.lookAt = function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( this.position, vector, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.getRotationFromMatrix( this.matrix ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.OrthographicCamera.prototype = new THREE.Camera(); +THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera; + +THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { + + this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { + + THREE.Camera.call( this ); + + this.fov = fov !== undefined ? fov : 50; + this.aspect = aspect !== undefined ? aspect : 1; + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.PerspectiveCamera.prototype = new THREE.Camera(); +THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; + + +/** + * Uses Focal Length (in mm) to estimate and set FOV + * 35mm (fullframe) camera is used if frame size is not specified; + * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html + */ + +THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + frameHeight = frameHeight !== undefined ? frameHeight : 24; + + this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + this.updateProjectionMatrix(); + +} + + +/** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + +THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) { + + this.fullWidth = fullWidth; + this.fullHeight = fullHeight; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + + this.updateProjectionMatrix(); + +}; + + +THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { + + if ( this.fullWidth ) { + + var aspect = this.fullWidth / this.fullHeight; + var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; + var bottom = -top; + var left = aspect * bottom; + var right = aspect * top; + var width = Math.abs( right - left ); + var height = Math.abs( top - bottom ); + + this.projectionMatrix.makeFrustum( + left + this.x * width / this.fullWidth, + left + ( this.x + this.width ) * width / this.fullWidth, + top - ( this.y + this.height ) * height / this.fullHeight, + top - this.y * height / this.fullHeight, + this.near, + this.far + ); + + } else { + + this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( hex ) { + + THREE.Object3D.call( this ); + + this.color = new THREE.Color( hex ); + +}; + +THREE.Light.prototype = new THREE.Object3D(); +THREE.Light.prototype.constructor = THREE.Light; +THREE.Light.prototype.supr = THREE.Object3D.prototype; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( hex ) { + + THREE.Light.call( this, hex ); + +}; + +THREE.AmbientLight.prototype = new THREE.Light(); +THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + + this.shadowCameraLeft = -500; + this.shadowCameraRight = 500; + this.shadowCameraTop = 500; + this.shadowCameraBottom = -500; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowCascade = false; + + this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 ); + this.shadowCascadeCount = 2; + + this.shadowCascadeBias = [ 0, 0, 0 ]; + this.shadowCascadeWidth = [ 512, 512, 512 ]; + this.shadowCascadeHeight = [ 512, 512, 512 ]; + + this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ]; + this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; + + this.shadowCascadeArray = []; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.DirectionalLight.prototype = new THREE.Light(); +THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 0, 0 ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + +}; + +THREE.PointLight.prototype = new THREE.Light(); +THREE.PointLight.prototype.constructor = THREE.PointLight; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 2; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + this.shadowCameraFov = 50; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.SpotLight.prototype = new THREE.Light(); +THREE.SpotLight.prototype.constructor = THREE.SpotLight; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: 'anonymous', + + addStatusElement: function () { + + var e = document.createElement( "div" ); + + e.style.position = "absolute"; + e.style.right = "0px"; + e.style.top = "0px"; + e.style.fontSize = "0.8em"; + e.style.textAlign = "left"; + e.style.background = "rgba(0,0,0,0.25)"; + e.style.color = "#fff"; + e.style.width = "120px"; + e.style.padding = "0.5em 0.5em 0.5em 0.5em"; + e.style.zIndex = 1000; + + e.innerHTML = "Loading ..."; + + return e; + + }, + + updateProgress: function ( progress ) { + + var message = "Loaded "; + + if ( progress.total ) { + + message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; + + + } else { + + message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + parts.pop(); + return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + + }, + + initMaterials: function ( scope, materials, texturePath ) { + + scope.materials = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath ); + + } + + }, + + hasNormals: function ( scope ) { + + var m, i, il = scope.materials.length; + + for( i = 0; i < il; i ++ ) { + + m = scope.materials[ i ]; + + if ( m instanceof THREE.ShaderMaterial ) return true; + + } + + return false; + + }, + + createMaterial: function ( m, texturePath ) { + + var _this = this; + + function is_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearest_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function load_image( where, url ) { + + var image = new Image(); + image.onload = function () { + + if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { + + var width = nearest_pow2( this.width ); + var height = nearest_pow2( this.height ); + + where.image.width = width; + where.image.height = height; + where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); + + } else { + + where.image = this; + + } + + where.needsUpdate = true; + + }; + image.crossOrigin = _this.crossOrigin; + image.src = url; + + } + + function create_texture( where, name, sourceFile, repeat, offset, wrap ) { + + var texture = document.createElement( 'canvas' ); + + where[ name ] = new THREE.Texture( texture ); + where[ name ].sourceFile = sourceFile; + + if( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] != 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] != 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + load_image( where[ name ], texturePath + "/" + sourceFile ); + + } + + function rgb2hex( rgb ) { + + return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + + } + + // defaults + + var mtype = "MeshLambertMaterial"; + var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, wireframe: m.wireframe }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors == "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + // textures + + if ( m.mapDiffuse && texturePath ) { + + create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + + } + + if ( m.mapLight && texturePath ) { + + create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + + } + + if ( m.mapNormal && texturePath ) { + + create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + + } + + if ( m.mapSpecular && texturePath ) { + + create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].texture = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value = m.mapNormalFactor; + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].texture = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].texture = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].texture = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + return material; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BinaryLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.BinaryLoader.prototype = new THREE.Loader(); +THREE.BinaryLoader.prototype.constructor = THREE.BinaryLoader; + + +// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary) +// - binary models consist of two files: JS and BIN +// - parameters +// - url (required) +// - callback (required) +// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file) +// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) + +THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) { + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url ); + + var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null; + + this.onLoadStart(); + + // #1 load JS part via web worker + + this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(), + url = binaryPath + "/" + json.buffers; + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + THREE.BinaryLoader.prototype.createBinModel( xhr.response, callback, texturePath, json.materials ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState == 3 ) { + + if ( callbackProgress ) { + + if ( length == 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState == 2 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + xhr.responseType = "arraybuffer"; + xhr.send( null ); + +}; + +// Binary AJAX parser + +THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) { + + var Model = function ( texturePath ) { + + var scope = this, + currentOffset = 0, + md, + normals = [], + uvs = [], + start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv, + start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv, + tri_size, quad_size, + len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv, + len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv; + + + THREE.Geometry.call( this ); + + THREE.Loader.prototype.initMaterials( scope, materials, texturePath ); + + md = parseMetaData( data, currentOffset ); + + currentOffset += md.header_bytes; +/* + md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT; + md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT; +*/ + // buffers sizes + + tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes; + quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes; + + len_tri_flat = md.ntri_flat * ( tri_size ); + len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 ); + len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 ); + len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 ); + + len_quad_flat = md.nquad_flat * ( quad_size ); + len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 ); + len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 ); + len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 ); + + // read buffers + + currentOffset += init_vertices( currentOffset ); + + currentOffset += init_normals( currentOffset ); + currentOffset += handlePadding( md.nnormals * 3 ); + + currentOffset += init_uvs( currentOffset ); + + start_tri_flat = currentOffset; + start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 ); + start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 ); + start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 ); + + start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 ); + start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 ); + start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 ); + start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 ); + + // have to first process faces with uvs + // so that face and uv indices match + + init_triangles_flat_uv( start_tri_flat_uv ); + init_triangles_smooth_uv( start_tri_smooth_uv ); + + init_quads_flat_uv( start_quad_flat_uv ); + init_quads_smooth_uv( start_quad_smooth_uv ); + + // now we can process untextured faces + + init_triangles_flat( start_tri_flat ); + init_triangles_smooth( start_tri_smooth ); + + init_quads_flat( start_quad_flat ); + init_quads_smooth( start_quad_smooth ); + + this.computeCentroids(); + this.computeFaceNormals(); + + if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents(); + + function handlePadding( n ) { + + return ( n % 4 ) ? ( 4 - n % 4 ) : 0; + + }; + + function parseMetaData( data, offset ) { + + var metaData = { + + 'signature' :parseString( data, offset, 12 ), + 'header_bytes' :parseUChar8( data, offset + 12 ), + + 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ), + 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ), + 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ), + + 'vertex_index_bytes' :parseUChar8( data, offset + 16 ), + 'normal_index_bytes' :parseUChar8( data, offset + 17 ), + 'uv_index_bytes' :parseUChar8( data, offset + 18 ), + 'material_index_bytes' :parseUChar8( data, offset + 19 ), + + 'nvertices' :parseUInt32( data, offset + 20 ), + 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ), + 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ), + + 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ), + 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ), + 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ), + 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ), + + 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ), + 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ), + 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ), + 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 ) + + }; +/* + console.log( "signature: " + metaData.signature ); + + console.log( "header_bytes: " + metaData.header_bytes ); + console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes ); + console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes ); + console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes ); + + console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes ); + console.log( "normal_index_bytes: " + metaData.normal_index_bytes ); + console.log( "uv_index_bytes: " + metaData.uv_index_bytes ); + console.log( "material_index_bytes: " + metaData.material_index_bytes ); + + console.log( "nvertices: " + metaData.nvertices ); + console.log( "nnormals: " + metaData.nnormals ); + console.log( "nuvs: " + metaData.nuvs ); + + console.log( "ntri_flat: " + metaData.ntri_flat ); + console.log( "ntri_smooth: " + metaData.ntri_smooth ); + console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv ); + console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv ); + + console.log( "nquad_flat: " + metaData.nquad_flat ); + console.log( "nquad_smooth: " + metaData.nquad_smooth ); + console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv ); + console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv ); + + var total = metaData.header_bytes + + metaData.nvertices * metaData.vertex_coordinate_bytes * 3 + + metaData.nnormals * metaData.normal_coordinate_bytes * 3 + + metaData.nuvs * metaData.uv_coordinate_bytes * 2 + + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes ) + + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 ) + + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 ) + + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 ) + + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes ) + + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 ) + + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 ) + + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 ); + console.log( "total bytes: " + total ); +*/ + + return metaData; + + }; + + function parseString( data, offset, length ) { + + var charArray = new Uint8Array( data, offset, length ); + + var text = ""; + + for ( var i = 0; i < length; i ++ ) { + + text += String.fromCharCode( charArray[ offset + i ] ); + + } + + return text; + + }; + + function parseUChar8( data, offset ) { + + var charArray = new Uint8Array( data, offset, 1 ); + + return charArray[ 0 ]; + + }; + + function parseUInt32( data, offset ) { + + var intArray = new Uint32Array( data, offset, 1 ); + + return intArray[ 0 ]; + + }; + + function init_vertices( start ) { + + var nElements = md.nvertices; + + var coordArray = new Float32Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = coordArray[ i * 3 ]; + y = coordArray[ i * 3 + 1 ]; + z = coordArray[ i * 3 + 2 ]; + + vertex( scope, x, y, z ); + + } + + return nElements * 3 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_normals( start ) { + + var nElements = md.nnormals; + + if ( nElements ) { + + var normalArray = new Int8Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = normalArray[ i * 3 ]; + y = normalArray[ i * 3 + 1 ]; + z = normalArray[ i * 3 + 2 ]; + + normals.push( x/127, y/127, z/127 ); + + } + + } + + return nElements * 3 * Int8Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs( start ) { + + var nElements = md.nuvs; + + if ( nElements ) { + + var uvArray = new Float32Array( data, start, nElements * 2 ); + + var i, u, v; + + for( i = 0; i < nElements; i ++ ) { + + u = uvArray[ i * 2 ]; + v = uvArray[ i * 2 + 1 ]; + + uvs.push( u, v ); + + } + + } + + return nElements * 2 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs3( nElements, offset ) { + + var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3; + + var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 3 ]; + uvb = uvIndexBuffer[ i * 3 + 1 ]; + uvc = uvIndexBuffer[ i * 3 + 2 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); + + } + + }; + + function init_uvs4( nElements, offset ) { + + var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4; + + var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 4 ]; + uvb = uvIndexBuffer[ i * 4 + 1 ]; + uvc = uvIndexBuffer[ i * 4 + 2 ]; + uvd = uvIndexBuffer[ i * 4 + 3 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + u4 = uvs[ uvd*2 ]; + v4 = uvs[ uvd*2 + 1 ]; + + uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 ); + + } + + }; + + function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3( scope, a, b, c, m ); + + } + + }; + + function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, d, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4( scope, a, b, c, d, m ); + + } + + }; + + function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, m; + var na, nb, nc; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + na = normalIndexBuffer[ i * 3 ]; + nb = normalIndexBuffer[ i * 3 + 1 ]; + nc = normalIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3n( scope, normals, a, b, c, m, na, nb, nc ); + + } + + }; + + function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, d, m; + var na, nb, nc, nd; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + na = normalIndexBuffer[ i * 4 ]; + nb = normalIndexBuffer[ i * 4 + 1 ]; + nc = normalIndexBuffer[ i * 4 + 2 ]; + nd = normalIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd ); + + } + + }; + + function init_triangles_flat( start ) { + + var nElements = md.ntri_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + init_faces3_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_triangles_flat_uv( start ) { + + var nElements = md.ntri_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_flat( nElements, start, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_triangles_smooth( start ) { + + var nElements = md.ntri_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_triangles_smooth_uv( start ) { + + var nElements = md.ntri_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_quads_flat( start ) { + + var nElements = md.nquad_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + init_faces4_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_quads_flat_uv( start ) { + + var nElements = md.nquad_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_flat( nElements, start, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + function init_quads_smooth( start ) { + + var nElements = md.nquad_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_quads_smooth_uv( start ) { + + var nElements = md.nquad_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + }; + + function vertex ( scope, x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + }; + + function f3 ( scope, a, b, c, mi ) { + + scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) ); + + }; + + function f4 ( scope, a, b, c, d, mi ) { + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) ); + + }; + + function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ]; + + scope.faces.push( new THREE.Face3( a, b, c, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz )], + null, + mi ) ); + + }; + + function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ], + + ndx = normals[ nd*3 ], + ndy = normals[ nd*3 + 1 ], + ndz = normals[ nd*3 + 2 ]; + + scope.faces.push( new THREE.Face4( a, b, c, d, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz ), + new THREE.Vector3( ndx, ndy, ndz )], + null, + mi ) ); + + }; + + function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + where.push( uv ); + + }; + + function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + uv.push( new THREE.UV( u4, v4 ) ); + where.push( uv ); + + }; + + Model.prototype = new THREE.Geometry(); + Model.prototype.constructor = Model; + + callback( new Model( texturePath ) ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.JSONLoader.prototype = new THREE.Loader(); +THREE.JSONLoader.prototype.constructor = THREE.JSONLoader; + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + var worker, scope = this; + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + + this.onLoadStart(); + this.loadAjaxJSON( this, url, callback, texturePath ); + +}; + +THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === xhr.DONE ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + if ( xhr.responseText ) { + + var json = JSON.parse( xhr.responseText ); + context.createModel( json, callback, texturePath ); + + } else { + + console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); + + } + + // in context of more complex asset initialization + // do not block on single failed file + // maybe should go even one more level up + + context.onLoadComplete(); + + } else { + + console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState === xhr.LOADING ) { + + if ( callbackProgress ) { + + if ( length === 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { + + var scope = this, + geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + this.initMaterials( geometry, json.materials, texturePath ); + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + if ( this.hasNormals( geometry ) ) geometry.computeTangents(); + + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, nVertices, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceUv, hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, color, normal, + + uvLayer, uvs, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceUv = isBitSet( type, 2 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + nVertices = 4; + + } else { + + face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + nVertices = 3; + + } + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvs = []; + + for ( j = 0; j < nVertices; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.color = color; + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < nVertices; i++ ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.vertexColors.push( color ); + + } + + } + + geometry.faces.push( face ); + + } + + }; + + function parseSkin() { + + var i, l, x, y, z, w, a, b, c, d; + + if ( json.skinWeights ) { + + for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { + + x = json.skinWeights[ i ]; + y = json.skinWeights[ i + 1 ]; + z = 0; + w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { + + a = json.skinIndices[ i ]; + b = json.skinIndices[ i + 1 ]; + c = 0; + d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + geometry.animation = json.animation; + + }; + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + var i, l, v, vl, dstVertices, srcVertices; + + for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + dstVertices = geometry.morphTargets[ i ].vertices; + srcVertices = json.morphTargets [ i ].vertices; + + for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined ) { + + var i, l, c, cl, dstColors, srcColors, color; + + for ( i = 0, l = json.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = json.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + dstColors = geometry.morphColors[ i ].colors; + srcColors = json.morphColors [ i ].colors; + + for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + dstColors.push( color ); + + } + + } + + } + + }; + + callback( geometry ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneLoader = function () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function() {}; + this.onLoadComplete = function () {}; + + this.callbackSync = function () {}; + this.callbackProgress = function () {}; + +}; + +THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; + +THREE.SceneLoader.prototype.load = function( url, callbackFinished ) { + + var context = this; + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.createScene( json, callbackFinished, url ); + + } else { + + console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" ); + xhr.setRequestHeader( "Content-Type", "text/plain" ); + xhr.send( null ); + +}; + +THREE.SceneLoader.prototype.createScene = function ( json, callbackFinished, url ) { + + var scope = this; + + var urlBase = THREE.Loader.prototype.extractUrlBase( url ); + + var dg, dm, dd, dl, dc, df, dt, + g, o, m, l, d, p, r, q, s, c, t, f, tt, pp, u, + geometry, material, camera, fog, + texture, images, + light, + data, binLoader, jsonLoader, + counter_models, counter_textures, + total_models, total_textures, + result; + + data = json; + + binLoader = new THREE.BinaryLoader(); + jsonLoader = new THREE.JSONLoader(); + + counter_models = 0; + counter_textures = 0; + + result = { + + scene: new THREE.Scene(), + geometries: {}, + materials: {}, + textures: {}, + objects: {}, + cameras: {}, + lights: {}, + fogs: {}, + empties: {} + + }; + + if ( data.transform ) { + + var position = data.transform.position, + rotation = data.transform.rotation, + scale = data.transform.scale; + + if ( position ) + result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); + + if ( rotation ) + result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); + + if ( scale ) + result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); + + if ( position || rotation || scale ) { + + result.scene.updateMatrix(); + result.scene.updateMatrixWorld(); + + } + + } + + function get_url( source_url, url_type ) { + + if ( url_type == "relativeToHTML" ) { + + return source_url; + + } else { + + return urlBase + "/" + source_url; + + } + + }; + + function handle_objects() { + + var object; + + for( dd in data.objects ) { + + if ( !result.objects[ dd ] ) { + + o = data.objects[ dd ]; + + if ( o.geometry !== undefined ) { + + geometry = result.geometries[ o.geometry ]; + + // geometry already loaded + + if ( geometry ) { + + var hasNormals = false; + + // not anymore support for multiple materials + // shouldn't really be array + + material = result.materials[ o.materials[ 0 ] ]; + hasNormals = material instanceof THREE.ShaderMaterial; + + if ( hasNormals ) { + + geometry.computeTangents(); + + } + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + m = o.matrix; + + // turn off quaternions, for the moment + + q = 0; + + if ( o.materials.length == 0 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + // dirty hack to handle meshes with multiple materials + // just use face materials defined in model + + if ( o.materials.length > 1 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + object = new THREE.Mesh( geometry, material ); + object.name = dd; + + if ( m ) { + + object.matrixAutoUpdate = false; + object.matrix.set( m[0], m[1], m[2], m[3], + m[4], m[5], m[6], m[7], + m[8], m[9], m[10], m[11], + m[12], m[13], m[14], m[15]); + + } else { + + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + + } + + object.visible = o.visible; + object.doubleSided = o.doubleSided; + object.castShadow = o.castShadow; + object.receiveShadow = o.receiveShadow; + + result.scene.add( object ); + + result.objects[ dd ] = object; + + } + + // pure Object3D + + } else { + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + + // turn off quaternions, for the moment + + q = 0; + + object = new THREE.Object3D(); + object.name = dd; + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + object.visible = ( o.visible !== undefined ) ? o.visible : false; + + result.scene.add( object ); + + result.objects[ dd ] = object; + result.empties[ dd ] = object; + + } + + } + + } + + }; + + function handle_mesh( geo, id ) { + + result.geometries[ id ] = geo; + handle_objects(); + + }; + + function create_callback( id ) { + + return function( geo ) { + + handle_mesh( geo, id ); + + counter_models -= 1; + + scope.onLoadComplete(); + + async_callback_gate(); + + } + + }; + + function create_callback_embed( id ) { + + return function( geo ) { + + result.geometries[ id ] = geo; + + } + + }; + + function async_callback_gate() { + + var progress = { + + totalModels : total_models, + totalTextures : total_textures, + loadedModels : total_models - counter_models, + loadedTextures : total_textures - counter_textures + + }; + + scope.callbackProgress( progress, result ); + + scope.onLoadProgress(); + + if( counter_models == 0 && counter_textures == 0 ) { + + callbackFinished( result ); + + } + + }; + + var callbackTexture = function( images ) { + + counter_textures -= 1; + async_callback_gate(); + + scope.onLoadComplete(); + + }; + + // first go synchronous elements + + // cameras + + for( dc in data.cameras ) { + + c = data.cameras[ dc ]; + + if ( c.type == "perspective" ) { + + camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); + + } else if ( c.type == "ortho" ) { + + camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); + + } + + p = c.position; + t = c.target; + u = c.up; + + camera.position.set( p[0], p[1], p[2] ); + camera.target = new THREE.Vector3( t[0], t[1], t[2] ); + if ( u ) camera.up.set( u[0], u[1], u[2] ); + + result.cameras[ dc ] = camera; + + } + + // lights + + var hex, intensity; + + for ( dl in data.lights ) { + + l = data.lights[ dl ]; + + hex = ( l.color !== undefined ) ? l.color : 0xffffff; + intensity = ( l.intensity !== undefined ) ? l.intensity : 1; + + if ( l.type == "directional" ) { + + p = l.direction; + + light = new THREE.DirectionalLight( hex, intensity ); + light.position.set( p[0], p[1], p[2] ); + light.position.normalize(); + + } else if ( l.type == "point" ) { + + p = l.position; + d = l.distance; + + light = new THREE.PointLight( hex, intensity, d ); + light.position.set( p[0], p[1], p[2] ); + + } else if ( l.type == "ambient" ) { + + light = new THREE.AmbientLight( hex ); + + } + + result.scene.add( light ); + + result.lights[ dl ] = light; + + } + + // fogs + + for( df in data.fogs ) { + + f = data.fogs[ df ]; + + if ( f.type == "linear" ) { + + fog = new THREE.Fog( 0x000000, f.near, f.far ); + + } else if ( f.type == "exp2" ) { + + fog = new THREE.FogExp2( 0x000000, f.density ); + + } + + c = f.color; + fog.color.setRGB( c[0], c[1], c[2] ); + + result.fogs[ df ] = fog; + + } + + // defaults + + if ( result.cameras && data.defaults.camera ) { + + result.currentCamera = result.cameras[ data.defaults.camera ]; + + } + + if ( result.fogs && data.defaults.fog ) { + + result.scene.fog = result.fogs[ data.defaults.fog ]; + + } + + c = data.defaults.bgcolor; + result.bgColor = new THREE.Color(); + result.bgColor.setRGB( c[0], c[1], c[2] ); + + result.bgColorAlpha = data.defaults.bgalpha; + + // now come potentially asynchronous elements + + // geometries + + // count how many models will be loaded asynchronously + + for( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type == "bin_mesh" || g.type == "ascii_mesh" ) { + + counter_models += 1; + + scope.onLoadStart(); + + } + + } + + total_models = counter_models; + + for ( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type == "cube" ) { + + geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "plane" ) { + + geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "sphere" ) { + + geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "cylinder" ) { + + geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "torus" ) { + + geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "icosahedron" ) { + + geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); + result.geometries[ dg ] = geometry; + + } else if ( g.type == "bin_mesh" ) { + + binLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type == "ascii_mesh" ) { + + jsonLoader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ) ); + + } else if ( g.type == "embedded_mesh" ) { + + var modelJson = data.embeds[ g.id ], + texture_path = ""; + + // Pass metadata along to jsonLoader so it knows the format version. + modelJson.metadata = data.metadata; + + if ( modelJson ) { + + jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); + + } + + } + + } + + // textures + + // count how many textures will be loaded asynchronously + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if( tt.url instanceof Array ) { + + counter_textures += tt.url.length; + + for( var n = 0; n < tt.url.length; n ++ ) { + + scope.onLoadStart(); + + } + + } else { + + counter_textures += 1; + + scope.onLoadStart(); + + } + + } + + total_textures = counter_textures; + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if ( tt.mapping != undefined && THREE[ tt.mapping ] != undefined ) { + + tt.mapping = new THREE[ tt.mapping ](); + + } + + if( tt.url instanceof Array ) { + + var url_array = []; + + for( var i = 0; i < tt.url.length; i ++ ) { + + url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); + + } + + texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, callbackTexture ); + + } else { + + texture = THREE.ImageUtils.loadTexture( get_url( tt.url, data.urlBaseType ), tt.mapping, callbackTexture ); + + if ( THREE[ tt.minFilter ] != undefined ) + texture.minFilter = THREE[ tt.minFilter ]; + + if ( THREE[ tt.magFilter ] != undefined ) + texture.magFilter = THREE[ tt.magFilter ]; + + + if ( tt.repeat ) { + + texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); + + if ( tt.repeat[ 0 ] != 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( tt.repeat[ 1 ] != 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( tt.offset ) { + + texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); + + } + + // handle wrap after repeat so that default repeat can be overriden + + if ( tt.wrap ) { + + var wrapMap = { + "repeat" : THREE.RepeatWrapping, + "mirror" : THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; + if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; + + } + + } + + result.textures[ dt ] = texture; + + } + + // materials + + for ( dm in data.materials ) { + + m = data.materials[ dm ]; + + for ( pp in m.parameters ) { + + if ( pp == "envMap" || pp == "map" || pp == "lightMap" ) { + + m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; + + } else if ( pp == "shading" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "flat" ) ? THREE.FlatShading : THREE.SmoothShading; + + } else if ( pp == "blending" ) { + + m.parameters[ pp ] = THREE[ m.parameters[ pp ] ] ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; + + } else if ( pp == "combine" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; + + } else if ( pp == "vertexColors" ) { + + if ( m.parameters[ pp ] == "face" ) { + + m.parameters[ pp ] = THREE.FaceColors; + + // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false + + } else if ( m.parameters[ pp ] ) { + + m.parameters[ pp ] = THREE.VertexColors; + + } + + } + + } + + if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { + + m.parameters.transparent = true; + + } + + if ( m.parameters.normalMap ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + var diffuse = m.parameters.color; + var specular = m.parameters.specular; + var ambient = m.parameters.ambient; + var shininess = m.parameters.shininess; + + uniforms[ "tNormal" ].texture = result.textures[ m.parameters.normalMap ]; + + if ( m.parameters.normalMapFactor ) { + + uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor; + + } + + if ( m.parameters.map ) { + + uniforms[ "tDiffuse" ].texture = m.parameters.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( m.parameters.lightMap ) { + + uniforms[ "tAO" ].texture = m.parameters.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + if ( m.parameters.specularMap ) { + + uniforms[ "tSpecular" ].texture = result.textures[ m.parameters.specularMap ]; + uniforms[ "enableSpecular" ].value = true; + + } + + uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); + uniforms[ "uSpecularColor" ].value.setHex( specular ); + uniforms[ "uAmbientColor" ].value.setHex( ambient ); + + uniforms[ "uShininess" ].value = shininess; + + if ( m.parameters.opacity ) { + + uniforms[ "uOpacity" ].value = m.parameters.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + + material = new THREE.ShaderMaterial( parameters ); + + } else { + + material = new THREE[ m.type ]( m.parameters ); + + } + + result.materials[ dm ] = material; + + } + + // objects ( synchronous init of procedural primitives ) + + handle_objects(); + + // synchronous callback + + scope.callbackSync( result ); + + // just in case there are no async elements: + async_callback_gate(); + + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function ( parameters ) { + + parameters = parameters || {}; + + this.id = THREE.MaterialCount ++; + + this.name = ''; + + this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1; + this.transparent = parameters.transparent !== undefined ? parameters.transparent : false; + + this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending; + + this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; + this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; + this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; + + this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true; + this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true; + + this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false; + this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0; + this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0; + + this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0; + + this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.needsUpdate = true; + +} + +THREE.MaterialCount = 0; + +// shading + +THREE.NoShading = 0; +THREE.FlatShading = 1; +THREE.SmoothShading = 2; + +// colors + +THREE.NoColors = 0; +THREE.FaceColors = 1; +THREE.VertexColors = 2; + +// blending modes + +THREE.NoBlending = 0; +THREE.NormalBlending = 1; +THREE.AdditiveBlending = 2; +THREE.SubtractiveBlending = 3; +THREE.MultiplyBlending = 4; +THREE.AdditiveAlphaBlending = 5; +THREE.CustomBlending = 6; + +// custom blending equations +// (numbers start from 100 not to clash with other +// mappings to OpenGL constants defined in Texture.js) + +THREE.AddEquation = 100; +THREE.SubtractEquation = 101; +THREE.ReverseSubtractEquation = 102; + +// custom blending destination factors + +THREE.ZeroFactor = 200; +THREE.OneFactor = 201; +THREE.SrcColorFactor = 202; +THREE.OneMinusSrcColorFactor = 203; +THREE.SrcAlphaFactor = 204; +THREE.OneMinusSrcAlphaFactor = 205; +THREE.DstAlphaFactor = 206; +THREE.OneMinusDstAlphaFactor = 207; + +// custom blending source factors + +//THREE.ZeroFactor = 200; +//THREE.OneFactor = 201; +//THREE.SrcAlphaFactor = 204; +//THREE.OneMinusSrcAlphaFactor = 205; +//THREE.DstAlphaFactor = 206; +//THREE.OneMinusDstAlphaFactor = 207; +THREE.DstColorFactor = 208; +THREE.OneMinusDstColorFactor = 209; +THREE.SrcAlphaSaturateFactor = 210; + +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round", + * + * vertexColors: + * + * fog: + * } + */ + +THREE.LineBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1; + this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round'; + this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round'; + + this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + +}; + +THREE.LineBasicMaterial.prototype = new THREE.Material(); +THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * + * fog: + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents emissive for MeshBasicMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + +}; + +THREE.MeshBasicMaterial.prototype = new THREE.Material(); +THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshLambertMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents diffuse for MeshLambertMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); + this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); + + this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; + +}; + +THREE.MeshLambertMaterial.prototype = new THREE.Material(); +THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + // color property represents diffuse for MeshPhongMaterial + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); + this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); + this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 ); + this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30; + + this.metal = parameters.metal !== undefined ? parameters.metal : false; + this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false; + + this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; + + this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; + this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; + this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; + this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; + this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; + +}; + +THREE.MeshPhongMaterial.prototype = new THREE.Material(); +THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: , + + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; // doesn't really apply here, normals are not used + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + +}; + +THREE.MeshDepthMaterial.prototype = new THREE.Material(); +THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + + * shading: THREE.FlatShading, + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.shading = parameters.shading ? parameters.shading : THREE.FlatShading; + + this.wireframe = parameters.wireframe ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth ? parameters.wireframeLinewidth : 1; + +}; + +THREE.MeshNormalMaterial.prototype = new THREE.Material(); +THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.MeshFaceMaterial = function () { + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * vertexColors: , + * + * fog: + * } + */ + +THREE.ParticleBasicMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + + this.map = parameters.map !== undefined ? parameters.map : null; + + this.size = parameters.size !== undefined ? parameters.size : 1; + this.sizeAttenuation = parameters.sizeAttenuation !== undefined ? parameters.sizeAttenuation : true; + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false; + + this.fog = parameters.fog !== undefined ? parameters.fog : true; + +}; + +THREE.ParticleBasicMaterial.prototype = new THREE.Material(); +THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * + * parameters = { + * color: , + * program: , + * opacity: , + * blending: THREE.NormalBlending + * } + */ + +THREE.ParticleCanvasMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.program = parameters.program !== undefined ? parameters.program : function ( context, color ) {}; + +}; + +THREE.ParticleCanvasMaterial.prototype = new THREE.Material(); +THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.ParticleDOMMaterial = function ( domElement ) { + + THREE.Material.call( this ); + + this.domElement = domElement; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * fragmentShader: , + * vertexShader: , + * + * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + parameters = parameters || {}; + + this.fragmentShader = parameters.fragmentShader !== undefined ? parameters.fragmentShader : "void main() {}"; + this.vertexShader = parameters.vertexShader !== undefined ? parameters.vertexShader : "void main() {}"; + this.uniforms = parameters.uniforms !== undefined ? parameters.uniforms : {}; + this.attributes = parameters.attributes; + + this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; + + this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; + this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + + this.fog = parameters.fog !== undefined ? parameters.fog : false; // set to use scene fog + + this.lights = parameters.lights !== undefined ? parameters.lights : false; // set to use scene lights + + this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; // set to use "color" attribute stream + + this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; // set to use skinning attribute streams + + this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; // set to use morph targets + this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; // set to use morph normals + +}; + +THREE.ShaderMaterial.prototype = new THREE.Material(); +THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type ) { + + this.id = THREE.TextureCount ++; + + this.image = image; + + this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); + + this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; + + this.format = format !== undefined ? format : THREE.RGBAFormat; + this.type = type !== undefined ? type : THREE.UnsignedByteType; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + + this.needsUpdate = false; + this.onUpdate = null; + +}; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + clone: function () { + + var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + + } + +}; + +THREE.TextureCount = 0; + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; + +// Mapping modes + +THREE.UVMapping = function () {}; + +THREE.CubeReflectionMapping = function () {}; +THREE.CubeRefractionMapping = function () {}; + +THREE.SphericalReflectionMapping = function () {}; +THREE.SphericalRefractionMapping = function () {}; + +// Wrapping modes + +THREE.RepeatWrapping = 0; +THREE.ClampToEdgeWrapping = 1; +THREE.MirroredRepeatWrapping = 2; + +// Filters + +THREE.NearestFilter = 3; +THREE.NearestMipMapNearestFilter = 4; +THREE.NearestMipMapLinearFilter = 5; +THREE.LinearFilter = 6; +THREE.LinearMipMapNearestFilter = 7; +THREE.LinearMipMapLinearFilter = 8; + +// Types + +THREE.ByteType = 9; +THREE.UnsignedByteType = 10; +THREE.ShortType = 11; +THREE.UnsignedShortType = 12; +THREE.IntType = 13; +THREE.UnsignedIntType = 14; +THREE.FloatType = 15; + +// Formats + +THREE.AlphaFormat = 16; +THREE.RGBFormat = 17; +THREE.RGBAFormat = 18; +THREE.LuminanceFormat = 19; +THREE.LuminanceAlphaFormat = 20; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); + + this.image = { data: data, width: width, height: height }; + +}; + +THREE.DataTexture.prototype = new THREE.Texture(); +THREE.DataTexture.prototype.constructor = THREE.DataTexture; + +THREE.DataTexture.prototype.clone = function () { + + var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Particle = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + +}; + +THREE.Particle.prototype = new THREE.Object3D(); +THREE.Particle.prototype.constructor = THREE.Particle; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ParticleSystem = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.sortParticles = false; + + if ( this.geometry ) { + + // calc bound radius + + if( !this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + } + + this.frustumCulled = false; + +}; + +THREE.ParticleSystem.prototype = new THREE.Object3D(); +THREE.ParticleSystem.prototype.constructor = THREE.ParticleSystem; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, type ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + this.type = ( type !== undefined ) ? type : THREE.LineStrip; + + if ( this.geometry ) { + + if ( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + } + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = new THREE.Object3D(); +THREE.Line.prototype.constructor = THREE.Line; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); + + if ( this.geometry ) { + + // calc bound radius + + if( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + + // setup morph targets + + if( this.geometry.morphTargets.length ) { + + this.morphTargetBase = -1; + this.morphTargetForcedOrder = []; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + + } + +} + +THREE.Mesh.prototype = new THREE.Object3D(); +THREE.Mesh.prototype.constructor = THREE.Mesh; +THREE.Mesh.prototype.supr = THREE.Object3D.prototype; + + +/* + * Get Morph Target Index by Name + */ + +THREE.Mesh.prototype.getMorphTargetIndexByName = function( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + } + + console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); + return 0; + +} +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Bone = function( belongsToSkin ) { + + THREE.Object3D.call( this ); + + this.skin = belongsToSkin; + this.skinMatrix = new THREE.Matrix4(); + +}; + +THREE.Bone.prototype = new THREE.Object3D(); +THREE.Bone.prototype.constructor = THREE.Bone; +THREE.Bone.prototype.supr = THREE.Object3D.prototype; + + +THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { + + // update local + + if ( this.matrixAutoUpdate ) { + + forceUpdate |= this.updateMatrix(); + + } + + // update skin matrix + + if ( forceUpdate || this.matrixWorldNeedsUpdate ) { + + if( parentSkinMatrix ) { + + this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); + + } else { + + this.skinMatrix.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + forceUpdate = true; + + } + + // update children + + var child, i, l = this.children.length; + + for ( i = 0; i < l; i ++ ) { + + this.children[ i ].update( this.skinMatrix, forceUpdate ); + + } + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SkinnedMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // init bones + + this.identityMatrix = new THREE.Matrix4(); + + this.bones = []; + this.boneMatrices = []; + + var b, bone, gbone, p, q, s; + + if ( this.geometry.bones !== undefined ) { + + for ( b = 0; b < this.geometry.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = this.addBone(); + + bone.name = gbone.name; + bone.position.set( p[0], p[1], p[2] ); + bone.quaternion.set( q[0], q[1], q[2], q[3] ); + bone.useQuaternion = true; + + if ( s !== undefined ) { + + bone.scale.set( s[0], s[1], s[2] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + for ( b = 0; b < this.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + bone = this.bones[ b ]; + + if ( gbone.parent === -1 ) { + + this.add( bone ); + + } else { + + this.bones[ gbone.parent ].add( bone ); + + } + + } + + this.boneMatrices = new Float32Array( 16 * this.bones.length ); + + this.pose(); + + } + +}; + +THREE.SkinnedMesh.prototype = new THREE.Mesh(); +THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; + +THREE.SkinnedMesh.prototype.addBone = function( bone ) { + + if ( bone === undefined ) { + + bone = new THREE.Bone( this ); + + } + + this.bones.push( bone ); + + return bone; + +}; + +THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + + if ( child instanceof THREE.Bone ) { + + child.update( this.identityMatrix, false ); + + } else { + + child.updateMatrixWorld( true ); + + } + + } + + // flatten bone matrices to array + + var b, bl = this.bones.length, + ba = this.bones, + bm = this.boneMatrices; + + for ( b = 0; b < bl; b ++ ) { + + ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 ); + + } + +}; + +/* + * Pose + */ + +THREE.SkinnedMesh.prototype.pose = function() { + + this.updateMatrixWorld( true ); + + var bim, bone, boneInverses = []; + + for ( var b = 0; b < this.bones.length; b ++ ) { + + bone = this.bones[ b ]; + + var inverseMatrix = new THREE.Matrix4(); + inverseMatrix.getInverse( bone.skinMatrix ); + + boneInverses.push( inverseMatrix ); + + bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); + + } + + // project vertices to local + + if ( this.geometry.skinVerticesA === undefined ) { + + this.geometry.skinVerticesA = []; + this.geometry.skinVerticesB = []; + + var orgVertex, vertex; + + for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { + + orgVertex = this.geometry.vertices[ i ]; + + var indexA = this.geometry.skinIndices[ i ].x; + var indexB = this.geometry.skinIndices[ i ].y; + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) ); + + vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z ); + this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) ); + + // todo: add more influences + + // normalize weights + + if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) { + + var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5; + this.geometry.skinWeights[ i ].x += len; + this.geometry.skinWeights[ i ].y += len; + + } + + } + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphAnimMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // API + + this.duration = 1000; // milliseconds + this.mirroredLoop = false; + this.time = 0; + + // internals + + this.lastKeyframe = 0; + this.currentKeyframe = 0; + + this.direction = 1; + this.directionBackwards = false; + + this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); + +}; + +THREE.MorphAnimMesh.prototype = new THREE.Mesh(); +THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh; + +THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { + + this.startKeyframe = start; + this.endKeyframe = end; + + this.length = this.endKeyframe - this.startKeyframe + 1; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionForward = function () { + + this.direction = 1; + this.directionBackwards = false; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { + + this.direction = -1; + this.directionBackwards = true; + +}; + +THREE.MorphAnimMesh.prototype.parseAnimations = function () { + + var geometry = this.geometry; + + if ( ! geometry.animations ) geometry.animations = {}; + + var firstAnimation, animations = geometry.animations; + + var pattern = /([a-z]+)(\d+)/; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var parts = morph.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var label = parts[ 1 ]; + var num = parts[ 2 ]; + + if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; + + var animation = animations[ label ]; + + if ( i < animation.start ) animation.start = i; + if ( i > animation.end ) animation.end = i; + + if ( ! firstAnimation ) firstAnimation = label; + + } + + } + + geometry.firstAnimation = firstAnimation; + +}; + +THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { + + if ( ! this.geometry.animations ) this.geometry.animations = {}; + + this.geometry.animations[ label ] = { start: start, end: end }; + +}; + +THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { + + var animation = this.geometry.animations[ label ]; + + if ( animation ) { + + this.setFrameRange( animation.start, animation.end ); + this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); + this.time = 0; + + } else { + + console.warn( "animation[" + label + "] undefined" ); + + } + +}; + +THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { + + var frameTime = this.duration / this.length; + + this.time += this.direction * delta; + + if ( this.mirroredLoop ) { + + if ( this.time > this.duration || this.time < 0 ) { + + this.direction *= -1; + + if ( this.time > this.duration ) { + + this.time = this.duration; + this.directionBackwards = true; + + } + + if ( this.time < 0 ) { + + this.time = 0; + this.directionBackwards = false; + + } + + } + + } else { + + this.time = this.time % this.duration; + + if ( this.time < 0 ) this.time += this.duration; + + } + + var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); + + if ( keyframe !== this.currentKeyframe ) { + + this.morphTargetInfluences[ this.lastKeyframe ] = 0; + this.morphTargetInfluences[ this.currentKeyframe ] = 1; + + this.morphTargetInfluences[ keyframe ] = 0; + + this.lastKeyframe = this.currentKeyframe; + this.currentKeyframe = keyframe; + + } + + var mix = ( this.time % frameTime ) / frameTime; + + if ( this.directionBackwards ) { + + mix = 1 - mix; + + } + + this.morphTargetInfluences[ this.currentKeyframe ] = mix; + this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Ribbon = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = material; + +}; + +THREE.Ribbon.prototype = new THREE.Object3D(); +THREE.Ribbon.prototype.constructor = THREE.Ribbon; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.LODs = []; + +}; + +THREE.LOD.prototype = new THREE.Object3D(); +THREE.LOD.prototype.constructor = THREE.LOD; +THREE.LOD.prototype.supr = THREE.Object3D.prototype; + +THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { + + if ( visibleAtDistance === undefined ) { + + visibleAtDistance = 0; + + } + + visibleAtDistance = Math.abs( visibleAtDistance ); + + for ( var l = 0; l < this.LODs.length; l ++ ) { + + if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { + + break; + + } + + } + + this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); + this.add( object3D ); + +}; + +THREE.LOD.prototype.update = function ( camera ) { + + if ( this.LODs.length > 1 ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + var inverse = camera.matrixWorldInverse; + var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); + + this.LODs[ 0 ].object3D.visible = true; + + for ( var l = 1; l < this.LODs.length; l ++ ) { + + if( distance >= this.LODs[ l ].visibleAtDistance ) { + + this.LODs[ l - 1 ].object3D.visible = false; + this.LODs[ l ].object3D.visible = true; + + } else { + + break; + + } + + } + + for( ; l < this.LODs.length; l ++ ) { + + this.LODs[ l ].object3D.visible = false; + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Sprite = function ( parameters ) { + + THREE.Object3D.call( this ); + + this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); + + this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending; + + this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; + this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; + this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; + + this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; + this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; + this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; + this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; + this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; + + this.rotation3d = this.rotation; + this.rotation = 0; + this.opacity = 1; + + this.uvOffset = new THREE.Vector2( 0, 0 ); + this.uvScale = new THREE.Vector2( 1, 1 ); + +}; + +THREE.Sprite.prototype = new THREE.Object3D(); +THREE.Sprite.prototype.constructor = THREE.Sprite; + + +/* + * Custom update matrix + */ + +THREE.Sprite.prototype.updateMatrix = function () { + + this.matrix.setPosition( this.position ); + + this.rotation3d.set( 0, 0, this.rotation ); + this.matrix.setRotationFromEuler( this.rotation3d ); + + if ( this.scale.x !== 1 || this.scale.y !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); + + } + + this.matrixWorldNeedsUpdate = true; + +}; + +/* + * Alignment + */ + +THREE.SpriteAlignment = {}; +THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); +THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); +THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); +THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); +THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); +THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); +THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); +THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); +THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.fog = null; + this.overrideMaterial = null; + + this.matrixAutoUpdate = false; + + this.__objects = []; + this.__lights = []; + + this.__objectsAdded = []; + this.__objectsRemoved = []; + +}; + +THREE.Scene.prototype = new THREE.Object3D(); +THREE.Scene.prototype.constructor = THREE.Scene; + +THREE.Scene.prototype.__addObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + if ( this.__lights.indexOf( object ) === - 1 ) { + + this.__lights.push( object ); + + } + + } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { + + if ( this.__objects.indexOf( object ) === - 1 ) { + + this.__objects.push( object ); + this.__objectsAdded.push( object ); + + // check if previously removed + + var i = this.__objectsRemoved.indexOf( object ); + + if ( i !== -1 ) { + + this.__objectsRemoved.splice( i, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__addObject( object.children[ c ] ); + + } + +}; + +THREE.Scene.prototype.__removeObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + var i = this.__lights.indexOf( object ); + + if ( i !== -1 ) { + + this.__lights.splice( i, 1 ); + + } + + } else if ( !( object instanceof THREE.Camera ) ) { + + var i = this.__objects.indexOf( object ); + + if( i !== -1 ) { + + this.__objects.splice( i, 1 ); + this.__objectsRemoved.push( object ); + + // check if previously added + + var ai = this.__objectsAdded.indexOf( object ); + + if ( ai !== -1 ) { + + this.__objectsAdded.splice( ai, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__removeObject( object.children[ c ] ); + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( hex, near, far ) { + + this.color = new THREE.Color( hex ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( hex, density ) { + + this.color = new THREE.Color( hex ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.DOMRenderer = function () { + + console.log( 'THREE.DOMRenderer', THREE.REVISION ); + + var _renderData, _elements, + _width, _height, _widthHalf, _heightHalf, _transformProp, + _projector = new THREE.Projector(); + + var getSupportedProp = function ( proparray ) { + + var root = document.documentElement + + for ( var i = 0; i < proparray.length; i ++ ) { + + if ( typeof root.style[ proparray[ i ] ] === "string" ) { + + return proparray[i]; + + } + + } + + return null; + + }; + + _transformProp = getSupportedProp( [ 'transform', 'MozTransform', 'WebkitTransform', 'msTransform', 'OTransform' ] ); + + this.domElement = document.createElement( 'div' ); + + this.setSize = function ( width, height ) { + + _width = width; + _height = height; + + _widthHalf = _width / 2; + _heightHalf = _height / 2; + + }; + + this.render = function ( scene, camera ) { + + var e, el, m, ml, element, material, dom, v1x, v1y; + + _renderData = _projector.projectScene( scene, camera ); + _elements = _renderData.elements; + + for ( e = 0, el = _elements.length; e < el; e ++ ) { + + element = _elements[ e ]; + + if ( element instanceof THREE.RenderableParticle && element.material instanceof THREE.ParticleDOMMaterial ) { + + dom = element.material.domElement; + + v1x = element.x * _widthHalf + _widthHalf - ( dom.offsetWidth >> 1 ); + v1y = element.y * _heightHalf + _heightHalf - ( dom.offsetHeight >> 1 ); + + dom.style.left = v1x + 'px'; + dom.style.top = v1y + 'px'; + dom.style.zIndex = Math.abs( Math.floor( ( 1 - element.z ) * camera.far / camera.near ) ) + + if ( _transformProp ) { + + var scaleX = element.scale.x * _widthHalf; + var scaleY = element.scale.y * _heightHalf; + var scaleVal = "scale(" + scaleX + "," + scaleY + ")"; + + dom.style[ _transformProp ] = scaleVal; + + } + + } + + } + + }; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.CanvasRenderer = function ( parameters ) { + + console.log( 'THREE.CanvasRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + + _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, + _context = _canvas.getContext( '2d' ), + + _clearColor = new THREE.Color( 0x000000 ), + _clearOpacity = 0, + + _contextGlobalAlpha = 1, + _contextGlobalCompositeOperation = 0, + _contextStrokeStyle = null, + _contextFillStyle = null, + _contextLineWidth = null, + _contextLineCap = null, + _contextLineJoin = null, + + _v1, _v2, _v3, _v4, + _v5 = new THREE.RenderableVertex(), + _v6 = new THREE.RenderableVertex(), + + _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, + _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, + + _color = new THREE.Color(), + _color1 = new THREE.Color(), + _color2 = new THREE.Color(), + _color3 = new THREE.Color(), + _color4 = new THREE.Color(), + + _patterns = [], _imagedatas = [], + + _near, _far, + + _image, _uvs, + _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, + + _clipRect = new THREE.Rectangle(), + _clearRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _pi2 = Math.PI * 2, + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, + _gradientMap, _gradientMapContext, _gradientMapQuality = 16; + + _pixelMap = document.createElement( 'canvas' ); + _pixelMap.width = _pixelMap.height = 2; + + _pixelMapContext = _pixelMap.getContext( '2d' ); + _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; + _pixelMapContext.fillRect( 0, 0, 2, 2 ); + + _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); + _pixelMapData = _pixelMapImage.data; + + _gradientMap = document.createElement( 'canvas' ); + _gradientMap.width = _gradientMap.height = _gradientMapQuality; + + _gradientMapContext = _gradientMap.getContext( '2d' ); + _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); + _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); + + _gradientMapQuality --; // Fix UVs + + this.domElement = _canvas; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setSize = function ( width, height ) { + + _canvasWidth = width; + _canvasHeight = height; + _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); + _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); + + _canvas.width = _canvasWidth; + _canvas.height = _canvasHeight; + + _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + _contextGlobalAlpha = 1; + _contextGlobalCompositeOperation = 0; + _contextStrokeStyle = null; + _contextFillStyle = null; + _contextLineWidth = null; + _contextLineCap = null; + _contextLineJoin = null; + + }; + + this.setClearColor = function ( color, opacity ) { + + _clearColor.copy( color ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.setClearColorHex = function ( hex, opacity ) { + + _clearColor.setHex( hex ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.clear = function () { + + _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + if ( !_clearRect.isEmpty() ) { + + _clearRect.minSelf( _clipRect ); + _clearRect.inflate( 2 ); + + if ( _clearOpacity < 1 ) { + + _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + if ( _clearOpacity > 0 ) { + + setBlending( THREE.NormalBlending ); + setOpacity( 1 ); + + setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); + + _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + _clearRect.empty(); + + } + + + }; + + this.render = function ( scene, camera ) { + + var e, el, element, material; + + this.autoClear ? this.clear() : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + + _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; + _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); + + + _enableLighting = _lights.length > 0; + + if ( _enableLighting ) { + + calculateLights( _lights ); + + } + + for ( e = 0, el = _elements.length; e < el; e++ ) { + + element = _elements[ e ]; + + material = element.material; + material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderLine( _v1, _v2, element, material, scene ); + + } + + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + + if ( material.overdraw ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v3.positionScreen ); + expand( _v3.positionScreen, _v1.positionScreen ); + + } + + _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, + _v2.positionScreen.x, _v2.positionScreen.y, + _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); + + } + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; + + _v5.positionScreen.copy( _v2.positionScreen ); + _v6.positionScreen.copy( _v4.positionScreen ); + + if ( material.overdraw ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v4.positionScreen ); + expand( _v4.positionScreen, _v1.positionScreen ); + + expand( _v3.positionScreen, _v5.positionScreen ); + expand( _v3.positionScreen, _v6.positionScreen ); + + } + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) ) { + + renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); + + } + + } + + /* + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; + _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); + */ + + _clearRect.addRectangle( _bboxRect ); + + + } + + + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; + _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); + + + _context.setTransform( 1, 0, 0, 1, 0, 0 ); + + // + + function calculateLights( lights ) { + + var l, ll, light, lightColor; + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + // for particles + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + // for particles + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( lights, position, normal, color ) { + + var l, ll, light, lightColor, lightPosition, amount; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle ( v1, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + var width, height, scaleX, scaleY, + bitmap, bitmapWidth, bitmapHeight; + + if ( material instanceof THREE.ParticleBasicMaterial ) { + + if ( material.map ) { + + bitmap = material.map.image; + bitmapWidth = bitmap.width >> 1; + bitmapHeight = bitmap.height >> 1; + + scaleX = element.scale.x * _canvasWidthHalf; + scaleY = element.scale.y * _canvasHeightHalf; + + width = scaleX * bitmapWidth; + height = scaleY * bitmapHeight; + + // TODO: Rotations break this... + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + return; + + } + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, - scaleY ); + + _context.translate( - bitmapWidth, - bitmapHeight ); + _context.drawImage( bitmap, 0, 0 ); + + _context.restore(); + + } + + + _context.beginPath(); + _context.moveTo( v1.x - 10, v1.y ); + _context.lineTo( v1.x + 10, v1.y ); + _context.moveTo( v1.x, v1.y - 10 ); + _context.lineTo( v1.x, v1.y + 10 ); + _context.closePath(); + _context.strokeStyle = 'rgb(255,255,0)'; + _context.stroke(); + + + } else if ( material instanceof THREE.ParticleCanvasMaterial ) { + + width = element.scale.x * _canvasWidthHalf; + height = element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + return; + + } + + setStrokeStyle( material.color.getContextStyle() ); + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( width, height ); + + material.program( _context ); + + _context.restore(); + + } + + } + + function renderLine( v1, v2, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _context.beginPath(); + _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); + _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); + _context.closePath(); + + if ( material instanceof THREE.LineBasicMaterial ) { + + setLineWidth( material.linewidth ); + setLineCap( material.linecap ); + setLineJoin( material.linejoin ); + setStrokeStyle( material.color.getContextStyle() ); + + _context.stroke(); + _bboxRect.inflate( material.linewidth * 2 ); + + } + + } + + function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + if ( material.map ) { + + if ( material.map.mapping instanceof THREE.UVMapping ) { + + _uvs = element.uvs[ 0 ]; + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); + + } + + + } else if ( material.envMap ) { + + if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { + + var cameraMatrix = camera.matrixWorldInverse; + + _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); + _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv1y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); + _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv2y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); + _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv3y = - ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); + + }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { + + + + }*/ + + + } else { + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) { + + _color1.r = _color2.r = _color3.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } + + function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + if ( material.map || material.envMap ) { + + // Let renderFace3() handle this + + renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); + renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); + + return; + + } + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; + _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; + _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; + + if ( material instanceof THREE.MeshBasicMaterial ) { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 4 ) { + + _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; + + calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); + calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); + + _color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) ); + _color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) ); + _color1.b = Math.max( 0, Math.min( material.color.b * _color1.b, 1 ) ); + + _color2.r = Math.max( 0, Math.min( material.color.r * _color2.r, 1 ) ); + _color2.g = Math.max( 0, Math.min( material.color.g * _color2.g, 1 ) ); + _color2.b = Math.max( 0, Math.min( material.color.b * _color2.b, 1 ) ); + + _color3.r = Math.max( 0, Math.min( material.color.r * _color3.r, 1 ) ); + _color3.g = Math.max( 0, Math.min( material.color.g * _color3.g, 1 ) ); + _color3.b = Math.max( 0, Math.min( material.color.b * _color3.b, 1 ) ); + + _color4.r = Math.max( 0, Math.min( material.color.r * _color4.r, 1 ) ); + _color4.g = Math.max( 0, Math.min( material.color.g * _color4.g, 1 ) ); + _color4.b = Math.max( 0, Math.min( material.color.b * _color4.b, 1 ) ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } + + } else { + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); + _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } + + } + + // + + function drawTriangle( x0, y0, x1, y1, x2, y2 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x0, y0 ); + _context.closePath(); + + } + + function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x3, y3 ); + _context.lineTo( x0, y0 ); + _context.closePath(); + + } + + function strokePath( color, linewidth, linecap, linejoin ) { + + setLineWidth( linewidth ); + setLineCap( linecap ); + setLineJoin( linejoin ); + setStrokeStyle( color.getContextStyle() ); + + _context.stroke(); + + _bboxRect.inflate( linewidth * 2 ); + + } + + function fillPath( color ) { + + setFillStyle( color.getContextStyle() ); + _context.fill(); + + } + + function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { + + if ( texture.image.width == 0 ) return; + + if ( texture.needsUpdate == true || _patterns[ texture.id ] == undefined ) { + + var repeatX = texture.wrapS == THREE.RepeatWrapping; + var repeatY = texture.wrapT == THREE.RepeatWrapping; + + _patterns[ texture.id ] = _context.createPattern( texture.image, repeatX && repeatY ? 'repeat' : repeatX && !repeatY ? 'repeat-x' : !repeatX && repeatY ? 'repeat-y' : 'no-repeat' ); + + texture.needsUpdate = false; + + } + + setFillStyle( _patterns[ texture.id ] ); + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + offsetX = texture.offset.x / texture.repeat.x, + offsetY = texture.offset.y / texture.repeat.y, + width = texture.image.width * texture.repeat.x, + height = texture.image.height * texture.repeat.y; + + u0 = ( u0 + offsetX ) * width; + v0 = ( v0 + offsetY ) * height; + + u1 = ( u1 + offsetX ) * width; + v1 = ( v1 + offsetY ) * height; + + u2 = ( u2 + offsetX ) * width; + v2 = ( v2 + offsetY ) * height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + if ( det == 0 ) { + + if ( _imagedatas[ texture.id ] === undefined ) { + + var canvas = document.createElement( 'canvas' ) + canvas.width = texture.image.width; + canvas.height = texture.image.height; + + var context = canvas.getContext( '2d' ); + context.drawImage( texture.image, 0, 0 ); + + _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; + + // variables cannot be deleted in ES5 strict mode + //delete canvas; + + } + + var data = _imagedatas[ texture.id ]; + var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; + + _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); + fillPath( _color ); + + return; + + } + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.fill(); + _context.restore(); + + } + + function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + width = image.width - 1, + height = image.height - 1; + + u0 *= width; v0 *= height; + u1 *= width; v1 *= height; + u2 *= width; v2 *= height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.clip(); + _context.drawImage( image, 0, 0 ); + _context.restore(); + + } + + function getGradientTexture( color1, color2, color3, color4 ) { + + // http://mrdoob.com/blog/post/710 + + var c1r = ~~ ( color1.r * 255 ), c1g = ~~ ( color1.g * 255 ), c1b = ~~ ( color1.b * 255 ), + c2r = ~~ ( color2.r * 255 ), c2g = ~~ ( color2.g * 255 ), c2b = ~~ ( color2.b * 255 ), + c3r = ~~ ( color3.r * 255 ), c3g = ~~ ( color3.g * 255 ), c3b = ~~ ( color3.b * 255 ), + c4r = ~~ ( color4.r * 255 ), c4g = ~~ ( color4.g * 255 ), c4b = ~~ ( color4.b * 255 ); + + _pixelMapData[ 0 ] = c1r < 0 ? 0 : c1r > 255 ? 255 : c1r; + _pixelMapData[ 1 ] = c1g < 0 ? 0 : c1g > 255 ? 255 : c1g; + _pixelMapData[ 2 ] = c1b < 0 ? 0 : c1b > 255 ? 255 : c1b; + + _pixelMapData[ 4 ] = c2r < 0 ? 0 : c2r > 255 ? 255 : c2r; + _pixelMapData[ 5 ] = c2g < 0 ? 0 : c2g > 255 ? 255 : c2g; + _pixelMapData[ 6 ] = c2b < 0 ? 0 : c2b > 255 ? 255 : c2b; + + _pixelMapData[ 8 ] = c3r < 0 ? 0 : c3r > 255 ? 255 : c3r; + _pixelMapData[ 9 ] = c3g < 0 ? 0 : c3g > 255 ? 255 : c3g; + _pixelMapData[ 10 ] = c3b < 0 ? 0 : c3b > 255 ? 255 : c3b; + + _pixelMapData[ 12 ] = c4r < 0 ? 0 : c4r > 255 ? 255 : c4r; + _pixelMapData[ 13 ] = c4g < 0 ? 0 : c4g > 255 ? 255 : c4g; + _pixelMapData[ 14 ] = c4b < 0 ? 0 : c4b > 255 ? 255 : c4b; + + _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); + _gradientMapContext.drawImage( _pixelMap, 0, 0 ); + + return _gradientMap; + + } + + function smoothstep( value, min, max ) { + + var x = ( value - min ) / ( max - min ); + return x * x * ( 3 - 2 * x ); + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + // Hide anti-alias gaps + + function expand( v1, v2 ) { + + var x = v2.x - v1.x, y = v2.y - v1.y, + det = x * x + y * y, idet; + + if ( det == 0 ) return; + + idet = 1 / Math.sqrt( det ); + + x *= idet; y *= idet; + + v2.x += x; v2.y += y; + v1.x -= x; v1.y -= y; + + } + }; + + // Context cached methods. + + function setOpacity( value ) { + + if ( _contextGlobalAlpha != value ) { + + _context.globalAlpha = _contextGlobalAlpha = value; + + } + + } + + function setBlending( value ) { + + if ( _contextGlobalCompositeOperation != value ) { + + switch ( value ) { + + case THREE.NormalBlending: + + _context.globalCompositeOperation = 'source-over'; + + break; + + case THREE.AdditiveBlending: + + _context.globalCompositeOperation = 'lighter'; + + break; + + } + + _contextGlobalCompositeOperation = value; + + } + + } + + function setLineWidth( value ) { + + if ( _contextLineWidth != value ) { + + _context.lineWidth = _contextLineWidth = value; + + } + + } + + function setLineCap( value ) { + + // "butt", "round", "square" + + if ( _contextLineCap != value ) { + + _context.lineCap = _contextLineCap = value; + + } + + } + + function setLineJoin( value ) { + + // "round", "bevel", "miter" + + if ( _contextLineJoin != value ) { + + _context.lineJoin = _contextLineJoin = value; + + } + + } + + function setStrokeStyle( style ) { + + if ( _contextStrokeStyle != style ) { + + _context.strokeStyle = _contextStrokeStyle = style; + + } + + } + + function setFillStyle( style ) { + + if ( _contextFillStyle != style ) { + + _context.fillStyle = _contextFillStyle = style; + + } + + } + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.SVGRenderer = function () { + + console.log( 'THREE.SVGRenderer', THREE.REVISION ); + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + _svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'), + _svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf, + + _v1, _v2, _v3, _v4, + + _clipRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _color = new THREE.Color(), + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _w, // z-buffer to w-buffer + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _svgPathPool = [], _svgCirclePool = [], _svgLinePool = [], + _svgNode, _pathCount, _circleCount, _lineCount, + _quality = 1; + + this.domElement = _svg; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setQuality = function( quality ) { + + switch(quality) { + + case "high": _quality = 1; break; + case "low": _quality = 0; break; + + } + + }; + + this.setSize = function( width, height ) { + + _svgWidth = width; _svgHeight = height; + _svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2; + + _svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight ); + _svg.setAttribute( 'width', _svgWidth ); + _svg.setAttribute( 'height', _svgHeight ); + + _clipRect.set( - _svgWidthHalf, - _svgHeightHalf, _svgWidthHalf, _svgHeightHalf ); + + }; + + this.clear = function () { + + while ( _svg.childNodes.length > 0 ) { + + _svg.removeChild( _svg.childNodes[ 0 ] ); + + } + + }; + + this.render = function ( scene, camera ) { + + var e, el, element, material; + + this.autoClear && this.clear(); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + _pathCount = 0; _circleCount = 0; _lineCount = 0; + + _enableLighting = _lights.length > 0; + + if ( _enableLighting ) { + + calculateLights( _lights ); + + } + + for ( e = 0, el = _elements.length; e < el; e ++ ) { + + element = _elements[ e ]; + + material = element.material; + material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _svgWidthHalf; _v1.y *= -_svgHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + continue; + + } + + renderLine( _v1, _v2, element, material, scene ); + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; + _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect ) ) { + + continue; + + } + + renderFace3( _v1, _v2, _v3, element, material, scene ); + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= -_svgHeightHalf; + _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= -_svgHeightHalf; + _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= -_svgHeightHalf; + _v4.positionScreen.x *= _svgWidthHalf; _v4.positionScreen.y *= -_svgHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( !_clipRect.intersects( _bboxRect) ) { + + continue; + + } + + renderFace4( _v1, _v2, _v3, _v4, element, material, scene ); + + } + + } + + }; + + function calculateLights( lights ) { + + var l, ll, light, lightColor; + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( lights, position, normal, color ) { + + var l, ll, light, lightColor, lightPosition, amount; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + lightPosition = light.matrixWorld.getPosition(); + + amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle( v1, element, material, scene ) { + + /* + _svgNode = getCircleNode( _circleCount++ ); + _svgNode.setAttribute( 'cx', v1.x ); + _svgNode.setAttribute( 'cy', v1.y ); + _svgNode.setAttribute( 'r', element.scale.x * _svgWidthHalf ); + + if ( material instanceof THREE.ParticleCircleMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r + _directionalLights.r + _pointLights.r; + _color.g = _ambientLight.g + _directionalLights.g + _pointLights.g; + _color.b = _ambientLight.b + _directionalLights.b + _pointLights.b; + + _color.r = material.color.r * _color.r; + _color.g = material.color.g * _color.g; + _color.b = material.color.b * _color.b; + + _color.updateStyleString(); + + } else { + + _color = material.color; + + } + + _svgNode.setAttribute( 'style', 'fill: ' + _color.__styleString ); + + } + + _svg.appendChild( _svgNode ); + */ + + } + + function renderLine ( v1, v2, element, material, scene ) { + + _svgNode = getLineNode( _lineCount ++ ); + + _svgNode.setAttribute( 'x1', v1.positionScreen.x ); + _svgNode.setAttribute( 'y1', v1.positionScreen.y ); + _svgNode.setAttribute( 'x2', v2.positionScreen.x ); + _svgNode.setAttribute( 'y2', v2.positionScreen.y ); + + if ( material instanceof THREE.LineBasicMaterial ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + material.color.getContextStyle() + '; stroke-width: ' + material.linewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.linecap + '; stroke-linejoin: ' + material.linejoin ); + + _svg.appendChild( _svgNode ); + + } + + } + + function renderFace3( v1, v2, v3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + _svgNode = getPathNode( _pathCount ++ ); + _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + 'z' ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + _color.copy( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + } else { + + _color.copy( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); + _color.setRGB( _w, _w, _w ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); + + } + + if ( material.wireframe ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); + + } else { + + _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); + + } + + _svg.appendChild( _svgNode ); + + } + + function renderFace4( v1, v2, v3, v4, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + _svgNode = getPathNode( _pathCount ++ ); + _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + ' L ' + v4.positionScreen.x + ',' + v4.positionScreen.y + 'z' ); + + if ( material instanceof THREE.MeshBasicMaterial ) { + + _color.copy( material.color ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + if ( _enableLighting ) { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); + + _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); + _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); + _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); + + } else { + + _color.copy( material.color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); + _color.setRGB( _w, _w, _w ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); + + } + + if ( material.wireframe ) { + + _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); + + } else { + + _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); + + } + + _svg.appendChild( _svgNode ); + + } + + function getLineNode( id ) { + + if ( _svgLinePool[ id ] == null ) { + + _svgLinePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'line' ); + + if ( _quality == 0 ) { + + _svgLinePool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgLinePool[ id ]; + + } + + return _svgLinePool[ id ]; + + } + + function getPathNode( id ) { + + if ( _svgPathPool[ id ] == null ) { + + _svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' ); + + if ( _quality == 0 ) { + + _svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgPathPool[ id ]; + + } + + return _svgPathPool[ id ]; + + } + + function getCircleNode( id ) { + + if ( _svgCirclePool[id] == null ) { + + _svgCirclePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' ); + + if ( _quality == 0 ) { + + _svgCirclePool[id].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed + + } + + return _svgCirclePool[ id ]; + + } + + return _svgCirclePool[ id ]; + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + function pad( str ) { + + while ( str.length < 6 ) str = '0' + str; + return str; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.ShaderChunk = { + + // FOG + + fog_pars_fragment: [ + + "#ifdef USE_FOG", + + "uniform vec3 fogColor;", + + "#ifdef FOG_EXP2", + + "uniform float fogDensity;", + + "#else", + + "uniform float fogNear;", + "uniform float fogFar;", + + "#endif", + + "#endif" + + ].join("\n"), + + fog_fragment: [ + + "#ifdef USE_FOG", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + + "#ifdef FOG_EXP2", + + "const float LOG2 = 1.442695;", + "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", + "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", + + "#else", + + "float fogFactor = smoothstep( fogNear, fogFar, depth );", + + "#endif", + + "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", + + "#endif" + + ].join("\n"), + + // ENVIRONMENT MAP + + envmap_pars_fragment: [ + + "#ifdef USE_ENVMAP", + + "varying vec3 vReflect;", + + "uniform float reflectivity;", + "uniform samplerCube envMap;", + "uniform float flipEnvMap;", + "uniform int combine;", + + "#endif" + + ].join("\n"), + + envmap_fragment: [ + + "#ifdef USE_ENVMAP", + + "#ifdef DOUBLE_SIDED", + + "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", + + "#else", + + "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );", + + "#endif", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "if ( combine == 1 ) {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );", + + "} else {", + + "gl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;", + + "}", + + "#endif" + + ].join("\n"), + + envmap_pars_vertex: [ + + "#ifdef USE_ENVMAP", + + "varying vec3 vReflect;", + + "uniform float refractionRatio;", + "uniform bool useRefract;", + + "#endif" + + ].join("\n"), + + envmap_vertex : [ + + "#ifdef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + "vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;", + + "if ( useRefract ) {", + + "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", + + "} else {", + + "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", + + "}", + + "#endif" + + ].join("\n"), + + // COLOR MAP (particles) + + map_particle_pars_fragment: [ + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + + map_particle_fragment: [ + + "#ifdef USE_MAP", + + "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );", + + "#endif" + + ].join("\n"), + + // COLOR MAP (triangles) + + map_pars_vertex: [ + + "#ifdef USE_MAP", + + "varying vec2 vUv;", + "uniform vec4 offsetRepeat;", + + "#endif" + + ].join("\n"), + + map_pars_fragment: [ + + "#ifdef USE_MAP", + + "varying vec2 vUv;", + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + map_vertex: [ + + "#ifdef USE_MAP", + + "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", + + "#endif" + + ].join("\n"), + + map_fragment: [ + + "#ifdef USE_MAP", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( map, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( map, vUv );", + + "#endif", + + "#endif" + + ].join("\n"), + + // LIGHT MAP + + lightmap_pars_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + "uniform sampler2D lightMap;", + + "#endif" + + ].join("\n"), + + lightmap_pars_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + + "#endif" + + ].join("\n"), + + lightmap_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", + + "#endif" + + ].join("\n"), + + lightmap_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "vUv2 = uv2;", + + "#endif" + + ].join("\n"), + + // LIGHTS LAMBERT + + lights_lambert_pars_vertex: [ + + "uniform vec3 ambient;", + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif" + + ].join("\n"), + + lights_lambert_vertex: [ + + "vLightFront = vec3( 0.0 );", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vec3( 0.0 );", + + "#endif", + + "transformedNormal = normalize( transformedNormal );", + + "#if MAX_DIR_LIGHTS > 0", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + "float dotProduct = dot( transformedNormal, dirVector );", + "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + "float dotProduct = dot( transformedNormal, lVector );", + + "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "lVector = normalize( lVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "float dotProduct = dot( transformedNormal, lVector );", + "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", + + "#endif" + + ].join("\n"), + + // LIGHTS PHONG + + lights_phong_pars_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "varying vec3 vWorldPosition;", + + "#endif" + + ].join("\n"), + + + lights_phong_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "vSpotLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vWorldPosition = mPosition.xyz;", + + "#endif" + + ].join("\n"), + + lights_phong_pars_fragment: [ + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#else", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#else", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "varying vec3 vWorldPosition;", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;" + + ].join("\n"), + + lights_phong_fragment: [ + + "vec3 normal = normalize( vNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + "#ifdef DOUBLE_SIDED", + + "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vPointLight[ i ].xyz );", + "float lDistance = vPointLight[ i ].w;", + + "#endif", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", + + // specular + + "vec3 pointHalfVector = normalize( lVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", + + "#else", + + "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vSpotLight[ i ].xyz );", + "float lDistance = vSpotLight[ i ].w;", + + "#endif", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dotProduct, 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( lVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = max( pow( spotDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "float dotProduct = dot( normal, dirVector );", + + "#ifdef WRAP_AROUND", + + "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", + "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + /* + // fresnel term from skin shader + "const float F0 = 0.128;", + + "float base = 1.0 - dot( viewPosition, dirHalfVector );", + "float exponential = pow( base, 5.0 );", + + "float fresnel = exponential + F0 * ( 1.0 - exponential );", + */ + + /* + // fresnel term from fresnel shader + "const float mFresnelBias = 0.08;", + "const float mFresnelScale = 0.3;", + "const float mFresnelPower = 5.0;", + + "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", + */ + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", + + "#endif" + + ].join("\n"), + + // VERTEX COLORS + + color_pars_fragment: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_fragment: [ + + "#ifdef USE_COLOR", + + "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", + + "#endif" + + ].join("\n"), + + color_pars_vertex: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_vertex: [ + + "#ifdef USE_COLOR", + + "#ifdef GAMMA_INPUT", + + "vColor = color * color;", + + "#else", + + "vColor = color;", + + "#endif", + + "#endif" + + ].join("\n"), + + // SKINNING + + skinning_pars_vertex: [ + + "#ifdef USE_SKINNING", + + "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", + + "#endif" + + ].join("\n"), + + skinning_vertex: [ + + "#ifdef USE_SKINNING", + + "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;", + "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", + + "gl_Position = projectionMatrix * modelViewMatrix * gl_Position;", + + "#endif" + + ].join("\n"), + + // MORPHING + + morphtarget_pars_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "#ifndef USE_MORPHNORMALS", + + "uniform float morphTargetInfluences[ 8 ];", + + "#else", + + "uniform float morphTargetInfluences[ 4 ];", + + "#endif", + + "#endif" + + ].join("\n"), + + morphtarget_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "vec3 morphed = vec3( 0.0 );", + "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", + "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", + "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", + "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", + + "#ifndef USE_MORPHNORMALS", + + "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", + "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", + "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", + "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", + + "#endif", + + "morphed += position;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );", + + "#endif" + + ].join("\n"), + + default_vertex : [ + + "#ifndef USE_MORPHTARGETS", + "#ifndef USE_SKINNING", + + "gl_Position = projectionMatrix * mvPosition;", + + "#endif", + "#endif" + + ].join("\n"), + + morphnormal_vertex: [ + + "#ifdef USE_MORPHNORMALS", + + "vec3 morphedNormal = vec3( 0.0 );", + + "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", + "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", + "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", + "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", + + "morphedNormal += normal;", + + "vec3 transformedNormal = normalMatrix * morphedNormal;", + + "#else", + + "vec3 transformedNormal = normalMatrix * normal;", + + "#endif" + + ].join("\n"), + + // SHADOW MAP + + // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples + // http://spidergl.org/example.php?id=6 + // http://fabiensanglard.net/shadowmapping + + shadowmap_pars_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "uniform sampler2D shadowMap[ MAX_SHADOWS ];", + "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", + + "uniform float shadowDarkness[ MAX_SHADOWS ];", + "uniform float shadowBias[ MAX_SHADOWS ];", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + + "float unpackDepth( const in vec4 rgba_depth ) {", + + "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", + "float depth = dot( rgba_depth, bit_shift );", + "return depth;", + + "}", + + "#endif" + + ].join("\n"), + + shadowmap_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "#ifdef SHADOWMAP_DEBUG", + + "vec3 frustumColors[3];", + "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", + "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", + "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", + + "#endif", + + "#ifdef SHADOWMAP_CASCADE", + + "int inFrustumCount = 0;", + + "#endif", + + "float fDepth;", + "vec3 shadowColor = vec3( 1.0 );", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", + + // "if ( something && something )" breaks ATI OpenGL shader compiler + // "if ( all( something, something ) )" using this instead + + "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", + "bool inFrustum = all( inFrustumVec );", + + // don't shadow pixels outside of light frustum + // use just first frustum (for cascades) + // don't shadow pixels behind far plane of light frustum + + "#ifdef SHADOWMAP_CASCADE", + + "inFrustumCount += int( inFrustum );", + "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", + + "#else", + + "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", + + "#endif", + + "bool frustumTest = all( frustumTestVec );", + + "if ( frustumTest ) {", + + "shadowCoord.z += shadowBias[ i ];", + + "#ifdef SHADOWMAP_SOFT", + + // Percentage-close filtering + // (9 pixel kernel) + // http://fabiensanglard.net/shadowmappingPCF/ + + "float shadow = 0.0;", + + /* + // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL + // must enroll loop manually + + "for ( float y = -1.25; y <= 1.25; y += 1.25 )", + "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", + + // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup + //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", + + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + "shadow += 1.0;", + + "}", + + "shadow /= 9.0;", + + */ + + "const float shadowDelta = 1.0 / 9.0;", + + "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", + "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", + + "float dx0 = -1.25 * xPixelOffset;", + "float dy0 = -1.25 * yPixelOffset;", + "float dx1 = 1.25 * xPixelOffset;", + "float dy1 = 1.25 * yPixelOffset;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", + + "#else", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + + // spot with multiple shadows is darker + + "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", + + // spot with multiple shadows has the same color as single shadow spot + + //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", + + "#endif", + + "}", + + + "#ifdef SHADOWMAP_DEBUG", + + "#ifdef SHADOWMAP_CASCADE", + + "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#else", + + "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#endif", + + "#endif", + + "}", + + "#ifdef GAMMA_OUTPUT", + + "shadowColor *= shadowColor;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", + + "#endif" + + ].join("\n"), + + shadowmap_pars_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", + + "#endif" + + ].join("\n"), + + shadowmap_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "#ifdef USE_MORPHTARGETS", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( morphed, 1.0 );", + + "#else", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );", + + "#endif", + + "}", + + "#endif" + + ].join("\n"), + + // ALPHATEST + + alphatest_fragment: [ + + "#ifdef ALPHATEST", + + "if ( gl_FragColor.a < ALPHATEST ) discard;", + + "#endif" + + ].join("\n"), + + // LINEAR SPACE + + linear_to_gamma_fragment: [ + + "#ifdef GAMMA_OUTPUT", + + "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", + + "#endif" + + ].join("\n"), + + +}; + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var u, p, tmp, merged = {}; + + for ( u = 0; u < uniforms.length; u++ ) { + + tmp = this.clone( uniforms[ u ] ); + + for ( p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var u, p, parameter, parameter_src, uniforms_dst = {}; + + for ( u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( p in uniforms_src[ u ] ) { + + parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src instanceof THREE.Color || + parameter_src instanceof THREE.Vector2 || + parameter_src instanceof THREE.Vector3 || + parameter_src instanceof THREE.Vector4 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( parameter_src instanceof Array ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +THREE.UniformsLib = { + + common: { + + "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + + "map" : { type: "t", value: 0, texture: null }, + "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "lightMap" : { type: "t", value: 2, texture: null }, + + "envMap" : { type: "t", value: 1, texture: null }, + "flipEnvMap" : { type: "f", value: -1 }, + "useRefract" : { type: "i", value: 0 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + "combine" : { type: "i", value: 0 }, + + "morphTargetInfluences" : { type: "f", value: 0 } + + }, + + fog : { + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + lights: { + + "ambientLightColor" : { type: "fv", value: [] }, + + "directionalLightDirection" : { type: "fv", value: [] }, + "directionalLightColor" : { type: "fv", value: [] }, + + "pointLightColor" : { type: "fv", value: [] }, + "pointLightPosition" : { type: "fv", value: [] }, + "pointLightDistance" : { type: "fv1", value: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngle" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] } + + }, + + particle: { + + "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + "size" : { type: "f", value: 1.0 }, + "scale" : { type: "f", value: 1.0 }, + "map" : { type: "t", value: 0, texture: null }, + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + shadowmap: { + + "shadowMap": { type: "tv", value: 6, texture: [] }, + "shadowMapSize": { type: "v2v", value: [] }, + + "shadowBias" : { type: "fv1", value: [] }, + "shadowDarkness": { type: "fv1", value: [] }, + + "shadowMatrix" : { type: "m4v", value: [] }, + + } + +}; + +THREE.ShaderLib = { + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "void main() {", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float mNear;", + "uniform float mFar;", + "uniform float opacity;", + + "void main() {", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + "float color = 1.0 - smoothstep( mNear, mFar, depth );", + "gl_FragColor = vec4( vec3( color ), opacity );", + + "}" + + ].join("\n") + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "varying vec3 vNormal;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vNormal = normalMatrix * normal;", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + "varying vec3 vNormal;", + + "void main() {", + + "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + "}" + + ].join("\n") + + }, + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "#endif", + + THREE.ShaderChunk[ "lights_lambert_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + + "#ifdef DOUBLE_SIDED", + + //"float isFront = float( gl_FrontFacing );", + //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", + + "if ( gl_FrontFacing )", + "gl_FragColor.xyz *= vLightFront;", + "else", + "gl_FragColor.xyz *= vLightBack;", + + "#else", + + "gl_FragColor.xyz *= vLightFront;", + + "#endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_phong_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + "#ifndef USE_ENVMAP", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "#endif", + + "vViewPosition = -mvPosition.xyz;", + + THREE.ShaderChunk[ "morphnormal_vertex" ], + + "vNormal = transformedNormal;", + + THREE.ShaderChunk[ "lights_phong_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + "uniform vec3 ambient;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "color_vertex" ], + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "#ifdef USE_SIZEATTENUATION", + "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", + "#else", + "gl_PointSize = size;", + "#endif", + + "gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 psColor;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_particle_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + // Depth encoding into RGBA texture + // based on SpiderGL shadow map example + // http://spidergl.org/example.php?id=6 + // originally from + // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD + // see also here: + // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ + + 'depthRGBA': { + + uniforms: {}, + + vertexShader: [ + + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "vec4 pack_depth( const in float depth ) {", + + "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", + "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", + "vec4 res = fract( depth * bit_shift );", + "res -= res.xxyz * bit_mask;", + "return res;", + + "}", + + "void main() {", + + "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", + + //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", + //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", + //"gl_FragData[ 0 ] = pack_depth( z );", + //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", + + "}" + + ].join("\n") + + } + +};/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.WebGLRenderer = function ( parameters ) { + + console.log( 'THREE.WebGLRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _precision = parameters.precision !== undefined ? parameters.precision : 'highp', + + _alpha = parameters.alpha !== undefined ? parameters.alpha : true, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + + _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), + _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, + + _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; + + // 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; + + this.autoUpdateObjects = true; + this.autoUpdateScene = true; + + // physically based shading + + this.gammaInput = false; + this.gammaOutput = false; + this.physicallyBasedShading = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapAutoUpdate = true; + this.shadowMapSoft = true; + this.shadowMapCullFrontFaces = true; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // custom render plugins + + this.renderPluginsPre = []; + this.renderPluginsPost = []; + + // info + + this.info = { + + memory: { + + programs: 0, + geometries: 0, + textures: 0 + + }, + + render: { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + } + + }; + + // internal properties + + var _this = this, + + _gl, + + _programs = [], + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = -1, + _currentGeometryGroupHash = null, + _currentCamera = null, + _geometryGroupCounter = 0, + + // GL state cache + + _oldDoubleSided = -1, + _oldFlipSided = -1, + + _oldBlending = -1, + + _oldBlendEquation = -1, + _oldBlendSrc = -1, + _oldBlendDst = -1, + + _oldDepthTest = -1, + _oldDepthWrite = -1, + + _oldPolygonOffset = null, + _oldPolygonOffsetFactor = null, + _oldPolygonOffsetUnits = null, + + _oldLineWidth = null, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = 0, + _viewportHeight = 0, + _currentWidth = 0, + _currentHeight = 0, + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenMatrixPS = new THREE.Matrix4(), + + _vector3 = new THREE.Vector4(), + + // light arrays cache + + _direction = new THREE.Vector3(), + + _lightsNeedUpdate = true, + + _lights = { + + ambient: [ 0, 0, 0 ], + directional: { length: 0, colors: new Array(), positions: new Array() }, + point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }, + spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() } + + }; + + // initialize + + _gl = initGL(); + + setDefaultGLState(); + + this.context = _gl; + + // GPU capabilities + + var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ), + _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ), + _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.supportsVertexTextures = function () { + + return _maxVertexTextures > 0; + + }; + + this.setSize = function ( width, height ) { + + _canvas.width = width; + _canvas.height = height; + + this.setViewport( 0, 0, _canvas.width, _canvas.height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewportX = x; + _viewportY = y; + + _viewportWidth = width; + _viewportHeight = height; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( x, y, width, height ); + + }; + + this.enableScissorTest = function ( enable ) { + + enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.setClearColorHex = function ( hex, alpha ) { + + _clearColor.setHex( hex ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.copy( color ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Plugins + + this.addPostPlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPost.push( plugin ); + + }; + + this.addPrePlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPre.push( plugin ); + + }; + + // Deallocation + + this.deallocateObject = function ( object ) { + + if ( ! object.__webglInit ) return; + + object.__webglInit = false; + + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object._normalMatrixArray; + delete object._modelViewMatrixArray; + delete object._objectMatrixArray; + + if ( object instanceof THREE.Mesh ) { + + for ( var g in object.geometry.geometryGroups ) { + + deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + deleteRibbonBuffers( object.geometry ); + + } else if ( object instanceof THREE.Line ) { + + deleteLineBuffers( object.geometry ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + deleteParticleBuffers( object.geometry ); + + } + + }; + + this.deallocateTexture = function ( texture ) { + + if ( ! texture.__webglInit ) return; + + texture.__webglInit = false; + _gl.deleteTexture( texture.__webglTexture ); + + _this.info.memory.textures --; + + }; + + this.deallocateRenderTarget = function ( renderTarget ) { + + if ( !renderTarget || ! renderTarget.__webglTexture ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); + + } + + }; + + // Rendering + + this.updateShadowMap = function ( scene, camera ) { + + _currentProgram = null; + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + _lightsNeedUpdate = true; + _oldDoubleSided = -1; + _oldFlipSided = -1; + + this.shadowMapPlugin.update( scene, camera ); + + }; + + // Internal functions + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createRibbonBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createMeshBuffers ( geometryGroup ) { + + geometryGroup.__webglVertexBuffer = _gl.createBuffer(); + geometryGroup.__webglNormalBuffer = _gl.createBuffer(); + geometryGroup.__webglTangentBuffer = _gl.createBuffer(); + geometryGroup.__webglColorBuffer = _gl.createBuffer(); + geometryGroup.__webglUVBuffer = _gl.createBuffer(); + geometryGroup.__webglUV2Buffer = _gl.createBuffer(); + + geometryGroup.__webglSkinVertexABuffer = _gl.createBuffer(); + geometryGroup.__webglSkinVertexBBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Buffer deallocation + + function deleteParticleBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteLineBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteRibbonBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteMeshBuffers ( geometryGroup ) { + + _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); + _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); + _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); + _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); + + _gl.deleteBuffer( geometryGroup.__webglSkinVertexABuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinVertexBBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); + + _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); + _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + } + + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( var id in geometryGroup.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); + + } + + } + + _this.info.memory.geometries --; + + }; + + // Buffer initialization + + function initCustomAttributes ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + var material = object.material; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + var attribute = material.attributes[ a ]; + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === "v2" ) size = 2; + else if ( attribute.type === "v3" ) size = 3; + else if ( attribute.type === "v4" ) size = 4; + else if ( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + attribute.needsUpdate = true; + + } + + geometry.__webglCustomAttributesList.push( attribute ); + + } + + } + + }; + + function initParticleBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__sortArray = []; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglLineCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initRibbonBuffers ( geometry ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglVertexCount = nvertices; + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + faces4 = geometryGroup.faces4, + + nvertices = faces3.length * 3 + faces4.length * 4, + ntris = faces3.length * 1 + faces4.length * 2, + nlines = faces3.length * 3 + faces4.length * 4, + + material = getBufferMaterial( object, geometryGroup ), + + uvType = bufferGuessUVType( material ), + normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ); + + //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + + if ( normalType ) { + + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + + } + + if ( vertexColorType ) { + + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + + } + + if ( uvType ) { + + if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { + + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + + } + + if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + + } + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinVertexAArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinVertexBArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + + } + + geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); + geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + // Do a shallow copy of the attribute object so different geometryGroup chunks use different + // attribute buffers which are correctly indexed in the setMeshBuffers function + + var originalAttribute = material.attributes[ a ]; + + var attribute = {}; + + for ( var property in originalAttribute ) { + + attribute[ property ] = originalAttribute[ property ]; + + } + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if( attribute.type === "v2" ) size = 2; + else if( attribute.type === "v3" ) size = 3; + else if( attribute.type === "v4" ) size = 4; + else if( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { + + return object.material; + + } else if ( geometryGroup.materialIndex >= 0 ) { + + return object.geometry.materials[ geometryGroup.materialIndex ]; + + } + + }; + + function materialNeedsSmoothNormals ( material ) { + + return material && material.shading !== undefined && material.shading === THREE.SmoothShading; + + }; + + function bufferGuessNormalType ( material ) { + + // only MeshBasicMaterial and MeshDepthMaterial don't need normals + + if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { + + return false; + + } + + if ( materialNeedsSmoothNormals( material ) ) { + + return THREE.SmoothShading; + + } else { + + return THREE.FlatShading; + + } + + }; + + function bufferGuessVertexColorType ( material ) { + + if ( material.vertexColors ) { + + return material.vertexColors; + + } + + return false; + + }; + + function bufferGuessUVType ( material ) { + + // material must use some texture to require uvs + + if ( material.map || material.lightMap || material instanceof THREE.ShaderMaterial ) { + + return true; + + } + + return false; + + }; + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, index, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + sortArray = geometry.__sortArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + a, ca, cal, value, + customAttribute; + + if ( object.sortParticles ) { + + _projScreenMatrixPS.copy( _projScreenMatrix ); + _projScreenMatrixPS.multiplySelf( object.matrixWorld ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + _vector3.copy( vertex ); + _projScreenMatrixPS.multiplyVector3( _vector3 ); + + sortArray[ v ] = [ _vector3.z, v ]; + + } + + sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ sortArray[v][1] ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + for ( c = 0; c < cl; c ++ ) { + + offset = c * 3; + + color = colors[ sortArray[c][1] ]; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue; + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + customAttribute.array[ ca ] = customAttribute.value[ index ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } else { + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices") ) { + + cal = customAttribute.value.length; + + offset = 0; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } + + } + + if ( dirtyVertices || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + + }; + + function setLineBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + a, ca, cal, value, + customAttribute; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices" ) ) { + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + }; + + function setRibbonBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + }; + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + // console.log( object ); + return; + + } + + var normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ), + uvType = bufferGuessUVType( material ), + + needsSmoothNormals = ( normalType === THREE.SmoothShading ); + + var f, fl, fi, face, + vertexNormals, faceNormal, normal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, + c1, c2, c3, c4, + sw1, sw2, sw3, sw4, + si1, si2, si3, si4, + sa1, sa2, sa3, sa4, + sb1, sb2, sb3, sb4, + m, ml, i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + a, + + vertexIndex = 0, + + offset = 0, + offset_uv = 0, + offset_uv2 = 0, + offset_face = 0, + offset_normal = 0, + offset_tangent = 0, + offset_line = 0, + offset_color = 0, + offset_skin = 0, + offset_morphTarget = 0, + offset_custom = 0, + offset_customSrc = 0, + + value, + + vertexArray = geometryGroup.__vertexArray, + uvArray = geometryGroup.__uvArray, + uv2Array = geometryGroup.__uv2Array, + normalArray = geometryGroup.__normalArray, + tangentArray = geometryGroup.__tangentArray, + colorArray = geometryGroup.__colorArray, + + skinVertexAArray = geometryGroup.__skinVertexAArray, + skinVertexBArray = geometryGroup.__skinVertexBArray, + skinIndexArray = geometryGroup.__skinIndexArray, + skinWeightArray = geometryGroup.__skinWeightArray, + + morphTargetsArrays = geometryGroup.__morphTargetsArrays, + morphNormalsArrays = geometryGroup.__morphNormalsArrays, + + customAttributes = geometryGroup.__webglCustomAttributesList, + customAttribute, + + faceArray = geometryGroup.__faceArray, + lineArray = geometryGroup.__lineArray, + + geometry = object.geometry, // this is shared for all chunks + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyUvs = geometry.uvsNeedUpdate, + dirtyNormals = geometry.normalsNeedUpdate, + dirtyTangents = geometry.tangetsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyMorphTargets = geometry.morphTargetsNeedUpdate, + + vertices = geometry.vertices, + chunk_faces3 = geometryGroup.faces3, + chunk_faces4 = geometryGroup.faces4, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + obj_colors = geometry.colors, + + obj_skinVerticesA = geometry.skinVerticesA, + obj_skinVerticesB = geometry.skinVerticesB, + obj_skinIndices = geometry.skinIndices, + obj_skinWeights = geometry.skinWeights, + + morphTargets = geometry.morphTargets, + morphNormals = geometry.morphNormals; + + if ( dirtyVertices ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + offset += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + v4 = vertices[ face.d ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + vertexArray[ offset + 9 ] = v4.x; + vertexArray[ offset + 10 ] = v4.y; + vertexArray[ offset + 11 ] = v4.z; + + offset += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyMorphTargets ) { + + for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { + + offset_morphTarget = 0; + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + chf = chunk_faces3[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + } + + // + + offset_morphTarget += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + chf = chunk_faces4[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + v4 = morphTargets[ vk ].vertices[ face.d ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + vka[ offset_morphTarget + 9 ] = v4.x; + vka[ offset_morphTarget + 10 ] = v4.y; + vka[ offset_morphTarget + 11 ] = v4.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + n4 = faceVertexNormals.d; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + n4 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + nka[ offset_morphTarget + 9 ] = n4.x; + nka[ offset_morphTarget + 10 ] = n4.y; + nka[ offset_morphTarget + 11 ] = n4.z; + + } + + // + + offset_morphTarget += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); + + } + + } + + } + + if ( obj_skinWeights.length ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + offset_skin += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + sw4 = obj_skinWeights[ face.d ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + skinWeightArray[ offset_skin + 12 ] = sw4.x; + skinWeightArray[ offset_skin + 13 ] = sw4.y; + skinWeightArray[ offset_skin + 14 ] = sw4.z; + skinWeightArray[ offset_skin + 15 ] = sw4.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + si4 = obj_skinIndices[ face.d ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + skinIndexArray[ offset_skin + 12 ] = si4.x; + skinIndexArray[ offset_skin + 13 ] = si4.y; + skinIndexArray[ offset_skin + 14 ] = si4.z; + skinIndexArray[ offset_skin + 15 ] = si4.w; + + // vertices A + + sa1 = obj_skinVerticesA[ face.a ]; + sa2 = obj_skinVerticesA[ face.b ]; + sa3 = obj_skinVerticesA[ face.c ]; + sa4 = obj_skinVerticesA[ face.d ]; + + skinVertexAArray[ offset_skin ] = sa1.x; + skinVertexAArray[ offset_skin + 1 ] = sa1.y; + skinVertexAArray[ offset_skin + 2 ] = sa1.z; + skinVertexAArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexAArray[ offset_skin + 4 ] = sa2.x; + skinVertexAArray[ offset_skin + 5 ] = sa2.y; + skinVertexAArray[ offset_skin + 6 ] = sa2.z; + skinVertexAArray[ offset_skin + 7 ] = 1; + + skinVertexAArray[ offset_skin + 8 ] = sa3.x; + skinVertexAArray[ offset_skin + 9 ] = sa3.y; + skinVertexAArray[ offset_skin + 10 ] = sa3.z; + skinVertexAArray[ offset_skin + 11 ] = 1; + + skinVertexAArray[ offset_skin + 12 ] = sa4.x; + skinVertexAArray[ offset_skin + 13 ] = sa4.y; + skinVertexAArray[ offset_skin + 14 ] = sa4.z; + skinVertexAArray[ offset_skin + 15 ] = 1; + + // vertices B + + sb1 = obj_skinVerticesB[ face.a ]; + sb2 = obj_skinVerticesB[ face.b ]; + sb3 = obj_skinVerticesB[ face.c ]; + sb4 = obj_skinVerticesB[ face.d ]; + + skinVertexBArray[ offset_skin ] = sb1.x; + skinVertexBArray[ offset_skin + 1 ] = sb1.y; + skinVertexBArray[ offset_skin + 2 ] = sb1.z; + skinVertexBArray[ offset_skin + 3 ] = 1; // pad for faster vertex shader + + skinVertexBArray[ offset_skin + 4 ] = sb2.x; + skinVertexBArray[ offset_skin + 5 ] = sb2.y; + skinVertexBArray[ offset_skin + 6 ] = sb2.z; + skinVertexBArray[ offset_skin + 7 ] = 1; + + skinVertexBArray[ offset_skin + 8 ] = sb3.x; + skinVertexBArray[ offset_skin + 9 ] = sb3.y; + skinVertexBArray[ offset_skin + 10 ] = sb3.z; + skinVertexBArray[ offset_skin + 11 ] = 1; + + skinVertexBArray[ offset_skin + 12 ] = sb4.x; + skinVertexBArray[ offset_skin + 13 ] = sb4.y; + skinVertexBArray[ offset_skin + 14 ] = sb4.z; + skinVertexBArray[ offset_skin + 15 ] = 1; + + offset_skin += 16; + + } + + if ( offset_skin > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexAArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinVertexBArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); + + } + + } + + if ( dirtyColors && vertexColorType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + offset_color += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + c4 = vertexColors[ 3 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + c4 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + colorArray[ offset_color + 9 ] = c4.r; + colorArray[ offset_color + 10 ] = c4.g; + colorArray[ offset_color + 11 ] = c4.b; + + offset_color += 12; + + } + + if ( offset_color > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + } + + if ( dirtyTangents && geometry.hasTangents ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + offset_tangent += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + t4 = vertexTangents[ 3 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + tangentArray[ offset_tangent + 12 ] = t4.x; + tangentArray[ offset_tangent + 13 ] = t4.y; + tangentArray[ offset_tangent + 14 ] = t4.z; + tangentArray[ offset_tangent + 15 ] = t4.w; + + offset_tangent += 16; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals && normalType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 3 && needsSmoothNormals ) { + + for ( i = 0; i < 3; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 3; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 4 && needsSmoothNormals ) { + + for ( i = 0; i < 4; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 4; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + if ( offset_uv > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); + + } + + } + + if ( dirtyUvs && obj_uvs2 && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + face = obj_faces[ fi ]; + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + if ( offset_uv2 > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); + + } + + } + + if ( dirtyElements ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 2; + + offset_face += 3; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 2; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + offset_line += 6; + + vertexIndex += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 3; + + faceArray[ offset_face + 3 ] = vertexIndex + 1; + faceArray[ offset_face + 4 ] = vertexIndex + 2; + faceArray[ offset_face + 5 ] = vertexIndex + 3; + + offset_face += 6; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 3; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + lineArray[ offset_line + 6 ] = vertexIndex + 2; + lineArray[ offset_line + 7 ] = vertexIndex + 3; + + offset_line += 8; + + vertexIndex += 4; + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! customAttribute.__original.needsUpdate ) continue; + + offset_custom = 0; + offset_customSrc = 0; + + if ( customAttribute.size === 1 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; + + offset_custom += 4; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + customAttribute.array[ offset_custom + 3 ] = value; + + offset_custom += 4; + + } + + } + + } else if ( customAttribute.size === 2 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } + + } else if ( customAttribute.size === 3 ) { + + var pp; + + if ( customAttribute.type === "c" ) { + + pp = [ "r", "g", "b" ]; + + } else { + + pp = [ "x", "y", "z" ]; + + } + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + if ( dispose ) { + + delete geometryGroup.__inittedArrays; + delete geometryGroup.__colorArray; + delete geometryGroup.__normalArray; + delete geometryGroup.__tangentArray; + delete geometryGroup.__uvArray; + delete geometryGroup.__uv2Array; + delete geometryGroup.__faceArray; + delete geometryGroup.__vertexArray; + delete geometryGroup.__lineArray; + delete geometryGroup.__skinVertexAArray; + delete geometryGroup.__skinVertexBArray; + delete geometryGroup.__skinIndexArray; + delete geometryGroup.__skinWeightArray; + + } + + }; + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, shading ) { + + if ( ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); + if ( ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); + + if ( object.hasPos ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.position ); + _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormal ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); + + if ( shading === THREE.FlatShading ) { + + var nx, ny, nz, + nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, + normalArray, + i, il = object.count * 3; + + for( i = 0; i < il; i += 9 ) { + + normalArray = object.normalArray; + + nax = normalArray[ i ]; + nay = normalArray[ i + 1 ]; + naz = normalArray[ i + 2 ]; + + nbx = normalArray[ i + 3 ]; + nby = normalArray[ i + 4 ]; + nbz = normalArray[ i + 5 ]; + + ncx = normalArray[ i + 6 ]; + ncy = normalArray[ i + 7 ]; + ncz = normalArray[ i + 8 ]; + + nx = ( nax + nbx + ncx ) / 3; + ny = ( nay + nby + ncy ) / 3; + nz = ( naz + nbz + ncz ) / 3; + + normalArray[ i ] = nx; + normalArray[ i + 1 ] = ny; + normalArray[ i + 2 ] = nz; + + normalArray[ i + 3 ] = nx; + normalArray[ i + 4 ] = ny; + normalArray[ i + 5 ] = nz; + + normalArray[ i + 6 ] = nx; + normalArray[ i + 7 ] = ny; + normalArray[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.normal ); + _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var offsets = geometryGroup.offsets; + + for ( var i = 0, il = offsets.length; i < il; ++ i ) { + + if ( updateBuffers ) { + + // vertices + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexPositionBuffer ); + _gl.vertexAttribPointer( attributes.position, geometryGroup.vertexPositionBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); + + // normals + + if ( attributes.normal >= 0 && geometryGroup.vertexNormalBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, geometryGroup.vertexNormalBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 3 ); + + } + + // uvs + + if ( attributes.uv >= 0 && geometryGroup.vertexUvBuffer ) { + + if ( geometryGroup.vertexUvBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexUvBuffer ); + _gl.vertexAttribPointer( attributes.uv, geometryGroup.vertexUvBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 2 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + // colors + + if ( attributes.color >= 0 && geometryGroup.vertexColorBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.vertexColorBuffer ); + _gl.vertexAttribPointer( attributes.color, geometryGroup.vertexColorBuffer.itemSize, _gl.FLOAT, false, 0, offsets[ i ].index * 4 * 4 ); + + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.vertexIndexBuffer ); + + } + + // render indexed triangles + + _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 = Uint16 + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + _this.info.render.faces += offsets[ i ].count / 3; + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute, i, il; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // vertices + + if ( !material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + } else { + + if ( object.morphTargetBase ) { + + setupMorphTargets( material, geometryGroup, object ); + + } + + } + + + if ( updateBuffers ) { + + // custom attributes + + // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( geometryGroup.__webglUVBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( geometryGroup.__webglUV2Buffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv2 ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinVertexA >= 0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexABuffer ); + _gl.vertexAttribPointer( attributes.skinVertexA, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinVertexBBuffer ); + _gl.vertexAttribPointer( attributes.skinVertexB, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + // wireframe + + if ( material.wireframe ) { + + setLineWidth( material.wireframeLinewidth ); + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); + + } + + _this.info.render.calls ++; + _this.info.render.vertices += geometryGroup.__webglFaceCount; + _this.info.render.faces += geometryGroup.__webglFaceCount / 3; + + // render lines + + } else if ( object instanceof THREE.Line ) { + + primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.ParticleSystem ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + // render ribbon + + } else if ( object instanceof THREE.Ribbon ) { + + _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); + + _this.info.render.calls ++; + + } + + }; + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== - 1 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.morphTargetForcedOrder.length ) { + + // set forced order + + var m = 0; + var order = object.morphTargetForcedOrder; + var influences = object.morphTargetInfluences; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + } + + } else { + + // find most influencing + + var used = []; + var candidateInfluence = - 1; + var candidate = 0; + var influences = object.morphTargetInfluences; + var i, il = influences.length; + var m = 0; + + if ( object.morphTargetBase !== - 1 ) { + + used[ object.morphTargetBase ] = true; + + } + + while ( m < material.numSupportedMorphTargets ) { + + for ( i = 0; i < il; i ++ ) { + + if ( !used[ i ] && influences[ i ] > candidateInfluence ) { + + candidate = i; + candidateInfluence = influences[ candidate ]; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ candidate ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ candidate ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = candidateInfluence; + + used[ candidate ] = 1; + candidateInfluence = -1; + m ++; + + } + + } + + // load updated influences uniform + + if( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + }; + + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + var i, il, + + webglObject, object, + renderList, + + lights = scene.__lights, + fog = scene.fog; + + // reset caching for this frame + + _currentMaterialId = -1; + _lightsNeedUpdate = true; + + // update scene graph + + if ( camera.parent === undefined ) { + + console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); + scene.add( camera ); + + } + + if ( this.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // update WebGL objects + + if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); + + // custom render plugins (pre pass) + + renderPlugins( this.renderPluginsPre, scene, camera ); + + // + + _this.info.render.calls = 0; + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + _this.info.render.points = 0; + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // set matrices for regular objects (frustum culled) + + renderList = scene.__webglObjects; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + setupMatrices( object, camera ); + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( this.sortObjects ) { + + if ( object.renderDepth ) { + + webglObject.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + if ( this.sortObjects ) { + + renderList.sort( painterSort ); + + } + + // set matrices for immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + } + */ + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var material = scene.overrideMaterial; + + this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + this.setDepthTest( material.depthTest ); + this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); + + } else { + + // opaque pass (front-to-back order) + + this.setBlending( THREE.NormalBlending ); + + renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); + + // transparent pass (back-to-front order) + + renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); + + } + + // custom render plugins (post pass) + + renderPlugins( this.renderPluginsPost, scene, camera ); + + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { + + updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + this.setDepthTest( true ); + this.setDepthWrite( true ); + + // _gl.finish(); + + }; + + function renderPlugins( plugins, scene, camera ) { + + if ( ! plugins.length ) return; + + for ( var i = 0, il = plugins.length; i < il; i ++ ) { + + // reset state for plugin (to start from clean slate) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); + + // reset state after plugin (anything could have changed) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + } + + }; + + function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, buffer, material, start, end, delta; + + if ( reverse ) { + + start = renderList.length - 1; + end = -1; + delta = -1; + + } else { + + start = 0; + end = renderList.length; + delta = 1; + } + + for ( var i = start; i !== end; i += delta ) { + + webglObject = renderList[ i ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.setObjectFaces( object ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); + + } else { + + _this.renderBuffer( camera, lights, fog, material, buffer, object ); + + } + + } + + } + + }; + + function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, material, program; + + for ( var i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + }; + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryGroupHash = -1; + + _this.setObjectFaces( object ); + + if ( object.immediateRenderCallback ) { + + object.immediateRenderCallback( program, _gl, _frustum ); + + } else { + + object.render( function( object ) { _this.renderBufferImmediate( object, program, material.shading ); } ); + + } + + }; + + function unrollImmediateBufferMaterial ( globject ) { + + var object = globject.object, + material = object.material; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + }; + + function unrollBufferMaterial ( globject ) { + + var object = globject.object, + buffer = globject.buffer, + material, materialIndex, meshMaterial; + + meshMaterial = object.material; + + if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { + + materialIndex = buffer.materialIndex; + + if ( materialIndex >= 0 ) { + + material = object.geometry.materials[ materialIndex ]; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } else { + + material = meshMaterial; + + if ( material ) { + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } + + }; + + // Geometry splitting + + function sortFacesByMaterial ( geometry ) { + + var f, fl, face, materialIndex, vertices, + materialHash, groupHash, + hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + geometry.geometryGroups = {}; + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + materialIndex = face.materialIndex; + + materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; + + if ( hash_map[ materialHash ] === undefined ) { + + hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; + + } + + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + vertices = face instanceof THREE.Face3 ? 3 : 4; + + if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { + + hash_map[ materialHash ].counter += 1; + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + } + + if ( face instanceof THREE.Face3 ) { + + geometry.geometryGroups[ groupHash ].faces3.push( f ); + + } else { + + geometry.geometryGroups[ groupHash ].faces4.push( f ); + + } + + geometry.geometryGroups[ groupHash ].vertices += vertices; + + } + + geometry.geometryGroupsList = []; + + for ( var g in geometry.geometryGroups ) { + + geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; + + geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); + + } + + }; + + // Objects refresh + + this.initWebGLObjects = function ( scene ) { + + if ( !scene.__webglObjects ) { + + scene.__webglObjects = []; + scene.__webglObjectsImmediate = []; + scene.__webglSprites = []; + scene.__webglFlares = []; + + } + + while ( scene.__objectsAdded.length ) { + + addObject( scene.__objectsAdded[ 0 ], scene ); + scene.__objectsAdded.splice( 0, 1 ); + + } + + while ( scene.__objectsRemoved.length ) { + + removeObject( scene.__objectsRemoved[ 0 ], scene ); + scene.__objectsRemoved.splice( 0, 1 ); + + } + + // update must be called after objects adding / removal + + for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { + + updateObject( scene.__webglObjects[ o ].object ); + + } + + }; + + // Objects adding + + function addObject ( object, scene ) { + + var g, geometry, geometryGroup; + + if ( ! object.__webglInit ) { + + object.__webglInit = true; + + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + //object._normalMatrixArray = new Float32Array( 9 ); + //object._modelViewMatrixArray = new Float32Array( 16 ); + //object._objectMatrixArray = new Float32Array( 16 ); + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.Geometry ) { + + if ( geometry.geometryGroups === undefined ) { + + sortFacesByMaterial( geometry ); + + } + + // create separate VBOs per geometry chunk + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + // initialise VBO on the first access + + if ( ! geometryGroup.__webglVertexBuffer ) { + + createMeshBuffers( geometryGroup ); + initMeshBuffers( geometryGroup, object ); + + geometry.verticesNeedUpdate = true; + geometry.morphTargetsNeedUpdate = true; + geometry.elementsNeedUpdate = true; + geometry.uvsNeedUpdate = true; + geometry.normalsNeedUpdate = true; + geometry.tangetsNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + } else if ( object instanceof THREE.Ribbon ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createRibbonBuffers( geometry ); + initRibbonBuffers( geometry ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.Line ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + + if ( ! geometry.__webglVertexBuffer ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + if ( ! object.__webglActive ) { + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( scene.__webglObjects, geometry, object ); + + } else { + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + addBuffer( scene.__webglObjects, geometryGroup, object ); + + } + + } + + } else if ( object instanceof THREE.Ribbon || + object instanceof THREE.Line || + object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + addBuffer( scene.__webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( scene.__webglObjectsImmediate, object ); + + } else if ( object instanceof THREE.Sprite ) { + + scene.__webglSprites.push( object ); + + } else if ( object instanceof THREE.LensFlare ) { + + scene.__webglFlares.push( object ); + + } + + object.__webglActive = true; + + } + + }; + + function addBuffer ( objlist, buffer, object ) { + + objlist.push( + { + buffer: buffer, + object: object, + opaque: null, + transparent: null + } + ); + + }; + + function addBufferImmediate ( objlist, object ) { + + objlist.push( + { + object: object, + opaque: null, + transparent: null + } + ); + + }; + + // Objects updates + + function updateObject ( object ) { + + var geometry = object.geometry, + geometryGroup, customAttributesDirty, material; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + /* + if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate ) { + + // TODO + // set buffers from typed arrays + + } + */ + + geometry.verticesNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else { + + // check all geometry groups + + for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { + + geometryGroup = geometry.geometryGroupsList[ i ]; + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangetsNeedUpdate || customAttributesDirty ) { + + setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material ); + + } + + } + + geometry.verticesNeedUpdate = false; + geometry.morphTargetsNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangetsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { + + setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else if ( object instanceof THREE.Line ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + }; + + // Objects updates - custom attributes check + + function areCustomAttributesDirty ( material ) { + + for ( var a in material.attributes ) { + + if ( material.attributes[ a ].needsUpdate ) return true; + + } + + return false; + + }; + + function clearCustomAttributes ( material ) { + + for ( var a in material.attributes ) { + + material.attributes[ a ].needsUpdate = false; + + } + + }; + + // Objects removal + + function removeObject ( object, scene ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.ParticleSystem || + object instanceof THREE.Ribbon || + object instanceof THREE.Line ) { + + removeInstances( scene.__webglObjects, object ); + + } else if ( object instanceof THREE.Sprite ) { + + removeInstancesDirect( scene.__webglSprites, object ); + + } else if ( object instanceof THREE.LensFlare ) { + + removeInstancesDirect( scene.__webglFlares, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( scene.__webglObjectsImmediate, object ); + + } + + object.__webglActive = false; + + }; + + function removeInstances ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + function removeInstancesDirect ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ] === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + // Materials + + this.initMaterial = function ( material, lights, fog, object ) { + + var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; + + if ( material instanceof THREE.MeshDepthMaterial ) { + + shaderID = 'depth'; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + shaderID = 'normal'; + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + shaderID = 'lambert'; + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + shaderID = 'phong'; + + } else if ( material instanceof THREE.LineBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + shaderID = 'particle_basic'; + + } + + if ( shaderID ) { + + setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); + + } + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + maxLightCount = allocateLights( lights ); + + maxShadows = allocateShadows( lights ); + + maxBones = allocateBones( object ); + + parameters = { + + map: !!material.map, + envMap: !!material.envMap, + lightMap: !!material.lightMap, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + + sizeAttenuation: material.sizeAttenuation, + + skinning: material.skinning, + maxBones: maxBones, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: this.maxMorphTargets, + maxMorphNormals: this.maxMorphNormals, + + maxDirLights: maxLightCount.directional, + maxPointLights: maxLightCount.point, + maxSpotLights: maxLightCount.spot, + + maxShadows: maxShadows, + shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, + shadowMapSoft: this.shadowMapSoft, + shadowMapDebug: this.shadowMapDebug, + shadowMapCascade: this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + perPixel: material.perPixel, + wrapAround: material.wrapAround, + doubleSided: object && object.doubleSided + + }; + + material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, parameters ); + + var attributes = material.program.attributes; + + if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); + if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); + if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); + if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); + + if ( material.skinning && + attributes.skinVertexA >=0 && attributes.skinVertexB >= 0 && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.enableVertexAttribArray( attributes.skinVertexA ); + _gl.enableVertexAttribArray( attributes.skinVertexB ); + _gl.enableVertexAttribArray( attributes.skinIndex ); + _gl.enableVertexAttribArray( attributes.skinWeight ); + + } + + if ( material.attributes ) { + + for ( a in material.attributes ) { + + if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); + + } + + } + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = "morphTarget"; + + for ( i = 0; i < this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + var id, base = "morphNormal"; + + for ( i = 0; i < this.maxMorphNormals; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( u in material.uniforms ) { + + material.uniformsList.push( [ material.uniforms[ u ], u ] ); + + } + + }; + + function setMaterialShaders( material, shaders ) { + + material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); + material.vertexShader = shaders.vertexShader; + material.fragmentShader = shaders.fragmentShader; + + }; + + function setProgram( camera, lights, fog, material, object ) { + + if ( ! material.program || material.needsUpdate ) { + + _this.initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + for ( var i = 0, il = _this.maxMorphTargets; i < il; i ++ ) { + + object.__webglMorphTargetInfluences[ i ] = 0; + + } + + } + + } + + var refreshMaterial = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.uniforms; + + if ( program !== _currentProgram ) { + + _gl.useProgram( program ); + _currentProgram = program; + + refreshMaterial = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + refreshMaterial = true; + + } + + if ( refreshMaterial || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + if ( camera !== _currentCamera ) _currentCamera = camera; + + } + + if ( refreshMaterial ) { + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material.lights ) { + + if ( _lightsNeedUpdate ) { + + setupLights( program, lights ); + _lightsNeedUpdate = false; + + } + + refreshUniformsLights( m_uniforms, _lights ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material instanceof THREE.LineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + refreshUniformsParticle( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + m_uniforms.mNear.value = camera.near; + m_uniforms.mFar.value = camera.far; + m_uniforms.opacity.value = material.opacity; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + if ( object.receiveShadow && ! material._shadowPass ) { + + refreshUniformsShadow( m_uniforms, lights ); + + } + + // load common uniforms + + loadUniformsGeneric( program, material.uniformsList ); + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material.envMap ) { + + if ( p_uniforms.cameraPosition !== null ) { + + var position = camera.matrixWorld.getPosition(); + _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); + + } + + } + + if ( material.skinning ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); + + } + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.objectMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object.matrixWorld.elements ); + + } + + return program; + + }; + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( _this.gammaInput ) { + + uniforms.diffuse.value.copyGammaToLinear( material.color ); + + } else { + + uniforms.diffuse.value = material.color; + + } + + uniforms.map.texture = material.map; + + if ( material.map ) { + + uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y ); + + } + + uniforms.lightMap.texture = material.lightMap; + + uniforms.envMap.texture = material.envMap; + uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; + + if ( _this.gammaInput ) { + + //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; + uniforms.reflectivity.value = material.reflectivity; + + } else { + + uniforms.reflectivity.value = material.reflectivity; + + } + + uniforms.refractionRatio.value = material.refractionRatio; + uniforms.combine.value = material.combine; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; + + }; + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + }; + + function refreshUniformsParticle ( uniforms, material ) { + + uniforms.psColor.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size; + uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. + + uniforms.map.texture = material.map; + + }; + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + }; + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.shininess.value = material.shininess; + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + uniforms.specular.value.copyGammaToLinear( material.specular ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLambert ( uniforms, material ) { + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLights ( uniforms, lights ) { + + uniforms.ambientLightColor.value = lights.ambient; + + uniforms.directionalLightColor.value = lights.directional.colors; + uniforms.directionalLightDirection.value = lights.directional.positions; + + uniforms.pointLightColor.value = lights.point.colors; + uniforms.pointLightPosition.value = lights.point.positions; + uniforms.pointLightDistance.value = lights.point.distances; + + uniforms.spotLightColor.value = lights.spot.colors; + uniforms.spotLightPosition.value = lights.spot.positions; + uniforms.spotLightDistance.value = lights.spot.distances; + uniforms.spotLightDirection.value = lights.spot.directions; + uniforms.spotLightAngle.value = lights.spot.angles; + uniforms.spotLightExponent.value = lights.spot.exponents; + + }; + + function refreshUniformsShadow ( uniforms, lights ) { + + if ( uniforms.shadowMatrix ) { + + var j = 0; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { + + uniforms.shadowMap.texture[ j ] = light.shadowMap; + uniforms.shadowMapSize.value[ j ] = light.shadowMapSize; + + uniforms.shadowMatrix.value[ j ] = light.shadowMatrix; + + uniforms.shadowDarkness.value[ j ] = light.shadowDarkness; + uniforms.shadowBias.value[ j ] = light.shadowBias; + + j ++; + + } + + } + + } + + }; + + // Uniforms (load to GPU) + + function loadUniformsMatrices ( uniforms, object ) { + + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements ); + + if ( uniforms.normalMatrix ) { + + _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements ); + + } + + }; + + function loadUniformsGeneric ( program, uniforms ) { + + var uniform, value, type, location, texture, i, il, j, jl, offset; + + for ( j = 0, jl = uniforms.length; j < jl; j ++ ) { + + location = program.uniforms[ uniforms[ j ][ 1 ] ]; + if ( !location ) continue; + + uniform = uniforms[ j ][ 0 ]; + + type = uniform.type; + value = uniform.value; + + switch ( type ) { + + case "i": // single integer + + _gl.uniform1i( location, value ); + + break; + + case "f": // single float + + _gl.uniform1f( location, value ); + + break; + + case "v2": // single THREE.Vector2 + + _gl.uniform2f( location, value.x, value.y ); + + break; + + case "v3": // single THREE.Vector3 + + _gl.uniform3f( location, value.x, value.y, value.z ); + + break; + + case "v4": // single THREE.Vector4 + + _gl.uniform4f( location, value.x, value.y, value.z, value.w ); + + break; + + case "c": // single THREE.Color + + _gl.uniform3f( location, value.r, value.g, value.b ); + + break; + + case "fv1": // flat array of floats (JS or typed array) + + _gl.uniform1fv( location, value ); + + break; + + case "fv": // flat array of floats with 3 x N size (JS or typed array) + + _gl.uniform3fv( location, value ); + + break; + + case "v2v": // array of THREE.Vector2 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 2; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + + } + + _gl.uniform2fv( location, uniform._array ); + + break; + + case "v3v": // array of THREE.Vector3 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 3; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + + } + + _gl.uniform3fv( location, uniform._array ); + + break; + + case "v4v": // array of THREE.Vector4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 4; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + uniform._array[ offset + 3 ] = value[ i ].w; + + } + + _gl.uniform4fv( location, uniform._array ); + + break; + + case "m4": // single THREE.Matrix4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 16 ); + + } + + value.flattenToArray( uniform._array ); + _gl.uniformMatrix4fv( location, false, uniform._array ); + + break; + + case "m4v": // array of THREE.Matrix4 + + if ( ! uniform._array ) { + + uniform._array = new Float32Array( 16 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); + + } + + _gl.uniformMatrix4fv( location, false, uniform._array ); + + break; + + case "t": // single THREE.Texture (2d or cube) + + _gl.uniform1i( location, value ); + + texture = uniform.texture; + + if ( !texture ) continue; + + if ( texture.image instanceof Array && texture.image.length === 6 ) { + + setCubeTexture( texture, value ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture, value ); + + } else { + + _this.setTexture( texture, value ); + + } + + break; + + case "tv": // array of THREE.Texture (2d) + + if ( ! uniform._array ) { + + uniform._array = []; + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + uniform._array[ i ] = value + i; + + } + + } + + _gl.uniform1iv( location, uniform._array ); + + for( i = 0, il = uniform.texture.length; i < il; i ++ ) { + + texture = uniform.texture[ i ]; + + if ( !texture ) continue; + + _this.setTexture( texture, uniform._array[ i ] ); + + } + + break; + + } + + } + + }; + + function setupMatrices ( object, camera ) { + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + object._normalMatrix.getInverse( object._modelViewMatrix ); + object._normalMatrix.transpose(); + + }; + + function setupLights ( program, lights ) { + + var l, ll, light, n, + r = 0, g = 0, b = 0, + color, position, intensity, distance, + + zlights = _lights, + + dcolors = zlights.directional.colors, + dpositions = zlights.directional.positions, + + pcolors = zlights.point.colors, + ppositions = zlights.point.positions, + pdistances = zlights.point.distances, + + scolors = zlights.spot.colors, + spositions = zlights.spot.positions, + sdistances = zlights.spot.distances, + sdirections = zlights.spot.directions, + sangles = zlights.spot.angles, + sexponents = zlights.spot.exponents, + + dlength = 0, + plength = 0, + slength = 0, + + doffset = 0, + poffset = 0, + soffset = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + if ( light instanceof THREE.AmbientLight ) { + + if ( _this.gammaInput ) { + + r += color.r * color.r; + g += color.g * color.g; + b += color.b * color.b; + + } else { + + r += color.r; + g += color.g; + b += color.b; + + } + + } else if ( light instanceof THREE.DirectionalLight ) { + + doffset = dlength * 3; + + if ( _this.gammaInput ) { + + dcolors[ doffset ] = color.r * color.r * intensity * intensity; + dcolors[ doffset + 1 ] = color.g * color.g * intensity * intensity; + dcolors[ doffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + dcolors[ doffset ] = color.r * intensity; + dcolors[ doffset + 1 ] = color.g * intensity; + dcolors[ doffset + 2 ] = color.b * intensity; + + } + + _direction.copy( light.matrixWorld.getPosition() ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + dpositions[ doffset ] = _direction.x; + dpositions[ doffset + 1 ] = _direction.y; + dpositions[ doffset + 2 ] = _direction.z; + + dlength += 1; + + } else if( light instanceof THREE.PointLight ) { + + poffset = plength * 3; + + if ( _this.gammaInput ) { + + pcolors[ poffset ] = color.r * color.r * intensity * intensity; + pcolors[ poffset + 1 ] = color.g * color.g * intensity * intensity; + pcolors[ poffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + pcolors[ poffset ] = color.r * intensity; + pcolors[ poffset + 1 ] = color.g * intensity; + pcolors[ poffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + ppositions[ poffset ] = position.x; + ppositions[ poffset + 1 ] = position.y; + ppositions[ poffset + 2 ] = position.z; + + pdistances[ plength ] = distance; + + plength += 1; + + } else if( light instanceof THREE.SpotLight ) { + + soffset = slength * 3; + + if ( _this.gammaInput ) { + + scolors[ soffset ] = color.r * color.r * intensity * intensity; + scolors[ soffset + 1 ] = color.g * color.g * intensity * intensity; + scolors[ soffset + 2 ] = color.b * color.b * intensity * intensity; + + } else { + + scolors[ soffset ] = color.r * intensity; + scolors[ soffset + 1 ] = color.g * intensity; + scolors[ soffset + 2 ] = color.b * intensity; + + } + + position = light.matrixWorld.getPosition(); + + spositions[ soffset ] = position.x; + spositions[ soffset + 1 ] = position.y; + spositions[ soffset + 2 ] = position.z; + + sdistances[ slength ] = distance; + + _direction.copy( position ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + sdirections[ soffset ] = _direction.x; + sdirections[ soffset + 1 ] = _direction.y; + sdirections[ soffset + 2 ] = _direction.z; + + sangles[ slength ] = Math.cos( light.angle ); + sexponents[ slength ] = light.exponent; + + slength += 1; + + } + + } + + // null eventual remains from removed lights + // (this is to avoid if in shader) + + for ( l = dlength * 3, ll = dcolors.length; l < ll; l ++ ) dcolors[ l ] = 0.0; + for ( l = plength * 3, ll = pcolors.length; l < ll; l ++ ) pcolors[ l ] = 0.0; + for ( l = slength * 3, ll = scolors.length; l < ll; l ++ ) scolors[ l ] = 0.0; + + zlights.directional.length = dlength; + zlights.point.length = plength; + zlights.spot.length = slength; + + zlights.ambient[ 0 ] = r; + zlights.ambient[ 1 ] = g; + zlights.ambient[ 2 ] = b; + + }; + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFace ) { + + if ( cullFace ) { + + if ( !frontFace || frontFace === "ccw" ) { + + _gl.frontFace( _gl.CCW ); + + } else { + + _gl.frontFace( _gl.CW ); + + } + + if( cullFace === "back" ) { + + _gl.cullFace( _gl.BACK ); + + } else if( cullFace === "front" ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.FRONT_AND_BACK ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } else { + + _gl.disable( _gl.CULL_FACE ); + + } + + }; + + this.setObjectFaces = function ( object ) { + + if ( _oldDoubleSided !== object.doubleSided ) { + + if ( object.doubleSided ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + _gl.enable( _gl.CULL_FACE ); + + } + + _oldDoubleSided = object.doubleSided; + + } + + if ( _oldFlipSided !== object.flipSided ) { + + if ( object.flipSided ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + _oldFlipSided = object.flipSided; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( _oldDepthTest !== depthTest ) { + + if ( depthTest ) { + + _gl.enable( _gl.DEPTH_TEST ); + + } else { + + _gl.disable( _gl.DEPTH_TEST ); + + } + + _oldDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( _oldDepthWrite !== depthWrite ) { + + _gl.depthMask( depthWrite ); + _oldDepthWrite = depthWrite; + + } + + }; + + function setLineWidth ( width ) { + + if ( width !== _oldLineWidth ) { + + _gl.lineWidth( width ); + + _oldLineWidth = width; + + } + + }; + + function setPolygonOffset ( polygonoffset, factor, units ) { + + if ( _oldPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + _gl.enable( _gl.POLYGON_OFFSET_FILL ); + + } else { + + _gl.disable( _gl.POLYGON_OFFSET_FILL ); + + } + + _oldPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { + + _gl.polygonOffset( factor, units ); + + _oldPolygonOffsetFactor = factor; + _oldPolygonOffsetUnits = units; + + } + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { + + if ( blending !== _oldBlending ) { + + switch ( blending ) { + + case THREE.NoBlending: + + _gl.disable( _gl.BLEND ); + + break; + + case THREE.AdditiveBlending: + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); + + break; + + case THREE.SubtractiveBlending: + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); + + break; + + case THREE.MultiplyBlending: + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); + + break; + + case THREE.CustomBlending: + + _gl.enable( _gl.BLEND ); + + break; + + default: + + _gl.enable( _gl.BLEND ); + _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); + _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); + + break; + + } + + _oldBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + if ( blendEquation !== _oldBlendEquation ) { + + _gl.blendEquation( paramThreeToGL( blendEquation ) ); + + _oldBlendEquation = blendEquation; + + } + + if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { + + _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); + + _oldBlendSrc = blendSrc; + _oldBlendDst = blendDst; + + } + + } else { + + _oldBlendEquation = null; + _oldBlendSrc = null; + _oldBlendDst = null; + + } + + }; + + // Shaders + + function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, parameters ) { + + var p, pl, program, code; + var chunks = []; + + // Generate code + + if ( shaderID ) { + + chunks.push( shaderID ); + + } else { + + chunks.push( fragmentShader ); + chunks.push( vertexShader ); + + } + + for ( p in parameters ) { + + chunks.push( p ); + chunks.push( parameters[ p ] ); + + } + + code = chunks.join(); + + // Check if code has been already compiled + + for ( p = 0, pl = _programs.length; p < pl; p ++ ) { + + if ( _programs[ p ].code === code ) { + + // console.log( "Code already compiled." /*: \n\n" + code*/ ); + + return _programs[ p ].program; + + } + + } + + //console.log( "building new program " ); + + // + + program = _gl.createProgram(); + + var prefix_vertex = [ + + "precision " + _precision + " float;", + + ( _maxVertexTextures > 0 ) ? "#define VERTEX_TEXTURES" : "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + "#define MAX_BONES " + parameters.maxBones, + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + parameters.skinning ? "#define USE_SKINNING" : "", + parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", + parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", + + "uniform mat4 objectMatrix;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform mat4 viewMatrix;", + "uniform mat3 normalMatrix;", + "uniform vec3 cameraPosition;", + + "attribute vec3 position;", + "attribute vec3 normal;", + "attribute vec2 uv;", + "attribute vec2 uv2;", + + "#ifdef USE_COLOR", + + "attribute vec3 color;", + + "#endif", + + "#ifdef USE_MORPHTARGETS", + + "attribute vec3 morphTarget0;", + "attribute vec3 morphTarget1;", + "attribute vec3 morphTarget2;", + "attribute vec3 morphTarget3;", + + "#ifdef USE_MORPHNORMALS", + + "attribute vec3 morphNormal0;", + "attribute vec3 morphNormal1;", + "attribute vec3 morphNormal2;", + "attribute vec3 morphNormal3;", + + "#else", + + "attribute vec3 morphTarget4;", + "attribute vec3 morphTarget5;", + "attribute vec3 morphTarget6;", + "attribute vec3 morphTarget7;", + + "#endif", + + "#endif", + + "#ifdef USE_SKINNING", + + "attribute vec4 skinVertexA;", + "attribute vec4 skinVertexB;", + "attribute vec4 skinIndex;", + "attribute vec4 skinWeight;", + + "#endif", + + "" + + ].join("\n"); + + var prefix_fragment = [ + + "precision " + _precision + " float;", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", + ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.metal ? "#define METAL" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + "uniform mat4 viewMatrix;", + "uniform vec3 cameraPosition;", + "" + + ].join("\n"); + + _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) ); + _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) ); + + _gl.linkProgram( program ); + + if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { + + console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); + + } + + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); + + program.uniforms = {}; + program.attributes = {}; + + var identifiers, u, a, i; + + // cache uniform locations + + identifiers = [ + + 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', + 'boneGlobalMatrices', 'morphTargetInfluences' + + ]; + + for ( u in uniforms ) { + + identifiers.push( u ); + + } + + cacheUniformLocations( program, identifiers ); + + // cache attributes locations + + identifiers = [ + + "position", "normal", "uv", "uv2", "tangent", "color", + "skinVertexA", "skinVertexB", "skinIndex", "skinWeight" + + ]; + + for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( "morphTarget" + i ); + + } + + for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( "morphNormal" + i ); + + } + + for ( a in attributes ) { + + identifiers.push( a ); + + } + + cacheAttributeLocations( program, identifiers ); + + program.id = _programs.length; + + _programs.push( { program: program, code: code } ); + + _this.info.memory.programs = _programs.length; + + return program; + + }; + + // Shader parameters cache + + function cacheUniformLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.uniforms[ id ] = _gl.getUniformLocation( program, id ); + + } + + }; + + function cacheAttributeLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.attributes[ id ] = _gl.getAttribLocation( program, id ); + + } + + }; + + function getShader ( type, string ) { + + var shader; + + if ( type === "fragment" ) { + + shader = _gl.createShader( _gl.FRAGMENT_SHADER ); + + } else if ( type === "vertex" ) { + + shader = _gl.createShader( _gl.VERTEX_SHADER ); + + } + + _gl.shaderSource( shader, string ); + _gl.compileShader( shader ); + + if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { + + console.error( _gl.getShaderInfoLog( shader ) ); + console.error( string ); + return null; + + } + + return shader; + + }; + + // Textures + + + function isPowerOfTwo ( value ) { + + return ( value & ( value - 1 ) ) === 0; + + }; + + function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { + + if ( isImagePowerOfTwo ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + } + + }; + + this.setTexture = function ( texture, slot ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.__webglInit ) { + + texture.__webglInit = true; + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + + var image = texture.image, + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); + + if ( texture instanceof THREE.DataTexture ) { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + } + + }; + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width <= maxSize && image.height <= maxSize ) { + + return image; + + } + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var maxDimension = Math.max( image.width, image.height ); + var newWidth = Math.floor( image.width * maxSize / maxDimension ); + var newHeight = Math.floor( image.height * maxSize / maxDimension ); + + var canvas = document.createElement( 'canvas' ); + canvas.width = newWidth; + canvas.height = newHeight; + + var ctx = canvas.getContext( "2d" ); + ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); + + return canvas; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.image.__webglTextureCube = _gl.createTexture(); + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( _this.autoScaleCubemaps ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); + + } else { + + cubeImage[ i ] = texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + } + + } + + }; + + function setCubeTextureDynamic ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); + + }; + + // Render targets + + function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); + + }; + + function setupRenderBuffer ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + /* For some reason this is not working. Defaulting to RGBA4. + } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + */ + } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + }; + + this.setRenderTarget = function ( renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget && ! renderTarget.__webglFramebuffer ) { + + if( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.__webglTexture = _gl.createTexture(); + + // Setup texture, create render and frame buffers + + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), + glFormat = paramThreeToGL( renderTarget.format ), + glType = paramThreeToGL( renderTarget.type ); + + if ( isCube ) { + + renderTarget.__webglFramebuffer = []; + renderTarget.__webglRenderbuffer = []; + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } else { + + renderTarget.__webglFramebuffer = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); + setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + } + + // Release everything + + if ( isCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); + + } + + var framebuffer, width, height, vx, vy; + + if ( renderTarget ) { + + if ( isCube ) { + + framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTarget.__webglFramebuffer; + + } + + width = renderTarget.width; + height = renderTarget.height; + + vx = 0; + vy = 0; + + } else { + + framebuffer = null; + + width = _viewportWidth; + height = _viewportHeight; + + vx = _viewportX; + vy = _viewportY; + + } + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.viewport( vx, vy, width, height ); + + _currentFramebuffer = framebuffer; + + } + + _currentWidth = width; + _currentHeight = height; + + }; + + function updateRenderTargetMipmap ( renderTarget ) { + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_2D ); + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + }; + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + switch ( f ) { + + case THREE.NearestFilter: + case THREE.NearestMipMapNearestFilter: + case THREE.NearestMipMapLinearFilter: return _gl.NEAREST; break; + + case THREE.LinearFilter: + case THREE.LinearMipMapNearestFilter: + case THREE.LinearMipMapLinearFilter: + default: + + return _gl.LINEAR; break; + + } + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + switch ( p ) { + + case THREE.RepeatWrapping: return _gl.REPEAT; break; + case THREE.ClampToEdgeWrapping: return _gl.CLAMP_TO_EDGE; break; + case THREE.MirroredRepeatWrapping: return _gl.MIRRORED_REPEAT; break; + + case THREE.NearestFilter: return _gl.NEAREST; break; + case THREE.NearestMipMapNearestFilter: return _gl.NEAREST_MIPMAP_NEAREST; break; + case THREE.NearestMipMapLinearFilter: return _gl.NEAREST_MIPMAP_LINEAR; break; + + case THREE.LinearFilter: return _gl.LINEAR; break; + case THREE.LinearMipMapNearestFilter: return _gl.LINEAR_MIPMAP_NEAREST; break; + case THREE.LinearMipMapLinearFilter: return _gl.LINEAR_MIPMAP_LINEAR; break; + + case THREE.ByteType: return _gl.BYTE; break; + case THREE.UnsignedByteType: return _gl.UNSIGNED_BYTE; break; + case THREE.ShortType: return _gl.SHORT; break; + case THREE.UnsignedShortType: return _gl.UNSIGNED_SHORT; break; + case THREE.IntType: return _gl.INT; break; + case THREE.UnsignedIntType: return _gl.UNSIGNED_INT; break; + case THREE.FloatType: return _gl.FLOAT; break; + + case THREE.AlphaFormat: return _gl.ALPHA; break; + case THREE.RGBFormat: return _gl.RGB; break; + case THREE.RGBAFormat: return _gl.RGBA; break; + case THREE.LuminanceFormat: return _gl.LUMINANCE; break; + case THREE.LuminanceAlphaFormat: return _gl.LUMINANCE_ALPHA; break; + + case THREE.AddEquation: return _gl.FUNC_ADD; break; + case THREE.SubtractEquation: return _gl.FUNC_SUBTRACT; break; + case THREE.ReverseSubtractEquation: return _gl.FUNC_REVERSE_SUBTRACT; break; + + case THREE.ZeroFactor: return _gl.ZERO; break; + case THREE.OneFactor: return _gl.ONE; break; + case THREE.SrcColorFactor: return _gl.SRC_COLOR; break; + case THREE.OneMinusSrcColorFactor: return _gl.ONE_MINUS_SRC_COLOR; break; + case THREE.SrcAlphaFactor: return _gl.SRC_ALPHA; break; + case THREE.OneMinusSrcAlphaFactor: return _gl.ONE_MINUS_SRC_ALPHA; break; + case THREE.DstAlphaFactor: return _gl.DST_ALPHA; break; + case THREE.OneMinusDstAlphaFactor: return _gl.ONE_MINUS_DST_ALPHA; break; + + case THREE.DstColorFactor: return _gl.DST_COLOR; break; + case THREE.OneMinusDstColorFactor: return _gl.ONE_MINUS_DST_COLOR; break; + case THREE.SrcAlphaSaturateFactor: return _gl.SRC_ALPHA_SATURATE; break; + + } + + return 0; + + }; + + // Allocations + + function allocateBones ( object ) { + + // 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 maxBones = 50; + + if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { + + maxBones = object.bones.length; + + } + + return maxBones; + + }; + + function allocateLights ( lights ) { + + var l, ll, light, dirLights, pointLights, spotLights, maxDirLights, maxPointLights, maxSpotLights; + + dirLights = pointLights = spotLights = maxDirLights = maxPointLights = maxSpotLights = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + if ( light instanceof THREE.DirectionalLight ) dirLights ++; + if ( light instanceof THREE.PointLight ) pointLights ++; + if ( light instanceof THREE.SpotLight ) spotLights ++; + + } + + if ( ( pointLights + spotLights + dirLights ) <= _maxLights ) { + + maxDirLights = dirLights; + maxPointLights = pointLights; + maxSpotLights = spotLights; + + } else { + + maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); + maxPointLights = _maxLights - maxDirLights; + maxSpotLights = maxPointLights; // this is not really correct + + } + + return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights }; + + }; + + function allocateShadows ( lights ) { + + var l, ll, light, maxShadows = 0; + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight ) maxShadows ++; + if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + }; + + // Initialization + + function initGL () { + + var gl; + + try { + + if ( ! ( gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { + + throw 'Error creating WebGL context.'; + + } + + } catch ( error ) { + + console.error( error ); + + } + + if ( ! gl.getExtension( 'OES_texture_float' ) ) { + + console.log( 'THREE.WebGLRenderer: Float textures not supported.' ); + + } + + return gl; + + }; + + function setDefaultGLState () { + + _gl.clearColor( 0, 0, 0, 1 ); + _gl.clearDepth( 1 ); + _gl.clearStencil( 0 ); + + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthFunc( _gl.LEQUAL ); + + _gl.frontFace( _gl.CCW ); + _gl.cullFace( _gl.BACK ); + _gl.enable( _gl.CULL_FACE ); + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + // default plugins (order is important) + + this.shadowMapPlugin = new THREE.ShadowMapPlugin(); + this.addPrePlugin( this.shadowMapPlugin ); + + this.addPostPlugin( new THREE.SpritePlugin() ); + this.addPostPlugin( new THREE.LensFlarePlugin() ); + +}; +/** + * @author szimek / https://github.com/szimek/ + */ + +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.width = width; + this.height = height; + + options = options || {}; + + this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; + this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; + this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + + this.generateMipmaps = true; + +}; + +THREE.WebGLRenderTarget.prototype.clone = function() { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.minFilter = this.minFilter; + + tmp.offset.copy( this.offset ); + tmp.repeat.copy( this.repeat ); + + tmp.format = this.format; + tmp.type = this.type; + + tmp.depthBuffer = this.depthBuffer; + tmp.stencilBuffer = this.stencilBuffer; + + return tmp; + +}; +/** + * @author alteredq / http://alteredqualia.com + */ + +THREE.WebGLRenderTargetCube = function ( width, height, options ) { + + THREE.WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + +}; + +THREE.WebGLRenderTargetCube.prototype = new THREE.WebGLRenderTarget(); +THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableVertex = function () { + + this.positionWorld = new THREE.Vector3(); + this.positionScreen = new THREE.Vector4(); + + this.visible = true; + +}; + +THREE.RenderableVertex.prototype.copy = function ( vertex ) { + + this.positionWorld.copy( vertex.positionWorld ); + this.positionScreen.copy( vertex.positionScreen ); + +} +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableFace3 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.faceMaterial = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableFace4 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + this.v4 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + this.material = null; + this.faceMaterial = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableObject = function () { + + this.object = null; + this.z = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableParticle = function () { + + this.x = null; + this.y = null; + this.z = null; + + this.rotation = null; + this.scale = new THREE.Vector2(); + + this.material = null; + +}; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.RenderableLine = function () { + + this.z = null; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + + this.material = null; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ColorUtils = { + + adjustHSV : function ( color, h, s, v ) { + + var hsv = THREE.ColorUtils.__hsv; + + THREE.ColorUtils.rgbToHsv( color, hsv ); + + hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); + hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); + hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); + + color.setHSV( hsv.h, hsv.s, hsv.v ); + + }, + + // based on MochiKit implementation by Bob Ippolito + + rgbToHsv : function ( color, hsv ) { + + var r = color.r; + var g = color.g; + var b = color.b; + + var max = Math.max( Math.max( r, g ), b ); + var min = Math.min( Math.min( r, g ), b ); + + var hue; + var saturation; + var value = max; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = ( max - min ); + saturation = delta / max; + + if ( r === max ) { + + hue = ( g - b ) / delta; + + } else if ( g === max ) { + + hue = 2 + ( ( b - r ) / delta ); + + } else { + + hue = 4 + ( ( r - g ) / delta ); + } + + hue /= 6; + + if ( hue < 0 ) { + + hue += 1; + + } + + if ( hue > 1 ) { + + hue -= 1; + + } + + } + + if ( hsv === undefined ) { + + hsv = { h: 0, s: 0, v: 0 }; + + } + + hsv.h = hue; + hsv.s = saturation; + hsv.v = value; + + return hsv; + + } + +}; + +THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryUtils = { + + // Merge two geometries or geometry and geometry from object (using object's transform) + + merge: function ( geometry1, object2 /* mesh | geometry */ ) { + + var matrix, matrixRotation, + vertexOffset = geometry1.vertices.length, + uvPosition = geometry1.faceVertexUvs[ 0 ].length, + geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, + vertices1 = geometry1.vertices, + vertices2 = geometry2.vertices, + faces1 = geometry1.faces, + faces2 = geometry2.faces, + uvs1 = geometry1.faceVertexUvs[ 0 ], + uvs2 = geometry2.faceVertexUvs[ 0 ]; + + var geo1MaterialsMap = {}; + + for ( var i = 0; i < geometry1.materials.length; i ++ ) { + + var id = geometry1.materials[ i ].id; + + geo1MaterialsMap[ id ] = i; + + } + + if ( object2 instanceof THREE.Mesh ) { + + object2.matrixAutoUpdate && object2.updateMatrix(); + + matrix = object2.matrix; + matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix, object2.scale ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix ) matrix.multiplyVector3( vertexCopy ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + if ( face instanceof THREE.Face3 ) { + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + + } else if ( face instanceof THREE.Face4 ) { + + faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); + + } + + faceCopy.normal.copy( face.normal ); + + if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); + + 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() ); + + } + + if ( face.materialIndex !== undefined ) { + + var material2 = geometry2.materials[ face.materialIndex ]; + var materialId2 = material2.id; + + var materialIndex = geo1MaterialsMap[ materialId2 ]; + + if ( materialIndex === undefined ) { + + materialIndex = geometry1.materials.length; + geo1MaterialsMap[ materialId2 ] = materialIndex; + + geometry1.materials.push( material2 ); + + } + + faceCopy.materialIndex = materialIndex; + + } + + faceCopy.centroid.copy( face.centroid ); + if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + clone: function ( geometry ) { + + var cloneGeo = new THREE.Geometry(); + + var i, il; + + var vertices = geometry.vertices, + faces = geometry.faces, + uvs = geometry.faceVertexUvs[ 0 ]; + + // materials + + if ( geometry.materials ) { + + cloneGeo.materials = geometry.materials.slice(); + + } + + // vertices + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + var vertex = vertices[ i ]; + + cloneGeo.vertices.push( vertex.clone() ); + + } + + // faces + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + var face = faces[ i ]; + + cloneGeo.faces.push( face.clone() ); + + } + + // uvs + + for ( i = 0, il = uvs.length; i < il; i ++ ) { + + var uv = uvs[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); + + } + + return cloneGeo; + + }, + + // Get random point in triangle (via barycentric coordinates) + // (uniform distribution) + // http://www.cgafaq.info/wiki/Random_Point_In_Triangle + + randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { + + var a, b, c, + point = new THREE.Vector3(), + tmp = THREE.GeometryUtils.__v1; + + a = THREE.GeometryUtils.random(); + b = THREE.GeometryUtils.random(); + + if ( ( a + b ) > 1 ) { + + a = 1 - a; + b = 1 - b; + + } + + c = 1 - a - b; + + point.copy( vectorA ); + point.multiplyScalar( a ); + + tmp.copy( vectorB ); + tmp.multiplyScalar( b ); + + point.addSelf( tmp ); + + tmp.copy( vectorC ); + tmp.multiplyScalar( c ); + + point.addSelf( tmp ); + + return point; + + }, + + // Get random point in face (triangle / quad) + // (uniform distribution) + + randomPointInFace: function ( face, geometry, useCachedAreas ) { + + var vA, vB, vC, vD; + + if ( face instanceof THREE.Face3 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + vD = geometry.vertices[ face.d ]; + + var area1, area2; + + if ( useCachedAreas ) { + + if ( face._area1 && face._area2 ) { + + area1 = face._area1; + area2 = face._area2; + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area1 = area1; + face._area2 = area2; + + } + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + } + + var r = THREE.GeometryUtils.random() * ( area1 + area2 ); + + if ( r < area1 ) { + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); + + } else { + + return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); + + } + + } + + }, + + // Get uniformly distributed random points in mesh + // - create array with cumulative sums of face areas + // - pick random number from 0 to total area + // - find corresponding place in area array by binary search + // - get random point in face + + randomPointsInGeometry: function ( geometry, n ) { + + var face, i, + faces = geometry.faces, + vertices = geometry.vertices, + il = faces.length, + totalArea = 0, + cumulativeAreas = [], + vA, vB, vC, vD; + + // precompute face areas + + for ( i = 0; i < il; i ++ ) { + + face = faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + + face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + vD = vertices[ face.d ]; + + face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area = face._area1 + face._area2; + + } + + totalArea += face._area; + + cumulativeAreas[ i ] = totalArea; + + } + + // binary search cumulative areas array + + function binarySearchIndices( value ) { + + function binarySearch( start, end ) { + + // return closest larger index + // if exact number is not found + + if ( end < start ) + return start; + + var mid = start + Math.floor( ( end - start ) / 2 ); + + if ( cumulativeAreas[ mid ] > value ) { + + return binarySearch( start, mid - 1 ); + + } else if ( cumulativeAreas[ mid ] < value ) { + + return binarySearch( mid + 1, end ); + + } else { + + return mid; + + } + + } + + var result = binarySearch( 0, cumulativeAreas.length - 1 ) + return result; + + } + + // pick random face weighted by face area + + var r, index, + result = []; + + var stats = {}; + + for ( i = 0; i < n; i ++ ) { + + r = THREE.GeometryUtils.random() * totalArea; + + index = binarySearchIndices( r ); + + result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); + + if ( ! stats[ index ] ) { + + stats[ index ] = 1; + + } else { + + stats[ index ] += 1; + + } + + } + + return result; + + }, + + // Get triangle area (by Heron's formula) + // http://en.wikipedia.org/wiki/Heron%27s_formula + + triangleArea: function ( vectorA, vectorB, vectorC ) { + + var s, a, b, c, + tmp = THREE.GeometryUtils.__v1; + + tmp.sub( vectorA, vectorB ); + a = tmp.length(); + + tmp.sub( vectorA, vectorC ); + b = tmp.length(); + + tmp.sub( vectorB, vectorC ); + c = tmp.length(); + + s = 0.5 * ( a + b + c ); + + return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); + + }, + + // Center geometry so that 0,0,0 is in center of bounding box + + center: function ( geometry ) { + + geometry.computeBoundingBox(); + + var bb = geometry.boundingBox; + + var offset = new THREE.Vector3(); + + offset.add( bb.min, bb.max ); + offset.multiplyScalar( -0.5 ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); + geometry.computeBoundingBox(); + + return offset; + + }, + + // Normalize UVs to be from <0,1> + // (for now just the first set of UVs) + + normalizeUVs: function ( geometry ) { + + var uvSet = geometry.faceVertexUvs[ 0 ]; + + for ( var i = 0, il = uvSet.length; i < il; i ++ ) { + + var uvs = uvSet[ i ]; + + for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { + + // texture repeat + + if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); + if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); + + } + + } + + }, + + triangulateQuads: function ( geometry ) { + + var i, il, j, jl; + + var faces = []; + var faceUvs = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { + + faceUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var triA = new THREE.Face3(); + var triB = new THREE.Face3(); + + triA.color.copy( face.color ); + triB.color.copy( face.color ); + + triA.materialIndex = face.materialIndex; + triB.materialIndex = face.materialIndex; + + triA.a = a; + triA.b = b; + triA.c = d; + + triB.a = b; + triB.b = c; + triB.c = d; + + if ( face.vertexColors.length === 4 ) { + + triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); + triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); + triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); + triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); + triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + } + + faces.push( triA, triB ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + var uvs = geometry.faceVertexUvs[ j ][ i ]; + + var uvA = uvs[ 0 ]; + var uvB = uvs[ 1 ]; + var uvC = uvs[ 2 ]; + var uvD = uvs[ 3 ]; + + var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; + var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + if ( geometry.faceUvs[ j ].length ) { + + var faceUv = geometry.faceUvs[ j ][ i ]; + + faceUvs[ j ].push( faceUv, faceUv ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + faceUvs[ j ].push( geometry.faceUvs[ j ] ); + + } + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ] ); + + } + + } + + } + + geometry.faces = faces; + geometry.faceUvs = faceUvs; + geometry.faceVertexUvs = faceVertexUvs; + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + geometry.computeVertexNormals(); + + if ( geometry.hasTangents ) geometry.computeTangents(); + + }, + + // Make all faces use unique vertices + // so that each face can be separated from others + + explode: function( geometry ) { + + var vertices = []; + + for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var n = vertices.length; + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + var vd = geometry.vertices[ d ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + vertices.push( vd.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + face.d = n + 3; + + } else { + + var a = face.a; + var b = face.b; + var c = face.c; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + + } + + } + + geometry.vertices = vertices; + delete geometry.__tmpVertices; + + }, + + // Break faces with edges longer than maxEdgeLength + // - not recursive + + tessellate: function ( geometry, maxEdgeLength ) { + + var i, il, face, + a, b, c, d, + va, vb, vc, vd, + dab, dbc, dac, dcd, dad, + m, m1, m2, + vm, vm1, vm2, + vnm, vnm1, vnm2, + vcm, vcm1, vcm2, + triA, triB, + quadA, quadB, + edge; + + var faces = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + a = face.a; + b = face.b; + c = face.c; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dac = va.distanceTo( vc ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { + + m = geometry.vertices.length; + + triA = face.clone(); + triB = face.clone(); + + if ( dab >= dbc && dab >= dac ) { + + vm = va.clone(); + vm.lerpSelf( vb, 0.5 ); + + triA.a = a; + triA.b = m; + triA.c = c; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + triA.vertexNormals[ 1 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + triA.vertexColors[ 1 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 0; + + } else if ( dbc >= dab && dbc >= dac ) { + + vm = vb.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = c; + triB.c = a; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 1 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + + triB.vertexNormals[ 0 ].copy( vnm ); + triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); + triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 1 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + + triB.vertexColors[ 0 ].copy( vcm ); + triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); + triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); + + } + + edge = 1; + + } else { + + vm = va.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 2; + + } + + faces.push( triA, triB ); + geometry.vertices.push( vm ); + + var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + + // AB + + if ( edge === 0 ) { + + uvM = uvA.clone(); + uvM.lerpSelf( uvB, 0.5 ); + + uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + // BC + + } else if ( edge === 1 ) { + + uvM = uvB.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; + + // AC + + } else { + + uvM = uvA.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } else { + + a = face.a; + b = face.b; + c = face.c; + d = face.d; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + vd = geometry.vertices[ d ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dcd = vc.distanceTo( vd ); + dad = va.distanceTo( vd ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { + + m1 = geometry.vertices.length; + m2 = geometry.vertices.length + 1; + + quadA = face.clone(); + quadB = face.clone(); + + if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { + + vm1 = va.clone(); + vm1.lerpSelf( vb, 0.5 ); + + vm2 = vc.clone(); + vm2.lerpSelf( vd, 0.5 ); + + quadA.a = a; + quadA.b = m1; + quadA.c = m2; + quadA.d = d; + + quadB.a = m1; + quadB.b = b; + quadB.c = c; + quadB.d = m2; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 0 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + vnm2 = face.vertexNormals[ 2 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); + + quadA.vertexNormals[ 1 ].copy( vnm1 ); + quadA.vertexNormals[ 2 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm1 ); + quadB.vertexNormals[ 3 ].copy( vnm2 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 0 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + vcm2 = face.vertexColors[ 2 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); + + quadA.vertexColors[ 1 ].copy( vcm1 ); + quadA.vertexColors[ 2 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm1 ); + quadB.vertexColors[ 3 ].copy( vcm2 ); + + } + + edge = 0; + + } else { + + vm1 = vb.clone(); + vm1.lerpSelf( vc, 0.5 ); + + vm2 = vd.clone(); + vm2.lerpSelf( va, 0.5 ); + + quadA.a = a; + quadA.b = b; + quadA.c = m1; + quadA.d = m2; + + quadB.a = m2; + quadB.b = m1; + quadB.c = c; + quadB.d = d; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 1 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + vnm2 = face.vertexNormals[ 3 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); + + quadA.vertexNormals[ 2 ].copy( vnm1 ); + quadA.vertexNormals[ 3 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm2 ); + quadB.vertexNormals[ 1 ].copy( vnm1 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 1 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + vcm2 = face.vertexColors[ 3 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); + + quadA.vertexColors[ 2 ].copy( vcm1 ); + quadA.vertexColors[ 3 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm2 ); + quadB.vertexColors[ 1 ].copy( vcm1 ); + + } + + edge = 1; + + } + + faces.push( quadA, quadB ); + geometry.vertices.push( vm1, vm2 ); + + var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + uvD = uvs[ 3 ]; + + // AB + CD + + if ( edge === 0 ) { + + uvM1 = uvA.clone(); + uvM1.lerpSelf( uvB, 0.5 ); + + uvM2 = uvC.clone(); + uvM2.lerpSelf( uvD, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; + uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; + + // BC + AD + + } else { + + uvM1 = uvB.clone(); + uvM1.lerpSelf( uvC, 0.5 ); + + uvM2 = uvD.clone(); + uvM2.lerpSelf( uvA, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; + uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } + + } + + geometry.faces = faces; + geometry.faceVertexUvs = faceVertexUvs; + + } + +}; + +THREE.GeometryUtils.random = THREE.Math.random16; + +THREE.GeometryUtils.__v1 = new THREE.Vector3(); +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageUtils = { + + crossOrigin: 'anonymous', + + loadTexture: function ( path, mapping, callback ) { + + var image = new Image(), texture = new THREE.Texture( image, mapping ); + + image.onload = function () { texture.needsUpdate = true; if ( callback ) callback( this ); }; + image.crossOrigin = this.crossOrigin; + image.src = path; + + return texture; + + }, + + loadTextureCube: function ( array, mapping, callback ) { + + var i, l, images = [], texture = new THREE.Texture( images, mapping ); + + images.loadCount = 0; + + for ( i = 0, l = array.length; i < l; ++ i ) { + + images[ i ] = new Image(); + images[ i ].onload = function () { + + images.loadCount += 1; + if ( images.loadCount === 6 ) texture.needsUpdate = true; + if ( callback ) callback( this ); + + }; + + images[ i ].crossOrigin = this.crossOrigin; + images[ i ].src = array[ i ]; + + } + + return texture; + + }, + + getNormalMap: function ( image, depth ) { + + // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ + + var cross = function ( a, b ) { + + return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; + + } + + var subtract = function ( a, b ) { + + return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; + + } + + var normalize = function ( a ) { + + var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); + return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; + + } + + depth = depth | 1; + + var width = image.width; + var height = image.height; + + var canvas = document.createElement( 'canvas' ); + canvas.width = width; + canvas.height = height; + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0 ); + + var data = context.getImageData( 0, 0, width, height ).data; + var imageData = context.createImageData( width, height ); + var output = imageData.data; + + for ( var x = 0; x < width; x ++ ) { + + for ( var y = 0; y < height; y ++ ) { + + var ly = y - 1 < 0 ? 0 : y - 1; + var uy = y + 1 > height - 1 ? height - 1 : y + 1; + var lx = x - 1 < 0 ? 0 : x - 1; + var ux = x + 1 > width - 1 ? width - 1 : x + 1; + + var points = []; + var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; + points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); + + var normals = []; + var num_points = points.length; + + for ( var i = 0; i < num_points; i ++ ) { + + var v1 = points[ i ]; + var v2 = points[ ( i + 1 ) % num_points ]; + v1 = subtract( v1, origin ); + v2 = subtract( v2, origin ); + normals.push( normalize( cross( v1, v2 ) ) ); + + } + + var normal = [ 0, 0, 0 ]; + + for ( var i = 0; i < normals.length; i ++ ) { + + normal[ 0 ] += normals[ i ][ 0 ]; + normal[ 1 ] += normals[ i ][ 1 ]; + normal[ 2 ] += normals[ i ][ 2 ]; + + } + + normal[ 0 ] /= normals.length; + normal[ 1 ] /= normals.length; + normal[ 2 ] /= normals.length; + + var idx = ( y * width + x ) * 4; + + output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 / 2.0 ) * 255 ) | 0; + output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; + output[ idx + 3 ] = 255; + + } + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + }, + + generateDataTexture: function ( width, height, color ) { + + var size = width * height; + var data = new Uint8Array( 3 * size ); + + var r = Math.floor( color.r * 255 ); + var g = Math.floor( color.g * 255 ); + var b = Math.floor( color.b * 255 ); + + for ( var i = 0; i < size; i ++ ) { + + data[ i * 3 ] = r; + data[ i * 3 + 1 ] = g; + data[ i * 3 + 2 ] = b; + + } + + var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); + texture.needsUpdate = true; + + return texture; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + showHierarchy : function ( root, visible ) { + + THREE.SceneUtils.traverseHierarchy( root, function( node ) { node.visible = visible; } ); + + }, + + traverseHierarchy : function ( root, callback ) { + + var n, i, l = root.children.length; + + for ( i = 0; i < l; i ++ ) { + + n = root.children[ i ]; + + callback( n ); + + THREE.SceneUtils.traverseHierarchy( n, callback ); + + } + + }, + + createMultiMaterialObject : function ( geometry, materials ) { + + var i, il = materials.length, + group = new THREE.Object3D(); + + for ( i = 0; i < il; i ++ ) { + + var object = new THREE.Mesh( geometry, materials[ i ] ); + group.add( object ); + + } + + return group; + + }, + + cloneObject: function ( source ) { + + var object; + + // subclass specific properties + // (must process in order from more specific subclasses to more abstract classes) + + if ( source instanceof THREE.MorphAnimMesh ) { + + object = new THREE.MorphAnimMesh( source.geometry, source.material ); + + object.duration = source.duration; + object.mirroredLoop = source.mirroredLoop; + object.time = source.time; + + object.lastKeyframe = source.lastKeyframe; + object.currentKeyframe = source.currentKeyframe; + + object.direction = source.direction; + object.directionBackwards = source.directionBackwards; + + } else if ( source instanceof THREE.SkinnedMesh ) { + + object = new THREE.SkinnedMesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Mesh ) { + + object = new THREE.Mesh( source.geometry, source.material ); + + } else if ( source instanceof THREE.Line ) { + + object = new THREE.Line( source.geometry, source.material, source.type ); + + } else if ( source instanceof THREE.Ribbon ) { + + object = new THREE.Ribbon( source.geometry, source.material ); + + } else if ( source instanceof THREE.ParticleSystem ) { + + object = new THREE.ParticleSystem( source.geometry, source.material ); + object.sortParticles = source.sortParticles; + + } else if ( source instanceof THREE.Particle ) { + + object = new THREE.Particle( source.material ); + + } else if ( source instanceof THREE.Sprite ) { + + object = new THREE.Sprite( {} ); + + object.color.copy( source.color ); + object.map = source.map; + object.blending = source.blending; + + object.useScreenCoordinates = source.useScreenCoordinates; + object.mergeWith3D = source.mergeWith3D; + object.affectedByDistance = source.affectedByDistance; + object.scaleByViewport = source.scaleByViewport; + object.alignment = source.alignment; + + object.rotation3d.copy( source.rotation3d ); + object.rotation = source.rotation; + object.opacity = source.opacity; + + object.uvOffset.copy( source.uvOffset ); + object.uvScale.copy( source.uvScale); + + } else if ( source instanceof THREE.LOD ) { + + object = new THREE.LOD(); + + } else if ( source instanceof THREE.MarchingCubes ) { + + object = new THREE.MarchingCubes( source.resolution, source.material ); + object.field.set( source.field ); + object.isolation = source.isolation; + + } else if ( source instanceof THREE.Object3D ) { + + object = new THREE.Object3D(); + + } + + // base class properties + + object.name = source.name; + + object.parent = source.parent; + + object.up.copy( source.up ); + + object.position.copy( source.position ); + + // because of Sprite madness + + if ( object.rotation instanceof THREE.Vector3 ) + object.rotation.copy( source.rotation ); + + object.eulerOrder = source.eulerOrder; + + object.scale.copy( source.scale ); + + object.dynamic = source.dynamic; + + object.doubleSided = source.doubleSided; + object.flipSided = source.flipSided; + + object.renderDepth = source.renderDepth; + + object.rotationAutoUpdate = source.rotationAutoUpdate; + + object.matrix.copy( source.matrix ); + object.matrixWorld.copy( source.matrixWorld ); + object.matrixRotationWorld.copy( source.matrixRotationWorld ); + + object.matrixAutoUpdate = source.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + object.quaternion.copy( source.quaternion ); + object.useQuaternion = source.useQuaternion; + + object.boundRadius = source.boundRadius; + object.boundRadiusScale = source.boundRadiusScale; + + object.visible = source.visible; + + object.castShadow = source.castShadow; + object.receiveShadow = source.receiveShadow; + + object.frustumCulled = source.frustumCulled; + + // children + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = THREE.SceneUtils.cloneObject( source.children[ i ] ); + object.children[ i ] = child; + + child.parent = object; + + } + + // LODs need to be patched separately to use cloned children + + if ( source instanceof THREE.LOD ) { + + for ( var i = 0; i < source.LODs.length; i ++ ) { + + var lod = source.LODs[ i ]; + object.LODs[ i ] = { visibleAtDistance: lod.visibleAtDistance, object3D: object.children[ i ] }; + + } + + } + + return object; + + }, + + detach : function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + var matrixWorldInverse = new THREE.Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + * + * ShaderUtils currently contains: + * + * fresnel + * normal + * cube + * + */ + +if ( THREE.WebGLRenderer ) { + +THREE.ShaderUtils = { + + lib: { + + /* ------------------------------------------------------------------------- + // Fresnel shader + // - based on Nvidia Cg tutorial + ------------------------------------------------------------------------- */ + + 'fresnel': { + + uniforms: { + + "mRefractionRatio": { type: "f", value: 1.02 }, + "mFresnelBias": { type: "f", value: 0.1 }, + "mFresnelPower": { type: "f", value: 2.0 }, + "mFresnelScale": { type: "f", value: 1.0 }, + "tCube": { type: "t", value: 1, texture: null } + + }, + + fragmentShader: [ + + "uniform samplerCube tCube;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", + + "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", + "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", + "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", + "refractedColor.a = 1.0;", + + "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", + + "}" + + ].join("\n"), + + vertexShader: [ + + "uniform float mRefractionRatio;", + "uniform float mFresnelBias;", + "uniform float mFresnelScale;", + "uniform float mFresnelPower;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + + "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );", + + "vec3 I = mPosition.xyz - cameraPosition;", + + "vReflect = reflect( I, nWorld );", + "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", + "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", + "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", + "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Normal map shader + // - Blinn-Phong + // - normal + diffuse + specular + AO + displacement + reflection + shadow maps + // - point and directional lights (use with "lights: true" material option) + ------------------------------------------------------------------------- */ + + 'normal' : { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + + "enableAO" : { type: "i", value: 0 }, + "enableDiffuse" : { type: "i", value: 0 }, + "enableSpecular" : { type: "i", value: 0 }, + "enableReflection": { type: "i", value: 0 }, + + "tDiffuse" : { type: "t", value: 0, texture: null }, + "tCube" : { type: "t", value: 1, texture: null }, + "tNormal" : { type: "t", value: 2, texture: null }, + "tSpecular" : { type: "t", value: 3, texture: null }, + "tAO" : { type: "t", value: 4, texture: null }, + "tDisplacement": { type: "t", value: 5, texture: null }, + + "uNormalScale": { type: "f", value: 1.0 }, + + "uDisplacementBias": { type: "f", value: 0.0 }, + "uDisplacementScale": { type: "f", value: 1.0 }, + + "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, + "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uShininess": { type: "f", value: 30 }, + "uOpacity": { type: "f", value: 1 }, + + "uReflectivity": { type: "f", value: 0.5 }, + + "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, + "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + + } + + ] ), + + fragmentShader: [ + + "uniform vec3 uAmbientColor;", + "uniform vec3 uDiffuseColor;", + "uniform vec3 uSpecularColor;", + "uniform float uShininess;", + "uniform float uOpacity;", + + "uniform bool enableDiffuse;", + "uniform bool enableSpecular;", + "uniform bool enableAO;", + "uniform bool enableReflection;", + + "uniform sampler2D tDiffuse;", + "uniform sampler2D tNormal;", + "uniform sampler2D tSpecular;", + "uniform sampler2D tAO;", + + "uniform samplerCube tCube;", + + "uniform float uNormalScale;", + "uniform float uReflectivity;", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + "#endif", + + "#ifdef WRAP_AROUND", + "uniform vec3 wrapRGB;", + "#endif", + + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", + + "vec3 specularTex = vec3( 1.0 );", + + "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", + "normalTex.xy *= uNormalScale;", + "normalTex = normalize( normalTex );", + + "if( enableDiffuse ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( tDiffuse, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", + + "#endif", + + "}", + + "if( enableAO ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 aoColor = texture2D( tAO, vUv );", + "aoColor.xyz *= aoColor.xyz;", + + "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", + + "#endif", + + "}", + + "if( enableSpecular )", + "specularTex = texture2D( tSpecular, vUv ).xyz;", + + "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", + "vec3 finalNormal = tsb * normalTex;", + + "vec3 normal = normalize( finalNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec3 pointVector = normalize( vPointLight[ i ].xyz );", + "float pointDistance = vPointLight[ i ].w;", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + + "#endif", + + "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", + + // specular + + "vec3 pointHalfVector = normalize( pointVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", + + "#else", + + "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // directional lights + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", + "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", + + "#endif", + + "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // all lights contribution summation + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;", + + "if ( enableReflection ) {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "vec3 vReflect = reflect( normalize( wPos ), normal );", + + "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", + + "}", + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n"), + + vertexShader: [ + + "attribute vec4 tangent;", + + "uniform vec2 uOffset;", + "uniform vec2 uRepeat;", + + "#ifdef VERTEX_TEXTURES", + + "uniform sampler2D tDisplacement;", + "uniform float uDisplacementScale;", + "uniform float uDisplacementBias;", + + "#endif", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "vViewPosition = -mvPosition.xyz;", + + // normal, tangent and binormal vectors + + "vNormal = normalMatrix * normal;", + "vTangent = normalMatrix * tangent.xyz;", + "vBinormal = cross( vNormal, vTangent ) * tangent.w;", + + "vUv = uv * uRepeat + uOffset;", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + // displacement mapping + + "#ifdef VERTEX_TEXTURES", + + "vec3 dv = texture2D( tDisplacement, uv ).xyz;", + "float df = uDisplacementScale * dv.x + uDisplacementBias;", + "vec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;", + "gl_Position = projectionMatrix * displacedPosition;", + + "#else", + + "gl_Position = projectionMatrix * mvPosition;", + + "#endif", + + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: 1, texture: null }, + "tFlip": { type: "f", value: -1 } }, + + vertexShader: [ + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + "vViewPosition = cameraPosition - mPosition.xyz;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform samplerCube tCube;", + "uniform float tFlip;", + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", + + "}" + + ].join("\n") + + } + + } + +}; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BufferGeometry = function () { + + this.id = THREE.GeometryCount ++; + + // GL buffers + + this.vertexIndexBuffer = null; + this.vertexPositionBuffer = null; + this.vertexNormalBuffer = null; + this.vertexUvBuffer = null; + this.vertexColorBuffer = null; + + // typed arrays (kept only if dynamic flag is set) + + this.vertexIndexArray = null; + this.vertexPositionArray = null; + this.vertexNormalArray = null; + this.vertexUvArray = null; + this.vertexColorArray = null; + + this.dynamic = false; + + // boundings + + this.boundingBox = null; + this.boundingSphere = null; + + // for compatibility + + this.morphTargets = []; + +}; + +THREE.BufferGeometry.prototype = { + + constructor : THREE.BufferGeometry, + + // for compatibility + + computeBoundingBox: function () { + + }, + + // for compatibility + + computeBoundingSphere: function () { + + } + + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTagentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This file contains following classes: + * + * -- 2d classes -- + * THREE.Curve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * THREE.ClosedSplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +THREE.Curve = function () { + +}; + +// Virtual base class method to overwrite and implement in subclasses +// - t [0 .. 1] + +THREE.Curve.prototype.getPoint = function ( t ) { + + console.log( "Warning, getPoint() not implemented!" ); + return null; + +}; + +// Get point at relative position in curve according to arc length +// - u [0 .. 1] + +THREE.Curve.prototype.getPointAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + +}; + +// Get sequence of points using getPoint( t ) + +THREE.Curve.prototype.getPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPoint( d / divisions ) ); + + } + + return pts; + +}; + +// Get sequence of points using getPointAt( u ) + +THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPointAt( d / divisions ) ); + + } + + return pts; + +}; + +// Get total curve arc length + +THREE.Curve.prototype.getLength = function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + +}; + +// Get list of cumulative segment lengths + +THREE.Curve.prototype.getLengths = function ( divisions ) { + + if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length == divisions + 1 ) + && !this.needsUpdate) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + +}; + + +THREE.Curve.prototype.updateArcLengths = function() { + this.needsUpdate = true; + this.getLengths(); +}; + +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance + +THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + continue; + + } else if ( comparison > 0 ) { + + high = i - 1; + continue; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] == targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolatation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il -1 ); + + return t; + +}; + + +// In 2D space, there are actually 2 normal vectors, +// and in 3D space, infinte +// TODO this should be depreciated. +THREE.Curve.prototype.getNormalVector = function( t ) { + + var vec = this.getTangent( t ); + + return new THREE.Vector2( -vec.y , vec.x ); + +}; + +// Returns a unit vector tangent at t +// In case any sub curve does not implement its tangent / normal finding, +// we get 2 points with a small delta and find a gradient of the 2 points +// which seems to make a reasonable approximation + +THREE.Curve.prototype.getTangent = function( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().subSelf(pt1); + return vec.normalize(); + +}; + + +THREE.Curve.prototype.getTangentAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + +}; + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = new THREE.Curve(); +THREE.LineCurve.prototype.constructor = THREE.LineCurve; + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + var point = this.v2.clone().subSelf(this.v1); + point.multiplyScalar( t ).addSelf( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().subSelf(this.v1); + + return tangent.normalize(); + +}; + +/************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + +THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.QuadraticBezierCurve.prototype = new THREE.Curve(); +THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve; + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + + return new THREE.Vector2( tx, ty ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); + + // returns unit vector + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Cubic Bezier curve + **************************************************************/ + +THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + +}; + +THREE.CubicBezierCurve.prototype = new THREE.Curve(); +THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve; + +THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + return new THREE.Vector2( tx, ty ); + +}; + +THREE.CubicBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Spline curve + **************************************************************/ + +THREE.SplineCurve = function ( points /* array of Vector2 */ ) { + + this.points = (points == undefined) ? [] : points; + +}; + +THREE.SplineCurve.prototype = new THREE.Curve(); +THREE.SplineCurve.prototype.constructor = THREE.SplineCurve; + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var v = new THREE.Vector2(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + + return v; + +}; + +/************************************************************** + * Arc curve + **************************************************************/ + +THREE.ArcCurve = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, + aClockwise ) { + + this.aX = aX; + this.aY = aY; + + this.aRadius = aRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + +}; + +THREE.ArcCurve.prototype = new THREE.Curve(); +THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; + +THREE.ArcCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( !this.aClockwise ) { + + t = 1 - t; + + } + + var angle = this.aStartAngle + t * deltaAngle; + + var tx = this.aX + this.aRadius * Math.cos( angle ); + var ty = this.aY + this.aRadius * Math.sin( angle ); + + return new THREE.Vector2( tx, ty ); + +}; + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Curve.Utils = { + + tangentQuadraticBezier: function ( t, p0, p1, p2 ) { + + return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); + + }, + + // Puay Bing, thanks for helping with this derivative! + + tangentCubicBezier: function (t, p0, p1, p2, p3 ) { + + return -3 * p0 * (1 - t) * (1 - t) + + 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) + + 6 * t * p2 * (1-t) - 3 * t * t * p2 + + 3 * t * t * p3; + }, + + + tangentSpline: function ( t, p0, p1, p2, p3 ) { + + // To check if my formulas are correct + + var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 + var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t + var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2 + var h11 = 3 * t * t - 2 * t; // t3 − t2 + + return h00 + h10 + h01 + h11; + + }, + + // Catmull-Rom + + interpolate: function( p0, p1, p2, p3, t ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + +}; + + +// TODO: Transformation for Curves? + +/************************************************************** + * 3D Curves + **************************************************************/ + +// A Factory method for creating new curve subclasses + +THREE.Curve.create = function( constructor, getPointFunc ) { + + var subClass = constructor; + + subClass.prototype = new THREE.Curve(); + + subClass.prototype.constructor = constructor; + subClass.prototype.getPoint = getPointFunc; + + return subClass; + +}; + + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var r = new THREE.Vector3(); + + + r.sub( this.v2, this.v1 ); // diff + r.multiplyScalar( t ); + r.addSelf( this.v1 ); + + return r; + + } + +); + + +/************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + +THREE.QuadraticBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + +THREE.CubicBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + + var pt0 = points[ c[0] ], + pt1 = points[ c[1] ], + pt2 = points[ c[2] ], + pt3 = points[ c[3] ]; + + v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); + v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); + v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); + + return v; + + } + +); + + +// THREE.SplineCurve3.prototype.getTangent = function(t) { +// var v = new THREE.Vector3(); +// var c = []; +// var points = this.points, point, intPoint, weight; +// point = ( points.length - 1 ) * t; + +// intPoint = Math.floor( point ); +// weight = point - intPoint; + +// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; +// c[ 1 ] = intPoint; +// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; +// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + +// var pt0 = points[ c[0] ], +// pt1 = points[ c[1] ], +// pt2 = points[ c[2] ], +// pt3 = points[ c[3] ]; + +// // t = weight; +// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); +// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); +// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); + +// return v; + +// } + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 0 ) * t; + // This needs to be from 0-length +1 + + intPoint = Math.floor( point ); + weight = point - intPoint; + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + c[ 0 ] = ( intPoint - 1 ) % points.length; + c[ 1 ] = ( intPoint ) % points.length; + c[ 2 ] = ( intPoint + 1 ) % points.length; + c[ 3 ] = ( intPoint + 2 ) % points.length; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); + + return v; + + } + +);/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +THREE.CurvePath = function () { + + this.curves = []; + this.bends = []; + + this.autoClose = false; // Automatically closes the path +}; + +THREE.CurvePath.prototype = new THREE.Curve(); +THREE.CurvePath.prototype.constructor = THREE.CurvePath; + +THREE.CurvePath.prototype.add = function ( curve ) { + + this.curves.push( curve ); + +}; + +THREE.CurvePath.prototype.checkConnection = function() { + // TODO + // If the ending of curve is not connected to the starting + // or the next curve, then, this is not a real path +}; + +THREE.CurvePath.prototype.closePath = function() { + // TODO Test + // and verify for vector3 (needs to implement equals) + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[0].getPoint(0); + var endPoint = this.curves[this.curves.length-1].getPoint(1); + + if (!startPoint.equals(endPoint)) { + this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); + } + +}; + +// To get accurate point with reference to +// entire path distance at time t, +// following has to be done: + +// 1. Length of each sub path have to be known +// 2. Locate and identify type of curve +// 3. Get t for the curve +// 4. Return curve.getPointAt(t') + +THREE.CurvePath.prototype.getPoint = function( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0, diff, curve; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + diff = curveLengths[ i ] - d; + curve = this.curves[ i ]; + + var u = 1 - diff / curve.getLength(); + + return curve.getPointAt( u ); + + break; + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; + else if ( p.x < minX ) minX = p.x; + + if ( p.y > maxY ) maxY = p.y; + else if ( p.y < maxY ) minY = p.y; + + sum.addSelf( p.x, p.y ); + + } + + return { + + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY, + centroid: sum.divideScalar( il ) + + }; + +}; + +/************************************************************** + * Create Geometries Helpers + **************************************************************/ + +/// Generate geometry from path points (for Line or ParticleSystem objects) + +THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { + + var pts = this.getPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +// Generate geometry from equidistance sampling along the path + +THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { + + var pts = this.getSpacedPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +THREE.CurvePath.prototype.createGeometry = function( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < points.length; i ++ ) { + + geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, 0 ) ); + + } + + return geometry; + +}; + + +/************************************************************** + * Bend / Wrap Helper Methods + **************************************************************/ + +// Wrap path / Bend modifiers? + +THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { + + this.bends.push( bendpath ); + +}; + +THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { + + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { + + var oldPts = this.getSpacedPoints( segments ); + + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +// This returns getPoints() bend/wrapped around the contour of a path. +// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html + +THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { + + var bounds = this.getBoundingBox(); + + var i, il, p, oldX, oldY, xNorm; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[ i ]; + + oldX = p.x; + oldY = p.y; + + xNorm = oldX / bounds.maxX; + + // If using actual distance, for length > path, requires line extrusions + //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance + + xNorm = path.getUtoTmapping( xNorm, oldX ); + + // check for out of bounds? + + var pathPt = path.getPoint( xNorm ); + var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); + + p.x = pathPt.x + normal.x; + p.y = pathPt.y + normal.y; + + } + + return oldPts; + +}; + +/** + * https://github.com/mrdoob/eventtarget.js/ + */ + +THREE.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = function ( type, listener ) { + + if ( listeners[ type ] == undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }; + + this.dispatchEvent = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + + +THREE.Gyroscope.prototype = new THREE.Object3D(); +THREE.Gyroscope.prototype.constructor = THREE.Gyroscope; + +THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); + this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); + + this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); + + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + +}; + +THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); +THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); +THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); +THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + +THREE.Path = function ( points ) { + + THREE.CurvePath.call(this); + + this.actions = []; + + if ( points ) { + + this.fromPoints( points ); + + } + +}; + +THREE.Path.prototype = new THREE.CurvePath(); +THREE.Path.prototype.constructor = THREE.Path; + + +THREE.PathActions = { + + MOVE_TO: 'moveTo', + LINE_TO: 'lineTo', + QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve + BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve + CSPLINE_THRU: 'splineThru', // Catmull-rom spline + ARC: 'arc' // Circle + +}; + +// TODO Clean up PATH API + +// Create path using straight lines to connect all points +// - vectors: array of Vector2 + +THREE.Path.prototype.fromPoints = function ( vectors ) { + + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + + for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { + + this.lineTo( vectors[ v ].x, vectors[ v ].y ); + + }; + +}; + +// startPath() endPath()? + +THREE.Path.prototype.moveTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); + +}; + +THREE.Path.prototype.lineTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); + +}; + +THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCPx, aCPy ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, + aCP2x, aCP2y, + aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCP1x, aCP1y ), + new THREE.Vector2( aCP2x, aCP2y ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { + + var args = Array.prototype.slice.call( arguments ); + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; +//--- + var npts = [ new THREE.Vector2( x0, y0 ) ]; + Array.prototype.push.apply( npts, pts ); + + var curve = new THREE.SplineCurve( npts ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); + +}; + +// FUTURE: Change the API or follow canvas API? +// TODO ARC ( x, y, x - radius, y - radius, startAngle, endAngle ) + +THREE.Path.prototype.arc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + + var laste = this.actions[ this.actions.length - 1]; + + var curve = new THREE.ArcCurve( laste.x + aX, laste.y + aY, aRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + // All of the other actions look to the last two elements in the list to + // find the ending point, so we need to append them. + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ARC, args: args } ); + + }; + +THREE.Path.prototype.absarc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + + var curve = new THREE.ArcCurve( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + // console.log( 'arc', args ); + + // All of the other actions look to the last two elements in the list to + // find the ending point, so we need to append them. + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ARC, args: args } ); + + }; + + +THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) { + + if ( ! divisions ) divisions = 40; + + var points = []; + + for ( var i = 0; i < divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + //if( !this.getPoint( i / divisions ) ) throw "DIE"; + + } + + // if ( closedPath ) { + // + // points.push( points[ 0 ] ); + // + // } + + return points; + +}; + +/* Return an array of vectors based on contour of the path */ + +THREE.Path.prototype.getPoints = function( divisions, closedPath ) { + + if (this.useSpacedPoints) { + console.log('tata'); + return this.getSpacedPoints( divisions, closedPath ); + } + + divisions = divisions || 12; + + var points = []; + + var i, il, item, action, args; + var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, + laste, j, + t, tx, ty; + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + action = item.action; + args = item.args; + + switch( action ) { + + case THREE.PathActions.MOVE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.LINE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + cpx = args[ 2 ]; + cpy = args[ 3 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.BEZIER_CURVE_TO: + + cpx = args[ 4 ]; + cpy = args[ 5 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + cpx2 = args[ 2 ]; + cpy2 = args[ 3 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.CSPLINE_THRU: + + laste = this.actions[ i - 1 ].args; + + var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); + var spts = [ last ]; + + var n = divisions * args[ 0 ].length; + + spts = spts.concat( args[ 0 ] ); + + var spline = new THREE.SplineCurve( spts ); + + for ( j = 1; j <= n; j ++ ) { + + points.push( spline.getPointAt( j / n ) ) ; + + } + + break; + + case THREE.PathActions.ARC: + + laste = this.actions[ i - 1 ].args; + + var aX = args[ 0 ], aY = args[ 1 ], + aRadius = args[ 2 ], + aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], + aClockwise = !!args[ 5 ]; + + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + aRadius * Math.cos( angle ); + ty = aY + aRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + } // end switch + + } + + + + // Normalize to remove the closing point by default. + var lastPoint = points[ points.length - 1]; + var EPSILON = 0.0000000001; + if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && + Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) + points.splice( points.length - 1, 1); + if ( closedPath ) { + + points.push( points[ 0 ] ); + + } + + return points; + +}; + + + +// This was used for testing purposes. Should be removed soon. + +THREE.Path.prototype.transform = function( path, segments ) { + + var bounds = this.getBoundingBox(); + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + + //console.log( path.cacheArcLengths() ); + //path.getLengths(400); + //segments = 40; + + return this.getWrapPoints( oldPts, path ); + +}; + +// Read http://www.tinaja.com/glib/nonlingr.pdf +// nonlinear transforms + +THREE.Path.prototype.nltransform = function( a, b, c, d, e, f ) { + + // a - horizontal size + // b - lean + // c - x offset + // d - vertical size + // e - climb + // f - y offset + + var oldPts = this.getPoints(); + + var i, il, p, oldX, oldY; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[i]; + + oldX = p.x; + oldY = p.y; + + p.x = a * oldX + b * oldY + c; + p.y = d * oldY + e * oldX + f; + + } + + return oldPts; + +}; + + +// FUTURE Export JSON Format + +/* Draws this path onto a 2d canvas easily */ + +THREE.Path.prototype.debug = function( canvas ) { + + var bounds = this.getBoundingBox(); + + if ( !canvas ) { + + canvas = document.createElement( "canvas" ); + + canvas.setAttribute( 'width', bounds.maxX + 100 ); + canvas.setAttribute( 'height', bounds.maxY + 100 ); + + document.body.appendChild( canvas ); + + } + + var ctx = canvas.getContext( "2d" ); + ctx.fillStyle = "white"; + ctx.fillRect( 0, 0, canvas.width, canvas.height ); + + ctx.strokeStyle = "black"; + ctx.beginPath(); + + var i, il, item, action, args; + + // Debug Path + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + // Short hand for now + + if ( action != THREE.PathActions.CSPLINE_THRU ) { + + ctx[ action ].apply( ctx, args ); + + } + + /* + switch ( action ) { + + case THREE.PathActions.MOVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ] ); + break; + + case THREE.PathActions.LINE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ] ); + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ] ); + break; + + case THREE.PathActions.CUBIC_CURVE_TO: + + ctx[ action ]( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); + break; + + } + */ + + } + + ctx.stroke(); + ctx.closePath(); + + // Debug Points + + ctx.strokeStyle = "red"; + + /* TO CLEAN UP */ + + var p, points = this.getPoints(); + + for ( i = 0, il = points.length; i < il; i ++ ) { + + p = points[ i ]; + + ctx.beginPath(); + ctx.arc( p.x, p.y, 1.5, 0, Math.PI * 2, false ); + ctx.stroke(); + ctx.closePath(); + + } + +}; + +// Breaks path into shapes + +THREE.Path.prototype.toShapes = function() { + + var i, il, item, action, args; + + var subPaths = [], lastPath = new THREE.Path(); + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + if ( action == THREE.PathActions.MOVE_TO ) { + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + lastPath = new THREE.Path(); + + } + + } + + lastPath[ action ].apply( lastPath, args ); + + } + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + + } + + // console.log(subPaths); + + if ( subPaths.length == 0 ) return []; + + var tmpPath, tmpShape, shapes = []; + + var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); + // console.log("Holes first", holesFirst); + + if ( subPaths.length == 1) { + tmpPath = subPaths[0]; + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + }; + + if ( holesFirst ) { + + tmpShape = new THREE.Shape(); + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + tmpShape = new THREE.Shape(); + + //console.log('cw', i); + + } else { + + tmpShape.holes.push( tmpPath ); + + //console.log('ccw', i); + + } + + } + + } else { + + // Shapes first + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + + if ( tmpShape ) shapes.push( tmpShape ); + + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + } else { + + tmpShape.holes.push( tmpPath ); + + } + + } + + shapes.push( tmpShape ); + + } + + //console.log("shape", shapes); + + return shapes; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function ( ) { + + THREE.Path.apply( this, arguments ); + this.holes = []; + +}; + +THREE.Shape.prototype = new THREE.Path(); +THREE.Shape.prototype.constructor = THREE.Path; + +// Convenience method to return ExtrudeGeometry + +THREE.Shape.prototype.extrude = function ( options ) { + + var extruded = new THREE.ExtrudeGeometry( this, options ); + return extruded; + +}; + +// Get points of holes + +THREE.Shape.prototype.getPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + +// Get points of holes (spaced by regular distance) + +THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + + +// Get points of shape and holes (keypoints based on segments parameter) + +THREE.Shape.prototype.extractAllPoints = function ( divisions ) { + + return { + + shape: this.getTransformedPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + +}; + +THREE.Shape.prototype.extractPoints = function ( divisions ) { + + if (this.useSpacedPoints) { + return this.extractAllSpacedPoints(divisions); + } + + return this.extractAllPoints(divisions); + +}; + +// +// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { +// +// return { +// +// shape: this.transform( bend, divisions ), +// holes: this.getPointsHoles( divisions, bend ) +// +// }; +// +// }; + +// Get points of shape and holes (spaced by regular distance) + +THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { + + return { + + shape: this.getTransformedSpacedPoints( divisions ), + holes: this.getSpacedPointsHoles( divisions ) + + }; + +}; + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Shape.Utils = { + + /* + contour - array of vector2 for contour + holes - array of array of vector2 + */ + + removeHoles: function ( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var allpoints = shape.concat(); + + /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ + + + var prevShapeVert, nextShapeVert, + prevHoleVert, nextHoleVert, + holeIndex, shapeIndex, + shapeId, shapeGroup, + h, h2, + hole, shortest, d, + p, pts1, pts2, + tmpShape1, tmpShape2, + tmpHole1, tmpHole2, + verts = []; + + for ( h = 0; h < holes.length; h ++ ) { + + hole = holes[ h ]; + + /* + shapeholes[ h ].concat(); // preserves original + holes.push( hole ); + */ + + Array.prototype.push.apply( allpoints, hole ); + + shortest = Number.POSITIVE_INFINITY; + + + // Find the shortest pair of pts between shape and hole + + // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) + // Using distanceToSquared() intead of distanceTo() should speed a little + // since running square roots operations are reduced. + + for ( h2 = 0; h2 < hole.length; h2 ++ ) { + + pts1 = hole[ h2 ]; + var dist = []; + + for ( p = 0; p < shape.length; p++ ) { + + pts2 = shape[ p ]; + d = pts1.distanceToSquared( pts2 ); + dist.push( d ); + + if ( d < shortest ) { + + shortest = d; + holeIndex = h2; + shapeIndex = p; + + } + + } + + } + + //console.log("shortest", shortest, dist); + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + var areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa = THREE.FontUtils.Triangulate.area( areaapts ); + + var areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab = THREE.FontUtils.Triangulate.area( areabpts ); + + var shapeOffset = 1; + var holeOffset = -1; + + var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; + shapeIndex += shapeOffset; + holeIndex += holeOffset; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); + + areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); + //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); + + if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { + + // In case areas are not correct. + //console.log("USE THIS"); + + shapeIndex = oldShapeIndex; + holeIndex = oldHoleIndex ; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + } else { + + //console.log("USE THAT ") + + } + + tmpShape1 = shape.slice( 0, shapeIndex ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex ); + + // Should check orders here again? + + var trianglea = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var triangleb = [ + + hole[ holeIndex ] , + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + verts.push( trianglea ); + verts.push( triangleb ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + } + + return { + + shape:shape, /* shape with no holes */ + isolatedPts: verts, /* isolated faces */ + allpoints: allpoints + + } + + + }, + + triangulateShape: function ( contour, holes ) { + + var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); + + var shape = shapeWithoutHoles.shape, + allpoints = shapeWithoutHoles.allpoints, + isolatedPts = shapeWithoutHoles.isolatedPts; + + var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + //console.log( "triangles",triangles, triangles.length ); + //console.log( "allpoints",allpoints, allpoints.length ); + + var i, il, f, face, + key, index, + allPointsMap = {}, + isolatedPointsMap = {}; + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + console.log( "Duplicate point", key ); + + } + + allPointsMap[ key ] = i; + + } + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + // check isolated points vertices against all points map + + for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { + + face = isolatedPts[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat( isolatedPts ); + + }, // end triangulate shapes + + /* + triangulate2 : function( pts, holes ) { + + // For use with Poly2Tri.js + + var allpts = pts.concat(); + var shape = []; + for (var p in pts) { + shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); + } + + var swctx = new js.poly2tri.SweepContext(shape); + + for (var h in holes) { + var aHole = holes[h]; + var newHole = [] + for (i in aHole) { + newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); + allpts.push(aHole[i]); + } + swctx.AddHole(newHole); + } + + var find; + var findIndexForPt = function (pt) { + find = new THREE.Vector2(pt.x, pt.y); + var p; + for (p=0, pl = allpts.length; p 1 ) { + + console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); + scale = scale < 0 ? 0 : 1; + + } + + // interpolate + + if ( type === "pos" ) { + + vector = object.position; + + if( this.interpolationType === THREE.AnimationHandler.LINEAR ) { + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; + this.points[ 1 ] = prevXYZ; + this.points[ 2 ] = nextXYZ; + this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; + + scale = scale * 0.33 + 0.33; + + currentPoint = this.interpolateCatmullRom( this.points, scale ); + + vector.x = currentPoint[ 0 ]; + vector.y = currentPoint[ 1 ]; + vector.z = currentPoint[ 2 ]; + + if( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); + + this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); + this.target.subSelf( vector ); + this.target.y = 0; + this.target.normalize(); + + angle = Math.atan2( this.target.x, this.target.z ); + object.rotation.set( 0, angle, 0 ); + + } + + } + + } else if ( type === "rot" ) { + + THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); + + } else if( type === "scl" ) { + + vector = object.scale; + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } + + } + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Catmull-Rom spline + +THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { + + var c = [], v3 = [], + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + point = ( points.length - 1 ) * scale; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; + + pa = points[ c[ 0 ] ]; + pb = points[ c[ 1 ] ]; + pc = points[ c[ 2 ] ]; + pd = points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); + v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); + v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); + + return v3; + +}; + +THREE.Animation.prototype.interpolate = function( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +}; + + + +// Get next key with + +THREE.Animation.prototype.getNextKeyWith = function( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key < keys.length - 1 ? key : keys.length - 1; + + } else { + + key = key % keys.length; + + } + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ 0 ]; + +}; + +// Get previous key with + +THREE.Animation.prototype.getPrevKeyWith = function( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key > 0 ? key : 0; + + } else { + + key = key >= 0 ? key : key + keys.length; + + } + + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; + +};/** + * @author mikael emtinger / http://gomo.se/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author khang duong + * @author erik kitson + */ + +THREE.KeyFrameAnimation = function( root, data, JITCompile ) { + + this.root = root; + this.data = THREE.AnimationHandler.get( data ); + this.hierarchy = THREE.AnimationHandler.parse( root ); + this.currentTime = 0; + this.timeScale = 0.001; + this.isPlaying = false; + this.isPaused = true; + this.loop = true; + this.JITCompile = JITCompile !== undefined ? JITCompile : true; + + // initialize to first keyframes + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + obj = this.hierarchy[h]; + + if ( keys.length && sids ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + next = this.getNextKeyWith( sid, h, 0 ); + + if ( next ) { + + next.apply( sid ); + + } + + } + + obj.matrixAutoUpdate = false; + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + +}; + +// Play + +THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { + + if( !this.isPlaying ) { + + this.isPlaying = true; + this.loop = loop !== undefined ? loop : true; + this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; + this.startTimeMs = startTimeMS; + this.startTime = 10000000; + this.endTime = -this.startTime; + + + // reset key cache + + var h, hl = this.hierarchy.length, + object, + node; + + for ( h = 0; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + object.useQuaternion = true; + + if ( node.animationCache === undefined ) { + + node.animationCache = {}; + node.animationCache.prevKey = null; + node.animationCache.nextKey = null; + node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; + + } + + var keys = this.data.hierarchy[h].keys; + + if (keys.length) { + + node.animationCache.prevKey = keys[ 0 ]; + node.animationCache.nextKey = keys[ 1 ]; + + this.startTime = Math.min( keys[0].time, this.startTime ); + this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); + + } + + } + + this.update( 0 ); + + } + + this.isPaused = false; + + THREE.AnimationHandler.addToUpdate( this ); + +}; + + + +// Pause + +THREE.KeyFrameAnimation.prototype.pause = function() { + + if( this.isPaused ) { + + THREE.AnimationHandler.addToUpdate( this ); + + } else { + + THREE.AnimationHandler.removeFromUpdate( this ); + + } + + this.isPaused = !this.isPaused; + +}; + + +// Stop + +THREE.KeyFrameAnimation.prototype.stop = function() { + + this.isPlaying = false; + this.isPaused = false; + THREE.AnimationHandler.removeFromUpdate( this ); + + + // reset JIT matrix and remove cache + + for ( var h = 0; h < this.data.hierarchy.length; h++ ) { + + var obj = this.hierarchy[ h ]; + var node = this.data.hierarchy[ h ]; + + if ( node.animationCache !== undefined ) { + + var original = node.animationCache.originalMatrix; + + if( obj instanceof THREE.Bone ) { + + original.copy( obj.skinMatrix ); + obj.skinMatrix = original; + + } else { + + original.copy( obj.matrix ); + obj.matrix = original; + + } + + delete node.animationCache; + + } + + } + +}; + + +// Update + +THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { + + // early out + + if( !this.isPlaying ) return; + + + // vars + + var prevKey, nextKey; + var object; + var node; + var frame; + var JIThierarchy = this.data.JIT.hierarchy; + var currentTime, unloopedCurrentTime; + var looped; + + + // update + + this.currentTime += deltaTimeMS * this.timeScale; + + unloopedCurrentTime = this.currentTime; + currentTime = this.currentTime = this.currentTime % this.data.length; + + // if looped around, the current time should be based on the startTime + if ( currentTime < this.startTimeMs ) { + + currentTime = this.currentTime = this.startTimeMs + currentTime; + + } + + frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); + looped = currentTime < unloopedCurrentTime; + + if ( looped && !this.loop ) { + + // Set the animation to the last keyframes and stop + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + end = keys.length-1, + obj = this.hierarchy[h]; + + if ( keys.length ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + prev = this.getPrevKeyWith( sid, h, end ); + + if ( prev ) { + prev.apply( sid ); + + } + + } + + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + + this.stop(); + return; + + } + + // check pre-infinity + if ( currentTime < this.startTime ) { + + return; + + } + + // update + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + + var keys = node.keys, + animationCache = node.animationCache; + + // use JIT? + + if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = false; + + } else { + + object.matrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = true; + + } + + // use interpolation + + } else if ( keys.length ) { + + // make sure so original matrix and not JIT matrix is set + + if ( this.JITCompile && animationCache ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = animationCache.originalMatrix; + + } else { + + object.matrix = animationCache.originalMatrix; + + } + + } + + prevKey = animationCache.prevKey; + nextKey = animationCache.nextKey; + + if ( prevKey && nextKey ) { + + // switch keys? + + if ( nextKey.time <= unloopedCurrentTime ) { + + // did we loop? + + if ( looped && this.loop ) { + + prevKey = keys[ 0 ]; + nextKey = keys[ 1 ]; + + while ( nextKey.time < currentTime ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } else if ( !looped ) { + + var lastIndex = keys.length - 1; + + while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } + + animationCache.prevKey = prevKey; + animationCache.nextKey = nextKey; + + } + if(nextKey.time >= currentTime) + prevKey.interpolate( nextKey, currentTime ); + else + prevKey.interpolate( nextKey, nextKey.time); + + } + + this.data.hierarchy[h].node.updateMatrix(); + object.matrixWorldNeedsUpdate = true; + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Get next key with + +THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key % keys.length; + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ 0 ]; + +}; + +// Get previous key with + +THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key >= 0 ? key : key + keys.length; + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ keys.length - 1 ]; + +}; +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CubeCamera = function ( near, far, cubeResolution ) { + + THREE.Object3D.call( this ); + + var fov = 90, aspect = 1; + + var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, -1, 0 ); + cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, -1, 0 ); + cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, -1 ); + cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, -1, 0 ); + cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, -1, 0 ); + cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); + this.add( cameraNZ ); + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); + + this.updateCubeMap = function ( renderer, scene ) { + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.generateMipmaps; + + renderTarget.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + }; + +}; + +THREE.CubeCamera.prototype = new THREE.Object3D(); +THREE.CubeCamera.prototype.constructor = THREE.CubeCamera; +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * A general perpose camera, for setting FOV, Lens Focal Length, + * and switching between perspective and orthographic views easily. + * Use this only if you do not wish to manage + * both a Orthographic and Perspective Camera + * + */ + + +THREE.CombinedCamera = function ( width, height, fov, near, far, orthonear, orthofar ) { + + THREE.Camera.call( this ); + + this.fov = fov; + + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + + // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects + this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthonear, orthofar ); + this.cameraP = new THREE.PerspectiveCamera( fov, width/height, near, far ); + + this.zoom = 1; + + this.toPerspective(); + + + var aspect = width/height; + + + + +}; + +THREE.CombinedCamera.prototype = new THREE.Camera(); +THREE.CombinedCamera.prototype.constructor = THREE.CombinedCamera; + +THREE.CombinedCamera.prototype.toPerspective = function () { + // Switches to the Perspective Camera + + this.near = this.cameraP.near; + this.far = this.cameraP.far; + this.cameraP.fov = this.fov / this.zoom ; + this.cameraP.updateProjectionMatrix(); + this.projectionMatrix = this.cameraP.projectionMatrix; + + this.inPersepectiveMode = true; + this.inOrthographicMode = false; + +}; + +THREE.CombinedCamera.prototype.toOrthographic = function () { + + // Switches to the Orthographic camera estimating viewport from Perspective + var fov = this.fov; + var aspect = this.cameraP.aspect; + var near = this.cameraP.near; + var far = this.cameraP.far; + + + // The size that we set is the mid plane of the viewing frustum + var hyperfocus = ( near + far ) / 2; + + var halfHeight = Math.tan( fov / 2 ) * hyperfocus; + var planeHeight = 2 * halfHeight; + var planeWidth = planeHeight * aspect; + var halfWidth = planeWidth / 2; + + halfHeight /= this.zoom; + halfWidth /= this.zoom; + + this.cameraO.left = -halfWidth; + this.cameraO.right = halfWidth; + this.cameraO.top = halfHeight; + this.cameraO.bottom = -halfHeight; + + // this.cameraO.left = -farHalfWidth; + // this.cameraO.right = farHalfWidth; + // this.cameraO.top = farHalfHeight; + // this.cameraO.bottom = -farHalfHeight; + + // this.cameraO.left = this.left / this.zoom; + // this.cameraO.right = this.right / this.zoom; + // this.cameraO.top = this.top / this.zoom; + // this.cameraO.bottom = this.bottom / this.zoom; + + this.cameraO.updateProjectionMatrix(); + + this.near = this.cameraO.near; + this.far = this.cameraO.far; + this.projectionMatrix = this.cameraO.projectionMatrix; + + this.inPersepectiveMode = false; + this.inOrthographicMode = true; + +}; + + +THREE.CombinedCamera.prototype.setSize = function(width, height) { + + this.cameraP.aspect = width / height; + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + +} + + +THREE.CombinedCamera.prototype.setFov = function(fov) { + this.fov = fov; + + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toOrthographic(); + } + +}; + +// For mantaining similar API with PerspectiveCamera +THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toPerspective(); + this.toOrthographic(); + } +}; + +/* +* Uses Focal Length (in mm) to estimate and set FOV +* 35mm (fullframe) camera is used if frame size is not specified; +* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html +*/ +THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + frameHeight = frameHeight !== undefined ? frameHeight : 24; + + var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + + this.setFov( fov ); + + return fov; +}; + + +THREE.CombinedCamera.prototype.setZoom = function(zoom) { + + this.zoom = zoom; + + if (this.inPersepectiveMode) { + this.toPerspective(); + } else { + this.toOrthographic(); + } + + +}; + +THREE.CombinedCamera.prototype.toFrontView = function() { + this.rotation.x = 0; + this.rotation.y = 0; + this.rotation.z = 0; + // should we be modifing the matrix instead? + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toBackView = function() { + this.rotation.x = 0; + this.rotation.y = Math.PI; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toLeftView = function() { + this.rotation.x = 0; + this.rotation.y = - Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toRightView = function() { + this.rotation.x = 0; + this.rotation.y = Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toTopView = function() { + this.rotation.x = - Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +THREE.CombinedCamera.prototype.toBottomView = function() { + this.rotation.x = Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author paulirish / http://paulirish.com/ + */ + +THREE.FirstPersonControls = function ( object, domElement ) { + + this.object = object; + this.target = new THREE.Vector3( 0, 0, 0 ); + + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.movementSpeed = 1.0; + this.lookSpeed = 0.005; + + this.noFly = false; + this.lookVertical = true; + this.autoForward = false; + // this.invertVertical = false; + + this.activeLook = true; + + this.heightSpeed = false; + this.heightCoef = 1.0; + this.heightMin = 0.0; + + this.constrainVertical = false; + this.verticalMin = 0; + this.verticalMax = Math.PI; + + this.autoSpeedFactor = 0.0; + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + this.phi = 0; + this.theta = 0; + + this.moveForward = false; + this.moveBackward = false; + this.moveLeft = false; + this.moveRight = false; + this.freeze = false; + + this.mouseDragOn = false; + + if ( this.domElement === document ) { + + this.viewHalfX = window.innerWidth / 2; + this.viewHalfY = window.innerHeight / 2; + + } else { + + this.viewHalfX = this.domElement.offsetWidth / 2; + this.viewHalfY = this.domElement.offsetHeight / 2; + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + this.onMouseDown = function ( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = true; break; + case 2: this.moveBackward = true; break; + + } + + } + + this.mouseDragOn = true; + + }; + + this.onMouseUp = function ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.activeLook ) { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.mouseDragOn = false; + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + this.onKeyDown = function ( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = true; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = true; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = true; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = true; break; + + case 82: /*R*/ this.moveUp = true; break; + case 70: /*F*/ this.moveDown = true; break; + + case 81: /*Q*/ this.freeze = !this.freeze; break; + + } + + }; + + this.onKeyUp = function ( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ this.moveForward = false; break; + + case 37: /*left*/ + case 65: /*A*/ this.moveLeft = false; break; + + case 40: /*down*/ + case 83: /*S*/ this.moveBackward = false; break; + + case 39: /*right*/ + case 68: /*D*/ this.moveRight = false; break; + + case 82: /*R*/ this.moveUp = false; break; + case 70: /*F*/ this.moveDown = false; break; + + } + + }; + + this.update = function( delta ) { + var actualMoveSpeed = 0; + + if ( this.freeze ) { + + return; + + } else { + + if ( this.heightSpeed ) { + + var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); + var heightDelta = y - this.heightMin; + + this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); + + } else { + + this.autoSpeedFactor = 0.0; + + } + + actualMoveSpeed = delta * this.movementSpeed; + + if ( this.moveForward || ( this.autoForward && !this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); + if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); + + if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); + if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); + + if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); + if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); + + var actualLookSpeed = delta * this.lookSpeed; + + if ( !this.activeLook ) { + + actualLookSpeed = 0; + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed; // * this.invertVertical?-1:1; + + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + this.phi = ( 90 - this.lat ) * Math.PI / 180; + this.theta = this.lon * Math.PI / 180; + + var targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + } + + var verticalLookRatio = 1; + + if ( this.constrainVertical ) { + + verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); + + } + + this.lon += this.mouseX * actualLookSpeed; + if( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; + + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + this.phi = ( 90 - this.lat ) * Math.PI / 180; + + this.theta = this.lon * Math.PI / 180; + + if ( this.constrainVertical ) { + + this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax ); + + } + + var targetPosition = this.target, + position = this.object.position; + + targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = position.y + 100 * Math.cos( this.phi ); + targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( targetPosition ); + + }; + + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.onMouseDown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.onMouseUp ), false ); + this.domElement.addEventListener( 'keydown', bind( this, this.onKeyDown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.onKeyUp ), false ); + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.PathControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + this.id = "PathControls" + THREE.PathControlsIdCounter ++; + + // API + + this.duration = 10 * 1000; // milliseconds + this.waypoints = []; + + this.useConstantSpeed = true; + this.resamplingCoef = 50; + + this.debugPath = new THREE.Object3D(); + this.debugDummy = new THREE.Object3D(); + + this.animationParent = new THREE.Object3D(); + + this.lookSpeed = 0.005; + this.lookVertical = true; + this.lookHorizontal = true; + this.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + this.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0, 2 * Math.PI ] }; + + // internals + + this.target = new THREE.Object3D(); + + this.mouseX = 0; + this.mouseY = 0; + + this.lat = 0; + this.lon = 0; + + this.phi = 0; + this.theta = 0; + + if ( this.domElement === document ) { + + this.viewHalfX = window.innerWidth / 2; + this.viewHalfY = window.innerHeight / 2; + + } else { + + this.viewHalfX = this.domElement.offsetWidth / 2; + this.viewHalfY = this.domElement.offsetHeight / 2; + this.domElement.setAttribute( 'tabindex', -1 ); + + } + + var PI2 = Math.PI * 2, + PI180 = Math.PI / 180; + + // methods + + this.update = function ( delta ) { + + var srcRange, dstRange; + + if( this.lookHorizontal ) this.lon += this.mouseX * this.lookSpeed * delta; + if( this.lookVertical ) this.lat -= this.mouseY * this.lookSpeed * delta; + + this.lon = Math.max( 0, Math.min( 360, this.lon ) ); + this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); + + this.phi = ( 90 - this.lat ) * PI180; + this.theta = this.lon * PI180; + + this.phi = normalize_angle_rad( this.phi ); + + // constrain vertical look angle + + srcRange = this.verticalAngleMap.srcRange; + dstRange = this.verticalAngleMap.dstRange; + + var tmpPhi = THREE.Math.mapLinear( this.phi, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpPhiFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpPhiNormalized = ( tmpPhi - dstRange[ 0 ] ) / tmpPhiFullRange; + + this.phi = QuadraticEaseInOut( tmpPhiNormalized ) * tmpPhiFullRange + dstRange[ 0 ]; + + // constrain horizontal look angle + + srcRange = this.horizontalAngleMap.srcRange; + dstRange = this.horizontalAngleMap.dstRange; + + var tmpTheta = THREE.Math.mapLinear( this.theta, srcRange[ 0 ], srcRange[ 1 ], dstRange[ 0 ], dstRange[ 1 ] ); + var tmpThetaFullRange = dstRange[ 1 ] - dstRange[ 0 ]; + var tmpThetaNormalized = ( tmpTheta - dstRange[ 0 ] ) / tmpThetaFullRange; + + this.theta = QuadraticEaseInOut( tmpThetaNormalized ) * tmpThetaFullRange + dstRange[ 0 ]; + + var targetPosition = this.target.position, + position = this.object.position; + + targetPosition.x = 100 * Math.sin( this.phi ) * Math.cos( this.theta ); + targetPosition.y = 100 * Math.cos( this.phi ); + targetPosition.z = 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + + this.object.lookAt( this.target.position ); + + }; + + this.onMouseMove = function ( event ) { + + if ( this.domElement === document ) { + + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; + + } else { + + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + + } + + }; + + // utils + + function normalize_angle_rad( a ) { + + var b = a % PI2; + return b >= 0 ? b : b + PI2; + + }; + + function distance( a, b ) { + + var dx = a[ 0 ] - b[ 0 ], + dy = a[ 1 ] - b[ 1 ], + dz = a[ 2 ] - b[ 2 ]; + + return Math.sqrt( dx * dx + dy * dy + dz * dz ); + + }; + + function QuadraticEaseInOut ( k ) { + + if ( ( k *= 2 ) < 1 ) return 0.5 * k * k; + return - 0.5 * ( --k * ( k - 2 ) - 1 ); + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + function initAnimationPath( parent, spline, name, duration ) { + + var animationData = { + + name: name, + fps: 0.6, + length: duration, + + hierarchy: [] + + }; + + var i, + parentAnimation, childAnimation, + path = spline.getControlPointsArray(), + sl = spline.getLength(), + pl = path.length, + t = 0, + first = 0, + last = pl - 1; + + parentAnimation = { parent: -1, keys: [] }; + parentAnimation.keys[ first ] = { time: 0, pos: path[ first ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + parentAnimation.keys[ last ] = { time: duration, pos: path[ last ], rot: [ 0, 0, 0, 1 ], scl: [ 1, 1, 1 ] }; + + for ( i = 1; i < pl - 1; i++ ) { + + // real distance (approximation via linear segments) + + t = duration * sl.chunks[ i ] / sl.total; + + // equal distance + + //t = duration * ( i / pl ); + + // linear distance + + //t += duration * distance( path[ i ], path[ i - 1 ] ) / sl.total; + + parentAnimation.keys[ i ] = { time: t, pos: path[ i ] }; + + } + + animationData.hierarchy[ 0 ] = parentAnimation; + + THREE.AnimationHandler.add( animationData ); + + return new THREE.Animation( parent, name, THREE.AnimationHandler.CATMULLROM_FORWARD, false ); + + }; + + + function createSplineGeometry( spline, n_sub ) { + + var i, index, position, + geometry = new THREE.Geometry(); + + for ( i = 0; i < spline.points.length * n_sub; i ++ ) { + + index = i / ( spline.points.length * n_sub ); + position = spline.getPoint( index ); + + geometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z ); + + } + + return geometry; + + }; + + function createPath( parent, spline ) { + + var lineGeo = createSplineGeometry( spline, 10 ), + particleGeo = createSplineGeometry( spline, 10 ), + lineMat = new THREE.LineBasicMaterial( { color: 0xff0000, linewidth: 3 } ), + lineObj = new THREE.Line( lineGeo, lineMat ), + particleObj = new THREE.ParticleSystem( particleGeo, new THREE.ParticleBasicMaterial( { color: 0xffaa00, size: 3 } ) ); + + lineObj.scale.set( 1, 1, 1 ); + parent.add( lineObj ); + + particleObj.scale.set( 1, 1, 1 ); + parent.add( particleObj ); + + var waypoint, + geo = new THREE.SphereGeometry( 1, 16, 8 ), + mat = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + + for ( var i = 0; i < spline.points.length; i ++ ) { + + waypoint = new THREE.Mesh( geo, mat ); + waypoint.position.copy( spline.points[ i ] ); + parent.add( waypoint ); + + } + + }; + + this.init = function ( ) { + + // constructor + + this.spline = new THREE.Spline(); + this.spline.initFromArray( this.waypoints ); + + if ( this.useConstantSpeed ) { + + this.spline.reparametrizeByArcLength( this.resamplingCoef ); + + } + + if ( this.createDebugDummy ) { + + var dummyParentMaterial = new THREE.MeshLambertMaterial( { color: 0x0077ff } ), + dummyChildMaterial = new THREE.MeshLambertMaterial( { color: 0x00ff00 } ), + dummyParentGeo = new THREE.CubeGeometry( 10, 10, 20 ), + dummyChildGeo = new THREE.CubeGeometry( 2, 2, 10 ); + + this.animationParent = new THREE.Mesh( dummyParentGeo, dummyParentMaterial ); + + var dummyChild = new THREE.Mesh( dummyChildGeo, dummyChildMaterial ); + dummyChild.position.set( 0, 10, 0 ); + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + + this.animationParent.add( this.object ); + this.animationParent.add( this.target ); + this.animationParent.add( dummyChild ); + + } else { + + this.animation = initAnimationPath( this.animationParent, this.spline, this.id, this.duration ); + this.animationParent.add( this.target ); + this.animationParent.add( this.object ); + + } + + if ( this.createDebugPath ) { + + createPath( this.debugPath, this.spline ); + + } + + this.domElement.addEventListener( 'mousemove', bind( this, this.onMouseMove ), false ); + + }; + +}; + +THREE.PathControlsIdCounter = 0; +/** + * @author James Baicoianu / http://www.baicoianu.com/ + */ + +THREE.FlyControls = function ( object, domElement ) { + + this.object = object; + + this.domElement = ( domElement !== undefined ) ? domElement : document; + if ( domElement ) this.domElement.setAttribute( 'tabindex', -1 ); + + // API + + this.movementSpeed = 1.0; + this.rollSpeed = 0.005; + + this.dragToLook = false; + this.autoForward = false; + + // disable default target object behavior + + this.object.useQuaternion = true; + + // internals + + this.tmpQuaternion = new THREE.Quaternion(); + + this.mouseStatus = 0; + + this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 }; + this.moveVector = new THREE.Vector3( 0, 0, 0 ); + this.rotationVector = new THREE.Vector3( 0, 0, 0 ); + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.keydown = function( event ) { + + if ( event.altKey ) { + + return; + + } + + switch( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = .1; break; + + case 87: /*W*/ this.moveState.forward = 1; break; + case 83: /*S*/ this.moveState.back = 1; break; + + case 65: /*A*/ this.moveState.left = 1; break; + case 68: /*D*/ this.moveState.right = 1; break; + + case 82: /*R*/ this.moveState.up = 1; break; + case 70: /*F*/ this.moveState.down = 1; break; + + case 38: /*up*/ this.moveState.pitchUp = 1; break; + case 40: /*down*/ this.moveState.pitchDown = 1; break; + + case 37: /*left*/ this.moveState.yawLeft = 1; break; + case 39: /*right*/ this.moveState.yawRight = 1; break; + + case 81: /*Q*/ this.moveState.rollLeft = 1; break; + case 69: /*E*/ this.moveState.rollRight = 1; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.keyup = function( event ) { + + switch( event.keyCode ) { + + case 16: /* shift */ this.movementSpeedMultiplier = 1; break; + + case 87: /*W*/ this.moveState.forward = 0; break; + case 83: /*S*/ this.moveState.back = 0; break; + + case 65: /*A*/ this.moveState.left = 0; break; + case 68: /*D*/ this.moveState.right = 0; break; + + case 82: /*R*/ this.moveState.up = 0; break; + case 70: /*F*/ this.moveState.down = 0; break; + + case 38: /*up*/ this.moveState.pitchUp = 0; break; + case 40: /*down*/ this.moveState.pitchDown = 0; break; + + case 37: /*left*/ this.moveState.yawLeft = 0; break; + case 39: /*right*/ this.moveState.yawRight = 0; break; + + case 81: /*Q*/ this.moveState.rollLeft = 0; break; + case 69: /*E*/ this.moveState.rollRight = 0; break; + + } + + this.updateMovementVector(); + this.updateRotationVector(); + + }; + + this.mousedown = function( event ) { + + if ( this.domElement !== document ) { + + this.domElement.focus(); + + } + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus ++; + + } else { + + switch ( event.button ) { + + case 0: this.object.moveForward = true; break; + case 2: this.object.moveBackward = true; break; + + } + + } + + }; + + this.mousemove = function( event ) { + + if ( !this.dragToLook || this.mouseStatus > 0 ) { + + var container = this.getContainerDimensions(); + var halfWidth = container.size[ 0 ] / 2; + var halfHeight = container.size[ 1 ] / 2; + + this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth; + this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight; + + this.updateRotationVector(); + + } + + }; + + this.mouseup = function( event ) { + + event.preventDefault(); + event.stopPropagation(); + + if ( this.dragToLook ) { + + this.mouseStatus --; + + this.moveState.yawLeft = this.moveState.pitchDown = 0; + + } else { + + switch ( event.button ) { + + case 0: this.moveForward = false; break; + case 2: this.moveBackward = false; break; + + } + + } + + this.updateRotationVector(); + + }; + + this.update = function( delta ) { + + var moveMult = delta * this.movementSpeed; + var rotMult = delta * this.rollSpeed; + + this.object.translateX( this.moveVector.x * moveMult ); + this.object.translateY( this.moveVector.y * moveMult ); + this.object.translateZ( this.moveVector.z * moveMult ); + + this.tmpQuaternion.set( this.rotationVector.x * rotMult, this.rotationVector.y * rotMult, this.rotationVector.z * rotMult, 1 ).normalize(); + this.object.quaternion.multiplySelf( this.tmpQuaternion ); + + this.object.matrix.setPosition( this.object.position ); + this.object.matrix.setRotationFromQuaternion( this.object.quaternion ); + this.object.matrixWorldNeedsUpdate = true; + + + }; + + this.updateMovementVector = function() { + + var forward = ( this.moveState.forward || ( this.autoForward && !this.moveState.back ) ) ? 1 : 0; + + this.moveVector.x = ( -this.moveState.left + this.moveState.right ); + this.moveVector.y = ( -this.moveState.down + this.moveState.up ); + this.moveVector.z = ( -forward + this.moveState.back ); + + //console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] ); + + }; + + this.updateRotationVector = function() { + + this.rotationVector.x = ( -this.moveState.pitchDown + this.moveState.pitchUp ); + this.rotationVector.y = ( -this.moveState.yawRight + this.moveState.yawLeft ); + this.rotationVector.z = ( -this.moveState.rollRight + this.moveState.rollLeft ); + + //console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] ); + + }; + + this.getContainerDimensions = function() { + + if ( this.domElement != document ) { + + return { + size : [ this.domElement.offsetWidth, this.domElement.offsetHeight ], + offset : [ this.domElement.offsetLeft, this.domElement.offsetTop ] + }; + + } else { + + return { + size : [ window.innerWidth, window.innerHeight ], + offset : [ 0, 0 ] + }; + + } + + }; + + function bind( scope, fn ) { + + return function () { + + fn.apply( scope, arguments ); + + }; + + }; + + this.domElement.addEventListener( 'mousemove', bind( this, this.mousemove ), false ); + this.domElement.addEventListener( 'mousedown', bind( this, this.mousedown ), false ); + this.domElement.addEventListener( 'mouseup', bind( this, this.mouseup ), false ); + + this.domElement.addEventListener( 'keydown', bind( this, this.keydown ), false ); + this.domElement.addEventListener( 'keyup', bind( this, this.keyup ), false ); + + this.updateMovementVector(); + this.updateRotationVector(); + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.RollControls = function ( object, domElement ) { + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.mouseLook = true; + this.autoForward = false; + + this.lookSpeed = 1; + this.movementSpeed = 1; + this.rollSpeed = 1; + + this.constrainVertical = [ -0.9, 0.9 ]; + + // disable default target object behavior + + this.object.matrixAutoUpdate = false; + + // internals + + this.forward = new THREE.Vector3( 0, 0, 1 ); + this.roll = 0; + + var xTemp = new THREE.Vector3(); + var yTemp = new THREE.Vector3(); + var zTemp = new THREE.Vector3(); + var rollMatrix = new THREE.Matrix4(); + + var doRoll = false, rollDirection = 1, forwardSpeed = 0, sideSpeed = 0, upSpeed = 0; + + var mouseX = 0, mouseY = 0; + + var windowHalfX = window.innerWidth / 2; + var windowHalfY = window.innerHeight / 2; + + // custom update + + this.update = function ( delta ) { + + if ( this.mouseLook ) { + + var actualLookSpeed = delta * this.lookSpeed; + + this.rotateHorizontally( actualLookSpeed * mouseX ); + this.rotateVertically( actualLookSpeed * mouseY ); + + } + + var actualSpeed = delta * this.movementSpeed; + var forwardOrAuto = ( forwardSpeed > 0 || ( this.autoForward && ! ( forwardSpeed < 0 ) ) ) ? 1 : forwardSpeed; + + this.object.translateZ( -actualSpeed * forwardOrAuto ); + this.object.translateX( actualSpeed * sideSpeed ); + this.object.translateY( actualSpeed * upSpeed ); + + if( doRoll ) { + + this.roll += this.rollSpeed * delta * rollDirection; + + } + + // cap forward up / down + + if( this.forward.y > this.constrainVertical[ 1 ] ) { + + this.forward.y = this.constrainVertical[ 1 ]; + this.forward.normalize(); + + } else if( this.forward.y < this.constrainVertical[ 0 ] ) { + + this.forward.y = this.constrainVertical[ 0 ]; + this.forward.normalize(); + + } + + + // construct unrolled camera matrix + + zTemp.copy( this.forward ); + yTemp.set( 0, 1, 0 ); + + xTemp.cross( yTemp, zTemp ).normalize(); + yTemp.cross( zTemp, xTemp ).normalize(); + + this.object.matrix.elements[0] = xTemp.x; this.object.matrix.elements[4] = yTemp.x; this.object.matrix.elements[8] = zTemp.x; + this.object.matrix.elements[1] = xTemp.y; this.object.matrix.elements[5] = yTemp.y; this.object.matrix.elements[9] = zTemp.y; + this.object.matrix.elements[2] = xTemp.z; this.object.matrix.elements[6] = yTemp.z; this.object.matrix.elements[10] = zTemp.z; + + // calculate roll matrix + + rollMatrix.identity(); + rollMatrix.elements[0] = Math.cos( this.roll ); rollMatrix.elements[4] = -Math.sin( this.roll ); + rollMatrix.elements[1] = Math.sin( this.roll ); rollMatrix.elements[5] = Math.cos( this.roll ); + + // multiply camera with roll + + this.object.matrix.multiplySelf( rollMatrix ); + this.object.matrixWorldNeedsUpdate = true; + + // set position + + this.object.matrix.elements[12] = this.object.position.x; + this.object.matrix.elements[13] = this.object.position.y; + this.object.matrix.elements[14] = this.object.position.z; + + + }; + + this.translateX = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[0] * distance; + this.object.position.y += this.object.matrix.elements[1] * distance; + this.object.position.z += this.object.matrix.elements[2] * distance; + + }; + + this.translateY = function ( distance ) { + + this.object.position.x += this.object.matrix.elements[4] * distance; + this.object.position.y += this.object.matrix.elements[5] * distance; + this.object.position.z += this.object.matrix.elements[6] * distance; + + }; + + this.translateZ = function ( distance ) { + + this.object.position.x -= this.object.matrix.elements[8] * distance; + this.object.position.y -= this.object.matrix.elements[9] * distance; + this.object.position.z -= this.object.matrix.elements[10] * distance; + + }; + + + this.rotateHorizontally = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + xTemp.set( this.object.matrix.elements[0], this.object.matrix.elements[1], this.object.matrix.elements[2] ); + xTemp.multiplyScalar( amount ); + + this.forward.subSelf( xTemp ); + this.forward.normalize(); + + }; + + this.rotateVertically = function ( amount ) { + + // please note that the amount is NOT degrees, but a scale value + + yTemp.set( this.object.matrix.elements[4], this.object.matrix.elements[5], this.object.matrix.elements[6] ); + yTemp.multiplyScalar( amount ); + + this.forward.addSelf( yTemp ); + this.forward.normalize(); + + }; + + function onKeyDown( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 1; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = -1; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = -1; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 1; break; + + case 81: /*Q*/ doRoll = true; rollDirection = 1; break; + case 69: /*E*/ doRoll = true; rollDirection = -1; break; + + case 82: /*R*/ upSpeed = 1; break; + case 70: /*F*/ upSpeed = -1; break; + + } + + }; + + function onKeyUp( event ) { + + switch( event.keyCode ) { + + case 38: /*up*/ + case 87: /*W*/ forwardSpeed = 0; break; + + case 37: /*left*/ + case 65: /*A*/ sideSpeed = 0; break; + + case 40: /*down*/ + case 83: /*S*/ forwardSpeed = 0; break; + + case 39: /*right*/ + case 68: /*D*/ sideSpeed = 0; break; + + case 81: /*Q*/ doRoll = false; break; + case 69: /*E*/ doRoll = false; break; + + case 82: /*R*/ upSpeed = 0; break; + case 70: /*F*/ upSpeed = 0; break; + + } + + }; + + function onMouseMove( event ) { + + mouseX = ( event.clientX - windowHalfX ) / window.innerWidth; + mouseY = ( event.clientY - windowHalfY ) / window.innerHeight; + + }; + + function onMouseDown ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 1; break; + case 2: forwardSpeed = -1; break; + + } + + }; + + function onMouseUp ( event ) { + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.button ) { + + case 0: forwardSpeed = 0; break; + case 2: forwardSpeed = 0; break; + + } + + }; + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', onMouseMove, false ); + this.domElement.addEventListener( 'mousedown', onMouseDown, false ); + this.domElement.addEventListener( 'mouseup', onMouseUp, false ); + this.domElement.addEventListener( 'keydown', onKeyDown, false ); + this.domElement.addEventListener( 'keyup', onKeyUp, false ); + +}; +/** + * @author Eberhard Graether / http://egraether.com/ + */ + +THREE.TrackballControls = function ( object, domElement ) { + + THREE.EventTarget.call( this ); + + var _this = this, + STATE = { NONE : -1, ROTATE : 0, ZOOM : 1, PAN : 2 }; + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.enabled = true; + + this.screen = { width: window.innerWidth, height: window.innerHeight, offsetLeft: 0, offsetTop: 0 }; + this.radius = ( this.screen.width + this.screen.height ) / 4; + + this.rotateSpeed = 1.0; + this.zoomSpeed = 1.2; + this.panSpeed = 0.3; + + this.noRotate = false; + this.noZoom = false; + this.noPan = false; + + this.staticMoving = false; + this.dynamicDampingFactor = 0.2; + + this.minDistance = 0; + this.maxDistance = Infinity; + + this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; + + // internals + + this.target = new THREE.Vector3(); + + var lastPosition = new THREE.Vector3(); + + var _keyPressed = false, + _state = STATE.NONE, + + _eye = new THREE.Vector3(), + + _rotateStart = new THREE.Vector3(), + _rotateEnd = new THREE.Vector3(), + + _zoomStart = new THREE.Vector2(), + _zoomEnd = new THREE.Vector2(), + + _panStart = new THREE.Vector2(), + _panEnd = new THREE.Vector2(); + + // events + + var changeEvent = { type: 'change' }; + + + // methods + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.getMouseOnScreen = function ( clientX, clientY ) { + + return new THREE.Vector2( + ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, + ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 + ); + + }; + + this.getMouseProjectionOnBall = function ( clientX, clientY ) { + + var mouseOnBall = new THREE.Vector3( + ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, + ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, + 0.0 + ); + + var length = mouseOnBall.length(); + + if ( length > 1.0 ) { + + mouseOnBall.normalize(); + + } else { + + mouseOnBall.z = Math.sqrt( 1.0 - length * length ); + + } + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + var projection = _this.object.up.clone().setLength( mouseOnBall.y ); + projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); + projection.addSelf( _eye.setLength( mouseOnBall.z ) ); + + return projection; + + }; + + this.rotateCamera = function () { + + var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); + + if ( angle ) { + + var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), + quaternion = new THREE.Quaternion(); + + angle *= _this.rotateSpeed; + + quaternion.setFromAxisAngle( axis, -angle ); + + quaternion.multiplyVector3( _eye ); + quaternion.multiplyVector3( _this.object.up ); + + quaternion.multiplyVector3( _rotateEnd ); + + if ( _this.staticMoving ) { + + _rotateStart = _rotateEnd; + + } else { + + quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); + quaternion.multiplyVector3( _rotateStart ); + + } + + } + + }; + + this.zoomCamera = function () { + + var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; + + if ( factor !== 1.0 && factor > 0.0 ) { + + _eye.multiplyScalar( factor ); + + if ( _this.staticMoving ) { + + _zoomStart = _zoomEnd; + + } else { + + _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; + + } + + } + + }; + + this.panCamera = function () { + + var mouseChange = _panEnd.clone().subSelf( _panStart ); + + if ( mouseChange.lengthSq() ) { + + mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); + + var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); + pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); + + _this.object.position.addSelf( pan ); + _this.target.addSelf( pan ); + + if ( _this.staticMoving ) { + + _panStart = _panEnd; + + } else { + + _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); + + } + + } + + }; + + this.checkDistances = function () { + + if ( !_this.noZoom || !_this.noPan ) { + + if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { + + _this.object.position.setLength( _this.maxDistance ); + + } + + if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { + + _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); + + } + + } + + }; + + this.update = function () { + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + if ( !_this.noRotate ) { + + _this.rotateCamera(); + + } + + if ( !_this.noZoom ) { + + _this.zoomCamera(); + + } + + if ( !_this.noPan ) { + + _this.panCamera(); + + } + + _this.object.position.add( _this.target, _eye ); + + _this.checkDistances(); + + _this.object.lookAt( _this.target ); + + if ( lastPosition.distanceTo( _this.object.position ) > 0 ) { + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + } + + }; + + // listeners + + function keydown( event ) { + + if ( ! _this.enabled ) return; + + if ( _state !== STATE.NONE ) { + + return; + + } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { + + _state = STATE.ROTATE; + + } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { + + _state = STATE.ZOOM; + + } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { + + _state = STATE.PAN; + + } + + if ( _state !== STATE.NONE ) { + + _keyPressed = true; + + } + + }; + + function keyup( event ) { + + if ( ! _this.enabled ) return; + + if ( _state !== STATE.NONE ) { + + _state = STATE.NONE; + + } + + }; + + function mousedown( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.NONE ) { + + _state = event.button; + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( !this.noPan ) { + + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + } + + }; + + function mousemove( event ) { + + if ( ! _this.enabled ) return; + + if ( _keyPressed ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + _keyPressed = false; + + } + + if ( _state === STATE.NONE ) { + + return; + + } else if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + }; + + function mouseup( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + _state = STATE.NONE; + + }; + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousemove', mousemove, false ); + this.domElement.addEventListener( 'mousedown', mousedown, false ); + this.domElement.addEventListener( 'mouseup', mouseup, false ); + + window.addEventListener( 'keydown', keydown, false ); + window.addEventListener( 'keyup', keyup, false ); + +}; +/** + * @author mr.doob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { + + THREE.Geometry.call( this ); + + var scope = this, + width_half = width / 2, + height_half = height / 2, + depth_half = depth / 2; + + var mpx, mpy, mpz, mnx, mny, mnz; + + if ( materials !== undefined ) { + + if ( materials instanceof Array ) { + + this.materials = materials; + + } else { + + this.materials = []; + + for ( var i = 0; i < 6; i ++ ) { + + this.materials.push( materials ); + + } + + } + + mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; + + } else { + + this.materials = []; + + } + + this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; + + if ( sides != undefined ) { + + for ( var s in sides ) { + + if ( this.sides[ s ] !== undefined ) { + + this.sides[ s ] = sides[ s ]; + + } + + } + + } + + this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px + this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx + this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py + this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny + this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz + this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz + + function buildPlane( u, v, udir, vdir, width, height, depth, material ) { + + var w, ix, iy, + gridX = segmentsWidth || 1, + gridY = segmentsHeight || 1, + width_half = width / 2, + height_half = height / 2, + offset = scope.vertices.length; + + if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { + + w = 'z'; + + } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { + + w = 'y'; + gridY = segmentsDepth || 1; + + } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { + + w = 'x'; + gridX = segmentsDepth || 1; + + } + + var gridX1 = gridX + 1, + gridY1 = gridY + 1, + segment_width = width / gridX, + segment_height = height / gridY, + normal = new THREE.Vector3(); + + normal[ w ] = depth > 0 ? 1 : - 1; + + for ( iy = 0; iy < gridY1; iy ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var vector = new THREE.Vector3(); + vector[ u ] = ( ix * segment_width - width_half ) * udir; + vector[ v ] = ( iy * segment_height - height_half ) * vdir; + vector[ w ] = depth; + + scope.vertices.push( vector ); + + } + + } + + for ( iy = 0; iy < gridY; iy++ ) { + + for ( ix = 0; ix < gridX; ix++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = material; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, iy / gridY ), + new THREE.UV( ix / gridX, ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, iy / gridY ) + ] ); + + } + + } + + } + + this.computeCentroids(); + this.mergeVertices(); + +}; + +THREE.CubeGeometry.prototype = new THREE.Geometry(); +THREE.CubeGeometry.prototype.constructor = THREE.CubeGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, segmentsRadius, segmentsHeight, openEnded ) { + + THREE.Geometry.call( this ); + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + var heightHalf = height / 2; + var segmentsX = segmentsRadius || 8; + var segmentsY = segmentsHeight || 1; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + var v = y / segmentsY; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + + var vertex = new THREE.Vector3(); + vertex.x = radius * Math.sin( u * Math.PI * 2 ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * Math.PI * 2 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + var tanTheta = ( radiusBottom - radiusTop ) / height; + var na, nb; + + for ( x = 0; x < segmentsX; x ++ ) { + + if ( radiusTop !== 0 ) { + + na = this.vertices[ vertices[ 0 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); + + } else { + + na = this.vertices[ vertices[ 1 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); + + } + + na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); + nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); + + for ( y = 0; y < segmentsY; y ++ ) { + + var v1 = vertices[ y ][ x ]; + var v2 = vertices[ y + 1 ][ x ]; + var v3 = vertices[ y + 1 ][ x + 1 ]; + var v4 = vertices[ y ][ x + 1 ]; + + var n1 = na.clone(); + var n2 = na.clone(); + var n3 = nb.clone(); + var n4 = nb.clone(); + + var uv1 = uvs[ y ][ x ].clone(); + var uv2 = uvs[ y + 1 ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); + var uv4 = uvs[ y ][ x + 1 ].clone(); + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + // top cap + + if ( !openEnded && radiusTop > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ 0 ][ x ]; + var v2 = vertices[ 0 ][ x + 1 ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, 1, 0 ); + var n2 = new THREE.Vector3( 0, 1, 0 ); + var n3 = new THREE.Vector3( 0, 1, 0 ); + + var uv1 = uvs[ 0 ][ x ].clone(); + var uv2 = uvs[ 0 ][ x + 1 ].clone(); + var uv3 = new THREE.UV( uv2.u, 0 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + // bottom cap + + if ( !openEnded && radiusBottom > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, - 1, 0 ); + var n2 = new THREE.Vector3( 0, - 1, 0 ); + var n3 = new THREE.Vector3( 0, - 1, 0 ); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = new THREE.UV( uv2.u, 1 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + +} +THREE.CylinderGeometry.prototype = new THREE.Geometry(); +THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too + amount: , // Amount + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 2d/3d spline path to extrude shape orthogonality to + * bendPath: // 2d path for bend the shape around x/y plane + * + * material: // material index for front and back faces + * extrudeMaterial: // material index for extrusion and beveled faces + * + * } + **/ + + +THREE.ExtrudeGeometry = function( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); + + this.addShapeList( shapes, options ); + + this.computeCentroids(); + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = new THREE.Geometry(); +THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry; + +THREE.ExtrudeGeometry.prototype.addShapeList = function(shapes, options) { + var sl = shapes.length; + + for ( var s = 0; s < sl; s ++ ) { + var shape = shapes[ s ]; + this.addShape( shape, options ); + } +}; + +THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) { + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var bendPath = options.bendPath; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + var material = options.material; + var extrudeMaterial = options.extrudeMaterial; + + var shapebb = this.shapebb; + //shapebb = shape.getBoundingBox(); + + + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + splineTube = new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initalization + + var ahole, h, hl; // looping of holes + var scope = this; + var bevelPoints = []; + + var shapesOffset = this.vertices.length; + + if ( bendPath ) { + + shape.addWrapPath( bendPath ); + + } + + var shapePoints = shape.extractPoints(); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.Shape.Utils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); + //var faces = THREE.Shape.Utils.triangulate2( vertices, holes ); + + // Would it be better to move points after triangulation? + // shapePoints = shape.extractAllPointsWithBend( curveSegments, bendPath ); + // vertices = shapePoints.shape; + // holes = shapePoints.holes; + + //console.log(faces); + + //// + /// Handle Vertices + //// + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( !vec ) console.log( "die" ); + + return vec.clone().multiplyScalar( size ).addSelf( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length, + cont, clen = contour.length; + + + //------ + // Find directions for point movement + // + + var RAD_TO_DEGREES = 180 / Math.PI; + + + function getBevelVec( pt_i, pt_j, pt_k ) { + + // Algorithm 2 + + return getBevelVec2( pt_i, pt_j, pt_k ); + + } + + function getBevelVec1( pt_i, pt_j, pt_k ) { + + var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); + var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); + + if ( anglea > angleb ) { + + angleb += Math.PI * 2; + + } + + var anglec = ( anglea + angleb ) / 2; + + + //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); + + var x = - Math.cos( anglec ); + var y = - Math.sin( anglec ); + + var vec = new THREE.Vector2( x, y ); //.normalize(); + + return vec; + + } + + function getBevelVec2( pt_i, pt_j, pt_k ) { + + var a = THREE.ExtrudeGeometry.__v1, + b = THREE.ExtrudeGeometry.__v2, + v_hat = THREE.ExtrudeGeometry.__v3, + w_hat = THREE.ExtrudeGeometry.__v4, + p = THREE.ExtrudeGeometry.__v5, + q = THREE.ExtrudeGeometry.__v6, + v, w, + v_dot_w_hat, q_sub_p_dot_w_hat, + s, intersection; + + // good reading for line-line intersection + // http://sputsoft.com/blog/2010/03/line-line-intersection.html + + // define a as vector j->i + // define b as vectot k->i + + a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); + b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); + + // get unit vectors + + v = a.normalize(); + w = b.normalize(); + + // normals from pt i + + v_hat.set( -v.y, v.x ); + w_hat.set( w.y, -w.x ); + + // pts from i + + p.copy( pt_i ).addSelf( v_hat ); + q.copy( pt_i ).addSelf( w_hat ); + + if ( p.equals( q ) ) { + + //console.log("Warning: lines are straight"); + return w_hat.clone(); + + } + + // Points from j, k. helps prevents points cross overover most of the time + + p.copy( pt_j ).addSelf( v_hat ); + q.copy( pt_k ).addSelf( w_hat ); + + v_dot_w_hat = v.dot( w_hat ); + q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); + + // We should not reach these conditions + + if ( v_dot_w_hat === 0 ) { + + console.log( "Either infinite or no solutions!" ); + + if ( q_sub_p_dot_w_hat === 0 ) { + + console.log( "Its finite solutions." ); + + } else { + + console.log( "Too bad, no solutions." ); + + } + + } + + s = q_sub_p_dot_w_hat / v_dot_w_hat; + + if ( s < 0 ) { + + // in case of emergecy, revert to algorithm 1. + + return getBevelVec1( pt_i, pt_j, pt_k ); + + } + + intersection = v.multiplyScalar( s ).addSelf( p ); + + return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly + + } + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + var pt_i = contour[ i ]; + var pt_j = contour[ j ]; + var pt_k = contour[ k ]; + + contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved + //bs = bevelSize * t ; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + //vert = scalePt( contour[ i ], contourCentroid, bs, false ); + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); + + v( vert.x, vert.y, -z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); + binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); + + position2.copy(extrudePts[0]).addSelf(normal).addSelf(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]).addSelf(normal).addSelf(binormal); + + v(position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + // set UV generator + var uvgen = THREE.ExtrudeGeometry.WorldUVGenerator; + + //// + /// Handle Faces + //// + + // Top and bottom faces + buildLidFaces(); + + // Sides faces + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + if ( bevelEnabled ) { + + var layer = 0 ; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); + } + } else { + + // Bottom faces + + for ( i = 0; i < flen; i++ ) { + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); + } + } + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + } + } + + function sidewalls( contour, layeroffset ) { + var j, k; + i = contour.length; + + while ( --i >= 0 ) { + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl ); + } + } + } + + + function v( x, y, z ) { + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + } + + function f3( a, b, c, isBottom ) { + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c) + : uvgen.generateTopUV( scope, shape, options, a, b, c); + + scope.faceVertexUvs[ 0 ].push(uvs); + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength ) { + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, stepIndex, stepsLength); + scope.faceVertexUvs[ 0 ].push(uvs); + } + +}; + + + +THREE.ExtrudeGeometry.WorldUVGenerator = { + generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y; + + return [ + new THREE.UV( ax, 1 - ay ), + new THREE.UV( bx, 1 - by ), + new THREE.UV( cx, 1 - cy ) + ]; + }, + + generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC) { + return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); + }, + + generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, + indexA, indexB, indexC, indexD, stepIndex, stepsLength) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + az = geometry.vertices[ indexA ].z, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + bz = geometry.vertices[ indexB ].z, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y, + cz = geometry.vertices[ indexC ].z, + + dx = geometry.vertices[ indexD ].x, + dy = geometry.vertices[ indexD ].y, + dz = geometry.vertices[ indexD ].z; + + if ( Math.abs( ay - by ) < 0.01 ) { + return [ + new THREE.UV( ax, az ), + new THREE.UV( bx, bz ), + new THREE.UV( cx, cz ), + new THREE.UV( dx, dz ) + ]; + } else { + return [ + new THREE.UV( ay, az ), + new THREE.UV( by, bz ), + new THREE.UV( cy, cz ), + new THREE.UV( dy, dz ) + ]; + } + } +}; + +THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + */ + +THREE.LatheGeometry = function ( points, steps, angle ) { + + THREE.Geometry.call( this ); + + var _steps = steps || 12; + var _angle = angle || 2 * Math.PI; + + var _newV = []; + var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps ); + + for ( var j = 0; j < points.length; j ++ ) { + + _newV[ j ] = points[ j ].clone(); + this.vertices.push( _newV[ j ] ); + + } + + var i, il = _steps + 1; + + for ( i = 0; i < il; i ++ ) { + + for ( var j = 0; j < _newV.length; j ++ ) { + + _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() ); + this.vertices.push( _newV[ j ] ); + + } + + } + + for ( i = 0; i < _steps; i ++ ) { + + for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) { + + var a = i * kl + k; + var b = ( ( i + 1 ) % il ) * kl + k; + var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl; + var d = i * kl + ( k + 1 ) % kl; + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.UV( 1 - i / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ), + new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl ) + + ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = new THREE.Geometry(); +THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, depth, segmentsWidth, segmentsDepth ) { + + THREE.Geometry.call( this ); + + var ix, iz, + width_half = width / 2, + depth_half = depth / 2, + gridX = segmentsWidth || 1, + gridZ = segmentsDepth || 1, + gridX1 = gridX + 1, + gridZ1 = gridZ + 1, + segment_width = width / gridX, + segment_depth = depth / gridZ, + normal = new THREE.Vector3( 0, 1, 0 ); + + for ( iz = 0; iz < gridZ1; iz ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + var z = iz * segment_depth - depth_half; + + this.vertices.push( new THREE.Vector3( x, 0, z ) ); + + } + + } + + for ( iz = 0; iz < gridZ; iz ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iz; + var b = ix + gridX1 * ( iz + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); + var d = ( ix + 1 ) + gridX1 * iz; + + var face = new THREE.Face4( a, b, c, d ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, iz / gridZ ), + new THREE.UV( ix / gridX, ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, iz / gridZ ) + ] ); + + } + + } + + this.computeCentroids(); + +}; + +THREE.PlaneGeometry.prototype = new THREE.Geometry(); +THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; +/** + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, segmentsWidth, segmentsHeight, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var segmentsX = Math.max( 3, Math.floor( segmentsWidth ) || 8 ); + var segmentsY = Math.max( 2, Math.floor( segmentsHeight ) || 6 ); + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + var v = y / segmentsY; + + var vertex = new THREE.Vector3(); + 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 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < segmentsY; y ++ ) { + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + var n1 = this.vertices[ v1 ].clone().normalize(); + var n2 = this.vertices[ v2 ].clone().normalize(); + var n3 = this.vertices[ v3 ].clone().normalize(); + var n4 = this.vertices[ v4 ].clone().normalize(); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x ].clone(); + var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); + + if ( Math.abs( this.vertices[ v1 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); + + } else if ( Math.abs( this.vertices[ v3 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } else { + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.SphereGeometry.prototype = new THREE.Geometry(); +THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For creating 3D text geometry in three.js + * + * Text = 3D Text + * + * parameters = { + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * font: , // font name + * weight: , // font weight (normal, bold) + * style: , // font style (normal, italics) + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * + * bend: // bend according to hardcoded curve (generates bendPath) + * bendPath: // wraps text according to bend Path + * } + * + * It uses techniques used in: + * + * typeface.js and canvastext + * For converting fonts and rendering with javascript + * http://typeface.neocracy.org + * + * Triangulation ported from AS3 + * Simple Polygon Triangulation + * http://actionsnippet.com/?p=1462 + * + * A Method to triangulate shapes with holes + * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ + * + */ +/* Usage Examples + + // TextGeometry wrapper + + var text3d = new TextGeometry( text, options ); + + // Complete manner + + var textPath = new THREE.TextPath( text, options ); + var textShapes = textPath.toShapes(); + var text3d = new ExtrudeGeometry( textShapes, options ); + +*/ + + +THREE.TextGeometry = function ( text, parameters ) { + + var textPath = new THREE.TextPath( text, parameters ); + var textShapes = textPath.toShapes(); + + // 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; + + if ( parameters.bend ) { + + var b = textShapes[ textShapes.length - 1 ].getBoundingBox(); + var max = b.maxX; + + parameters.bendPath = new THREE.QuadraticBezierCurve( new THREE.Vector2( 0, 0 ), + new THREE.Vector2( max / 2, 120 ), + new THREE.Vector2( max, 0 ) ); + + } + + THREE.ExtrudeGeometry.call( this, textShapes, parameters ); + +}; + +THREE.TextGeometry.prototype = new THREE.ExtrudeGeometry(); +THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; + + +THREE.FontUtils = { + + faces : {}, + + // Just for now. face[weight][style] + + face : "helvetiker", + weight: "normal", + style : "normal", + size : 150, + divisions : 10, + + getFace : function() { + + return this.faces[ this.face ][ this.weight ][ this.style ]; + + }, + + loadFace : function( data ) { + + var family = data.familyName.toLowerCase(); + + var ThreeFont = this; + + ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; + + ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; + ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText : function( text ) { + + var characterPts = [], allPts = []; + + // RenderText + + var i, p, + face = this.getFace(), + scale = this.size / face.resolution, + offset = 0, + chars = String( text ).split( '' ), + length = chars.length; + + var fontPaths = []; + + for ( i = 0; i < length; i ++ ) { + + var path = new THREE.Path(); + + var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); + offset += ret.offset; + //characterPts.push( ret.points ); + //allPts = allPts.concat( ret.points ); + fontPaths.push( ret.path ); + + } + + // get the width + + var width = offset / 2; + // + // for ( p = 0; p < allPts.length; p++ ) { + // + // allPts[ p ].x -= width; + // + // } + + //var extract = this.extractPoints( allPts, characterPts ); + //extract.contour = allPts; + + //extract.paths = fontPaths; + //extract.offset = width; + + return { paths : fontPaths, offset : width }; + + }, + + + + + extractGlyphPoints : function( c, face, scale, offset, path ) { + + var pts = []; + + var i, i2, divisions, + outline, action, length, + scaleX, scaleY, + x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, + laste, + glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; + + if ( !glyph ) return; + + if ( glyph.o ) { + + outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + length = outline.length; + + scaleX = scale; + scaleY = scale; + + for ( i = 0; i < length; ) { + + action = outline[ i ++ ]; + + //console.log( action ); + + switch( action ) { + + case 'm': + + // Move To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + + pts.push( new THREE.Vector2( x, y ) ); + + path.moveTo( x, y ); + break; + + case 'l': + + // Line To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + pts.push( new THREE.Vector2( x, y ) ); + path.lineTo(x,y); + break; + + case 'q': + + // QuadraticCurveTo + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * scaleY; + + path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + pts.push( new THREE.Vector2( tx, ty ) ); + + } + + } + + break; + + case 'b': + + // Cubic Bezier Curve + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * -scaleY; + cpx2 = outline[ i++ ] * scaleX + offset; + cpy2 = outline[ i++ ] * -scaleY; + + path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + pts.push( new THREE.Vector2( tx, ty ) ); + + } + + } + + break; + + } + + } + } + + + + return { offset: glyph.ha*scale, points:pts, path:path}; + } + +}; + + + +/** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + +( function( namespace ) { + + var EPSILON = 0.0000000001; + + // takes in an contour array and returns + + var process = function( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count-- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.log( "Warning, unable to triangulate polygon!" ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + /* + result.push( contour[ a ] ); + result.push( contour[ b ] ); + result.push( contour[ c ] ); + */ + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for( s = v, t = v + 1; t < nv; s++, t++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv--; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + }; + + // calculate area of the contour polygon + + var area = function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for( var p = n - 1, q = 0; q < n; p = q++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }; + + // see if p is inside triangle abc + + var insideTriangle = function( ax, ay, + bx, by, + cx, cy, + px, py ) { + + var aX, aY, bX, bY; + var cX, cY, apx, apy; + var bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + apx= px -ax; apy= py - ay; + bpx= px - bx; bpy= py - by; + cpx= px - cx; cpy= py - cy; + + aCROSSbp = aX*bpy - aY*bpx; + cCROSSap = cX*apy - cY*apx; + bCROSScp = bX*cpy - bY*cpx; + + return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); + + }; + + + var snip = function ( contour, u, v, w, n, verts ) { + + var p; + var ax, ay, bx, by; + var cx, cy, px, py; + + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; + + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; + + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; + + if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; + + for ( p = 0; p < n; p++ ) { + + if( (p == u) || (p == v) || (p == w) ) continue; + + px = contour[ verts[ p ] ].x + py = contour[ verts[ p ] ].y + + if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; + + } + + return true; + + }; + + + namespace.Triangulate = process; + namespace.Triangulate.area = area; + + return namespace; + +})(THREE.FontUtils); + +// To use the typeface.js face files, hook up the API +self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; +/** + * @author oosmoxiecode + * @author mr.doob / http://mrdoob.com/ + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 + */ + +THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 100; + this.tube = tube || 40; + this.segmentsR = segmentsR || 8; + this.segmentsT = segmentsT || 6; + this.arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= this.segmentsR; j ++ ) { + + for ( var i = 0; i <= this.segmentsT; i ++ ) { + + var u = i / this.segmentsT * this.arc; + var v = j / this.segmentsR * Math.PI * 2; + + center.x = this.radius * Math.cos( u ); + center.y = this.radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = this.tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.UV( i / this.segmentsT, 1 - j / this.segmentsR ) ); + normals.push( vertex.clone().subSelf( center ).normalize() ); + + } + } + + + for ( var j = 1; j <= this.segmentsR; j ++ ) { + + for ( var i = 1; i <= this.segmentsT; i ++ ) { + + var a = ( this.segmentsT + 1 ) * j + i - 1; + var b = ( this.segmentsT + 1 ) * ( j - 1 ) + i - 1; + var c = ( this.segmentsT + 1 ) * ( j - 1 ) + i; + var d = ( this.segmentsT + 1 ) * j + i; + + var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); + face.normal.addSelf( normals[ a ] ); + face.normal.addSelf( normals[ b ] ); + face.normal.addSelf( normals[ c ] ); + face.normal.addSelf( normals[ d ] ); + face.normal.normalize(); + + this.faces.push( face ); + + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + } + + } + + this.computeCentroids(); + +}; + +THREE.TorusGeometry.prototype = new THREE.Geometry(); +THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; +/** + * @author oosmoxiecode + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 + */ + +THREE.TorusKnotGeometry = function ( radius, tube, segmentsR, segmentsT, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 200; + this.tube = tube || 40; + this.segmentsR = segmentsR || 64; + this.segmentsT = segmentsT || 8; + this.p = p || 2; + this.q = q || 3; + this.heightScale = heightScale || 1; + this.grid = new Array(this.segmentsR); + + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + this.grid[ i ] = new Array( this.segmentsT ); + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var u = i / this.segmentsR * 2 * this.p * Math.PI; + var v = j / this.segmentsT * 2 * Math.PI; + var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); + var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); + var cx, cy; + + tang.sub( p2, p1 ); + n.add( p2, p1 ); + + bitan.cross( tang, n ); + n.cross( bitan, tang ); + bitan.normalize(); + n.normalize(); + + cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.tube * Math.sin( v ); + + p1.x += cx * n.x + cy * bitan.x; + p1.y += cx * n.y + cy * bitan.y; + p1.z += cx * n.z + cy * bitan.z; + + this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); + + } + + } + + for ( var i = 0; i < this.segmentsR; ++ i ) { + + for ( var j = 0; j < this.segmentsT; ++ j ) { + + var ip = ( i + 1 ) % this.segmentsR; + var jp = ( j + 1 ) % this.segmentsT; + + var a = this.grid[ i ][ j ]; + var b = this.grid[ ip ][ j ]; + var c = this.grid[ ip ][ jp ]; + var d = this.grid[ i ][ jp ]; + + var uva = new THREE.UV( i / this.segmentsR, j / this.segmentsT ); + var uvb = new THREE.UV( ( i + 1 ) / this.segmentsR, j / this.segmentsT ); + var uvc = new THREE.UV( ( i + 1 ) / this.segmentsR, ( j + 1 ) / this.segmentsT ); + var uvd = new THREE.UV( i / this.segmentsR, ( j + 1 ) / this.segmentsT ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + function getPos( u, v, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + var cv = Math.cos( v ); + var su = Math.sin( u ); + var quOverP = in_q / in_p * u; + var cs = Math.cos( quOverP ); + + var tx = radius * ( 2 + cs ) * 0.5 * cu; + var ty = radius * ( 2 + cs ) * su * 0.5; + var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; + + return new THREE.Vector3( tx, ty, tz ); + + } + +}; + +THREE.TorusKnotGeometry.prototype = new THREE.Geometry(); +THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, debug ) { + + THREE.Geometry.call( this ); + + this.path = path; + this.segments = segments || 64; + this.radius = radius || 1; + this.segmentsRadius = segmentsRadius || 8; + this.closed = closed || false; + if ( debug ) this.debug = new THREE.Object3D(); + + this.grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = this.segments + 1, + + x, y, z, + tx, ty, tz, + u, v, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + + + + // consruct the grid + + for ( i = 0; i < numpoints; i++ ) { + + this.grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + if ( this.debug ) { + + this.debug.add(new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff)); + this.debug.add(new THREE.ArrowHelper(normal, pos, radius, 0xff0000)); + this.debug.add(new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00)); + + } + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + v = j / this.segmentsRadius * 2 * Math.PI; + + cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.radius * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < this.segments; i++ ) { + + for ( j = 0; j < this.segmentsRadius; j++ ) { + + ip = ( closed ) ? (i + 1) % this.segments : i + 1; + jp = (j + 1) % this.segmentsRadius; + + a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = this.grid[ ip ][ j ]; + c = this.grid[ ip ][ jp ]; + d = this.grid[ i ][ jp ]; + + uva = new THREE.UV( i / this.segments, j / this.segmentsRadius ); + uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.segmentsRadius ); + uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.segmentsRadius ); + uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.segmentsRadius ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = new THREE.Geometry(); +THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; + + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) { + + var + tangent = new THREE.Vector3(), + normal = new THREE.Vector3(), + binormal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + epsilon = 0.0001, + smallest, + + tx, ty, tz, + i, u, v; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + + function initialNormal3() { + // select an initial normal vector perpenicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + smallest = tx; + normal.set( 1, 0, 0 ); + } + + if ( ty <= smallest ) { + smallest = ty; + normal.set( 0, 1, 0 ); + } + + if ( tz <= smallest ) { + normal.set( 0, 0, 1 ); + } + + vec.cross( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].cross( tangents[ 0 ], vec ); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i++ ) { + + normals[ i ] = normals[ i-1 ].clone(); + + binormals[ i ] = binormals[ i-1 ].clone(); + + vec.cross( tangents[ i-1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); + + mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); + + } + + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { + + theta = -theta; + + } + + for ( i = 1; i < numpoints; i++ ) { + + // twist a little... + mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + } +}; +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { + + THREE.Geometry.call( this ); + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); + + } + + var midpoints = [], p = this.vertices; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); + + } + + this.mergeVertices(); + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + /** + * Project vector onto sphere's surface + */ + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.UV( u, v ); + + return vertex; + + } + + /** + * Approximate a curved face with recursively sub-divided triangles. + */ + function make( v1, v2, v3, detail ) { + + if ( detail < 1 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 ); + face.normal = face.centroid.clone().normalize(); + that.faces.push( face ); + + var azi = azimuth( face.centroid ); + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } + else { + + detail -= 1; + // split triangle into 4 smaller triangles + make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant + make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant + make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant + make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant + + } + + } + + function midpoint( v1, v2 ) { + + if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; + if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; + var mid = midpoints[ v1.index ][ v2.index ]; + if ( mid === undefined ) { + // generate mean point and project to surface with prepare() + midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( + new THREE.Vector3().add( v1, v2 ).divideScalar( 2 ) + ); + } + return mid; + + } + + /** + * Angle around the Y axis, counter-clockwise when looking from above. + */ + function azimuth( vector ) { + + return Math.atan2( vector.z, -vector.x ); + + } + + /** + * Angle above the XZ plane. + */ + function inclination( vector ) { + + return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + /** + * Texture fixing helper. Spheres have some odd behaviours. + */ + function correctUV( uv, vector, azimuth ) { + + if ( (azimuth < 0) && (uv.u === 1) ) uv = new THREE.UV( uv.u - 1, uv.v ); + if ( (vector.x === 0) && (vector.z === 0) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); + return uv; + + } + + this.computeCentroids(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.PolyhedronGeometry.prototype = new THREE.Geometry(); +THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], + [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], + [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] + ]; + + var faces = [ + [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], + [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], + [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], + [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; +THREE.IcosahedronGeometry.prototype = new THREE.Geometry(); +THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] + ]; + + var faces = [ + [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); +}; +THREE.OctahedronGeometry.prototype = new THREE.Geometry(); +THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] + ]; + + var faces = [ + [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; +THREE.TetrahedronGeometry.prototype = new THREE.Geometry(); +THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; +/** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSements, ySegements, useTris ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) { + + THREE.Geometry.call( this ); + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + useTris = (useTris === undefined) ? false : useTris; + + var i, il, j, p; + var u, v; + + var stackCount = stacks + 1; + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = (i + 1) * sliceCount + j; + d = (i + 1) * sliceCount + j + 1; + + uva = new THREE.UV( i / slices, j / stacks ); + uvb = new THREE.UV( i / slices, ( j + 1 ) / stacks ); + uvc = new THREE.UV( ( i + 1 ) / slices, j / stacks ); + uvd = new THREE.UV( ( i + 1 ) / slices, ( j + 1 ) / stacks ); + + if ( useTris ) { + + faces.push( new THREE.Face3( a, b, c ) ); + faces.push( new THREE.Face3( b, d, c ) ); + + uvs.push( [ uva, uvb, uvc ] ); + uvs.push( [ uvb, uvd, uvc ] ); + + } else { + + faces.push( new THREE.Face4( a, b, d, c ) ); + uvs.push( [ uva, uvb, uvc, uvd ] ); + + } + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = new THREE.Geometry(); +THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry; +/** + * @author sroucheray / http://sroucheray.org/ + * @author mr.doob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function () { + + THREE.Object3D.call( this ); + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3() ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 100, 0 ) ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 5, 25, 5, 1 ); + + var line, cone; + + // x + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0xff0000 } ) ); + line.rotation.z = - Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0xff0000 } ) ); + cone.position.x = 100; + cone.rotation.z = - Math.PI / 2; + this.add( cone ); + + // y + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x00ff00 } ) ); + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x00ff00 } ) ); + cone.position.y = 100; + this.add( cone ); + + // z + + line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color : 0x0000ff } ) ); + line.rotation.x = Math.PI / 2; + this.add( line ); + + cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color : 0x0000ff } ) ); + cone.position.z = 100; + cone.rotation.x = Math.PI / 2; + this.add( cone ); + +}; + +THREE.AxisHelper.prototype = new THREE.Object3D(); +THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * hex - color in hex value + */ + +THREE.ArrowHelper = function ( dir, origin, length, hex ) { + + THREE.Object3D.call( this ); + + if ( hex === undefined ) hex = 0xffff00; + if ( length === undefined ) length = 20; + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) ); + this.add( this.line ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) ); + this.cone.position.set( 0, 1, 0 ); + this.add( this.cone ); + + if ( origin instanceof THREE.Vector3 ) this.position = origin; + + this.setDirection( dir ); + this.setLength( length ); + +}; + +THREE.ArrowHelper.prototype = new THREE.Object3D(); +THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; + +THREE.ArrowHelper.prototype.setDirection = function ( dir ) { + + var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); + + var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); + + this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); + + this.rotation.getRotationFromMatrix( this.matrix, this.scale ); + +}; + +THREE.ArrowHelper.prototype.setLength = function ( length ) { + + this.scale.set( length, length, length ); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( hex ) { + + this.line.material.color.setHex( hex ); + this.cone.material.color.setHex( hex ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + THREE.Object3D.call( this ); + + var _this = this; + + this.lineGeometry = new THREE.Geometry(); + this.lineMaterial = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + this.pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00, + hexCone = 0xff0000, + hexUp = 0x00aaff, + hexTarget = 0xffffff, + hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + this.camera = camera; + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + _this.lineGeometry.vertices.push( new THREE.Vector3() ); + _this.lineGeometry.colors.push( new THREE.Color( hex ) ); + + if ( _this.pointMap[ id ] === undefined ) _this.pointMap[ id ] = []; + _this.pointMap[ id ].push( _this.lineGeometry.vertices.length - 1 ); + + } + + this.update( camera ); + + this.lines = new THREE.Line( this.lineGeometry, this.lineMaterial, THREE.LinePieces ); + this.add( this.lines ); + +}; + +THREE.CameraHelper.prototype = new THREE.Object3D(); +THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; + +THREE.CameraHelper.prototype.update = function () { + + var camera = this.camera; + + var w = 1; + var h = 1; + + var _this = this; + + // we need just camera projection matrix + // world matrix must be identity + + THREE.CameraHelper.__c.projectionMatrix.copy( camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, -1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", -w, -h, -1 ); + setPoint( "n2", w, -h, -1 ); + setPoint( "n3", -w, h, -1 ); + setPoint( "n4", w, h, -1 ); + + // far + + setPoint( "f1", -w, -h, 1 ); + setPoint( "f2", w, -h, 1 ); + setPoint( "f3", -w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, -1 ); + setPoint( "u2", -w * 0.7, h * 1.1, -1 ); + setPoint( "u3", 0, h * 2, -1 ); + + // cross + + setPoint( "cf1", -w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, -h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", -w, 0, -1 ); + setPoint( "cn2", w, 0, -1 ); + setPoint( "cn3", 0, -h, -1 ); + setPoint( "cn4", 0, h, -1 ); + + function setPoint( point, x, y, z ) { + + THREE.CameraHelper.__v.set( x, y, z ); + THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); + + var points = _this.pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + var j = points[ i ]; + _this.lineGeometry.vertices[ j ].copy( THREE.CameraHelper.__v ); + + } + + } + + } + + this.lineGeometry.verticesNeedUpdate = true; + +}; + +THREE.CameraHelper.__projector = new THREE.Projector(); +THREE.CameraHelper.__v = new THREE.Vector3(); +THREE.CameraHelper.__c = new THREE.Camera(); + +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * Subdivision Geometry Modifier + * using Catmull-Clark Subdivision Surfaces + * for creating smooth geometry meshes + * + * Note: a modifier modifies vertices and faces of geometry, + * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained + * + * Readings: + * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface + * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ + * http://xrt.wikidot.com/blog:31 + * "Subdivision Surfaces in Character Animation" + * + * Supports: + * Closed and Open geometries. + * + * TODO: + * crease vertex and "semi-sharp" features + * selective subdivision + */ + +THREE.SubdivisionModifier = function( subdivisions ) { + + this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; + + // Settings + this.useOldVertexColors = false; + this.supportUVs = true; + this.debug = false; + +}; + +//THREE.SubdivisionModifier.prototype = new THREE.Modifier(); + +THREE.SubdivisionModifier.prototype.constructor = THREE.SubdivisionModifier; + +// Applies the "modify" pattern +THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { + + var repeats = this.subdivisions; + + while ( repeats-- > 0 ) { + this.smooth( geometry ); + } + +}; + +// Performs an iteration of Catmull-Clark Subdivision +THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { + + //debug( 'running smooth' ); + + // New set of vertices, faces and uvs + var newVertices = [], newFaces = [], newUVs = []; + + function v( x, y, z ) { + newVertices.push( new THREE.Vector3( x, y, z ) ); + } + + var scope = this; + + function debug() { + if (scope.debug) console.log.apply(console, arguments); + } + + function warn() { + if (console) + console.log.apply(console, arguments); + } + + function f4( a, b, c, d, oldFace, orders, facei ) { + + // TODO move vertex selection over here! + + var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.material ); + + if (scope.useOldVertexColors) { + + newFace.vertexColors = []; + + var color, tmpColor, order; + for (var i=0;i<4;i++) { + order = orders[i]; + + color = new THREE.Color(), + color.setRGB(0,0,0); + + for (var j=0, jl=0; j face map + + for( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.a ); + mapEdgeHash( hash, i ); + + } else if ( face instanceof THREE.Face4 ) { + + hash = edge_hash( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.c, face.d ); + mapEdgeHash( hash, i ); + + hash = edge_hash( face.d, face.a ); + mapEdgeHash( hash, i ); + + } + + } + + // extract faces + + // var edges = []; + // + // var numOfEdges = 0; + // for (i in edgeFaceMap) { + // numOfEdges++; + // + // edge = edgeFaceMap[i]; + // edges.push(edge); + // + // } + + //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); + + return edgeFaceMap; + + } + + var originalPoints = oldGeometry.vertices; + var originalFaces = oldGeometry.faces; + + var newPoints = originalPoints.concat(); // Vertices + + var facePoints = [], edgePoints = {}; + + var sharpEdges = {}, sharpVertices = [], sharpFaces = []; + + var uvForVertices = {}; // Stored in {vertex}:{old face} format + + var originalVerticesLength = originalPoints.length; + + function getUV(vertexNo, oldFaceNo) { + var j,jl; + + var key = vertexNo+':'+oldFaceNo; + var theUV = uvForVertices[key]; + + if (!theUV) { + if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) { + debug('face pt'); + } else { + debug('edge pt'); + } + + warn('warning, UV not found for', key); + + return null; + } + + return theUV; + + // Original faces -> Vertex Nos. + // new Facepoint -> Vertex Nos. + // edge Points + + } + + function addUV(vertexNo, oldFaceNo, value) { + + var key = vertexNo+':'+oldFaceNo; + if (!(key in uvForVertices)) { + uvForVertices[key] = value; + } else { + warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]); + } + } + + // Step 1 + // For each face, add a face point + // Set each face point to be the centroid of all original points for the respective face. + // debug(oldGeometry); + var i, il, j, jl, face; + + // For Uvs + var uvs = oldGeometry.faceVertexUvs[0]; + var abcd = 'abcd', vertice; + + debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength); + if (scope.supportUVs) + for (i=0, il = uvs.length; i Faces Index + var edge, faceIndexA, faceIndexB, avg; + + // debug('edgeFaceMap', edgeFaceMap); + + var edgeCount = 0; + + var edgeVertex, edgeVertexA, edgeVertexB; + + //// + + var vertexEdgeMap = {}; // Gives edges connecting from each vertex + var vertexFaceMap = {}; // Gives faces connecting from each vertex + + function addVertexEdgeMap(vertex, edge) { + if (vertexEdgeMap[vertex]===undefined) { + vertexEdgeMap[vertex] = []; + } + + vertexEdgeMap[vertex].push(edge); + } + + function addVertexFaceMap(vertex, face, edge) { + if (vertexFaceMap[vertex]===undefined) { + vertexFaceMap[vertex] = {}; + } + + vertexFaceMap[vertex][face] = edge; + // vertexFaceMap[vertex][face] = null; + } + + // Prepares vertexEdgeMap and vertexFaceMap + for (i in edgeFaceMap) { // This is for every edge + edge = edgeFaceMap[i]; + + edgeVertex = i.split('_'); + edgeVertexA = edgeVertex[0]; + edgeVertexB = edgeVertex[1]; + + // Maps an edgeVertex to connecting edges + addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] ); + addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] ); + + + for (j=0,jl=edge.length;j2) { + // TODO + } + */ + + F.divideScalar(f); + + + + for (j=0; j 1) z = 0 is ontop z = 1 is back + scale: 1, // scale + rotation: 1, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending } ); // blending + +}; + + +/* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + +THREE.LensFlare.prototype.updateLensFlares = function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = -this.positionScreen.x * 2; + var vecY = -this.positionScreen.y * 2; + + for( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + +}; + + + + + + + + + + + + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = new THREE.Mesh(); +THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh; + +THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + startFrame: start, + endFrame: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + +}; + +THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)(\d+)/; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + var num = chunks[ 2 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = -1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = -1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "animation[" + name + "] undefined" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= -1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlarePlugin = function ( ) { + + var _gl, _renderer, _lensFlare = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _lensFlare.vertices = new Float32Array( 8 + 8 ); + _lensFlare.faces = new Uint16Array( 6 ); + + var i = 0; + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; + + i = 0; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; + + // buffers + + _lensFlare.vertexBuffer = _gl.createBuffer(); + _lensFlare.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); + + // textures + + _lensFlare.tempTexture = _gl.createTexture(); + _lensFlare.occlusionTexture = _gl.createTexture(); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { + + _lensFlare.hasVertexTexture = false; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); + + } else { + + _lensFlare.hasVertexTexture = true; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); + + } + + _lensFlare.attributes = {}; + _lensFlare.uniforms = {}; + + _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); + _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); + + _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); + _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); + _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); + _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); + _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); + _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); + _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); + _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); + + _lensFlare.attributesEnabled = false; + + }; + + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + * Then _lensFlare.update_lensFlares() is called to re-position and + * update transparency of flares. Then they are rendered. + * + */ + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var flares = scene.__webglFlares, + nFlares = flares.length; + + if ( ! nFlares ) return; + + var tempPosition = new THREE.Vector3(); + + var invAspect = viewportHeight / viewportWidth, + halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var size = 16 / viewportHeight, + scale = new THREE.Vector2( size * invAspect, size ); + + var screenPosition = new THREE.Vector3( 1, 1, 0 ), + screenPositionPixels = new THREE.Vector2( 1, 1 ); + + var uniforms = _lensFlare.uniforms, + attributes = _lensFlare.attributes; + + // set _lensFlare program and reset blending + + _gl.useProgram( _lensFlare.program ); + + if ( ! _lensFlare.attributesEnabled ) { + + _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); + _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); + + _lensFlare.attributesEnabled = true; + + } + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/unforms + + _gl.uniform1i( uniforms.occlusionMap, 0 ); + _gl.uniform1i( uniforms.map, 1 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + + _gl.disable( _gl.CULL_FACE ); + _gl.depthMask( false ); + + var i, j, jl, flare, sprite; + + for ( i = 0; i < nFlares; i ++ ) { + + size = 16 / viewportHeight; + scale.set( size * invAspect, size ); + + // calc object screen position + + flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); + + camera.matrixWorldInverse.multiplyVector3( tempPosition ); + camera.projectionMatrix.multiplyVector3( tempPosition ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ) + + screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; + screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; + + // screen cull + + if ( _lensFlare.hasVertexTexture || ( + screenPositionPixels.x > 0 && + screenPositionPixels.x < viewportWidth && + screenPositionPixels.y > 0 && + screenPositionPixels.y < viewportHeight ) ) { + + // save current RGB to temp texture + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // render pink quad + + _gl.uniform1i( uniforms.renderType, 0 ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + + _gl.disable( _gl.BLEND ); + _gl.enable( _gl.DEPTH_TEST ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // restore graphics + + _gl.uniform1i( uniforms.renderType, 1 ); + _gl.disable( _gl.DEPTH_TEST ); + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ) + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + _gl.uniform1i( uniforms.renderType, 2 ); + _gl.enable( _gl.BLEND ); + + for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewportHeight; + + scale.x = size * invAspect; + scale.y = size; + + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.texture, 1 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ShadowMapPlugin = function ( ) { + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _min = new THREE.Vector3(), + _max = new THREE.Vector3(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + shadowMap, shadowMatrix, shadowCamera, + program, buffer, material, + webglObject, object, light, + renderList, + + lights = [], + k = 0, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _gl.enable( _gl.CULL_FACE ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.setDepthTest( true ); + + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps + + for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { + + light = scene.__lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { + + for ( n = 0; n < light.shadowCascadeCount; n ++ ) { + + var virtualLight; + + if ( ! light.shadowCascadeArray[ n ] ) { + + virtualLight = createVirtualLight( light, n ); + virtualLight.originalCamera = camera; + + var gyro = new THREE.Gyroscope(); + gyro.position = light.shadowCascadeOffset; + + gyro.add( virtualLight ); + gyro.add( virtualLight.target ); + + camera.add( gyro ); + + light.shadowCascadeArray[ n ] = virtualLight; + + console.log( "Created virtualLight", virtualLight ); + + } else { + + virtualLight = light.shadowCascadeArray[ n ]; + + } + + updateVirtualLight( light, n ); + + lights[ k ] = virtualLight; + k ++; + + } + + } else { + + lights[ k ] = light; + k ++; + + } + + } + + // render depth map + + for ( i = 0, il = lights.length; i < il; i ++ ) { + + light = lights[ i ]; + + if ( ! light.shadowMap ) { + + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; + + light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); + light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); + + light.shadowMatrix = new THREE.Matrix4(); + + } + + if ( ! light.shadowCamera ) { + + if ( light instanceof THREE.SpotLight ) { + + light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); + + } else if ( light instanceof THREE.DirectionalLight ) { + + light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); + + } else { + + console.error( "Unsupported light type for shadow" ); + continue; + + } + + scene.add( light.shadowCamera ); + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + } + + if ( light.shadowCameraVisible && ! light.cameraHelper ) { + + light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); + light.shadowCamera.add( light.cameraHelper ); + + } + + if ( light.isVirtual && virtualLight.originalCamera == camera ) { + + updateShadowCamera( camera, light ); + + } + + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + shadowCamera = light.shadowCamera; + + shadowCamera.position.copy( light.matrixWorld.getPosition() ); + shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); + shadowCamera.updateMatrixWorld(); + + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + + if ( light.cameraHelper ) light.cameraHelper.lines.visible = light.shadowCameraVisible; + if ( light.shadowCameraVisible ) light.cameraHelper.update(); + + // compute shadow matrix + + shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 ); + + shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); + shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); + + // update camera matrices and frustum + + if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); + if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); + + shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); + shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); + + _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render shadow map + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible && object.castShadow ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + // culling is overriden globally for all objects + // while rendering depth map + + //_renderer.setObjectFaces( object ); + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( object.geometry.morphTargets.length ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld); + + _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.BACK ); + + } + + }; + + function createVirtualLight( light, cascade ) { + + var virtualLight = new THREE.DirectionalLight(); + + virtualLight.isVirtual = true; + + virtualLight.onlyShadow = true; + virtualLight.castShadow = true; + + virtualLight.shadowCameraNear = light.shadowCameraNear; + virtualLight.shadowCameraFar = light.shadowCameraFar; + + virtualLight.shadowCameraLeft = light.shadowCameraLeft; + virtualLight.shadowCameraRight = light.shadowCameraRight; + virtualLight.shadowCameraBottom = light.shadowCameraBottom; + virtualLight.shadowCameraTop = light.shadowCameraTop; + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; + virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; + + virtualLight.pointsWorld = []; + virtualLight.pointsFrustum = []; + + var pointsWorld = virtualLight.pointsWorld, + pointsFrustum = virtualLight.pointsFrustum; + + for ( var i = 0; i < 8; i ++ ) { + + pointsWorld[ i ] = new THREE.Vector3(); + pointsFrustum[ i ] = new THREE.Vector3(); + + } + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + pointsFrustum[ 0 ].set( -1, -1, nearZ ); + pointsFrustum[ 1 ].set( 1, -1, nearZ ); + pointsFrustum[ 2 ].set( -1, 1, nearZ ); + pointsFrustum[ 3 ].set( 1, 1, nearZ ); + + pointsFrustum[ 4 ].set( -1, -1, farZ ); + pointsFrustum[ 5 ].set( 1, -1, farZ ); + pointsFrustum[ 6 ].set( -1, 1, farZ ); + pointsFrustum[ 7 ].set( 1, 1, farZ ); + + return virtualLight; + + } + + // Synchronize virtual light with the original light + + function updateVirtualLight( light, cascade ) { + + var virtualLight = light.shadowCascadeArray[ cascade ]; + + virtualLight.position.copy( light.position ); + virtualLight.target.position.copy( light.target.position ); + virtualLight.lookAt( virtualLight.target ); + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + var pointsFrustum = virtualLight.pointsFrustum; + + pointsFrustum[ 0 ].z = nearZ; + pointsFrustum[ 1 ].z = nearZ; + pointsFrustum[ 2 ].z = nearZ; + pointsFrustum[ 3 ].z = nearZ; + + pointsFrustum[ 4 ].z = farZ; + pointsFrustum[ 5 ].z = farZ; + pointsFrustum[ 6 ].z = farZ; + pointsFrustum[ 7 ].z = farZ; + + } + + // Fit shadow camera's ortho frustum to camera frustum + + function updateShadowCamera( camera, light ) { + + var shadowCamera = light.shadowCamera, + pointsFrustum = light.pointsFrustum, + pointsWorld = light.pointsWorld; + + _min.set( Infinity, Infinity, Infinity ); + _max.set( -Infinity, -Infinity, -Infinity ); + + for ( var i = 0; i < 8; i ++ ) { + + var p = pointsWorld[ i ]; + + p.copy( pointsFrustum[ i ] ); + THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); + + shadowCamera.matrixWorldInverse.multiplyVector3( p ); + + if ( p.x < _min.x ) _min.x = p.x; + if ( p.x > _max.x ) _max.x = p.x; + + if ( p.y < _min.y ) _min.y = p.y; + if ( p.y > _max.y ) _max.y = p.y; + + if ( p.z < _min.z ) _min.z = p.z; + if ( p.z > _max.z ) _max.z = p.z; + + } + + shadowCamera.left = _min.x; + shadowCamera.right = _max.x; + shadowCamera.top = _max.y; + shadowCamera.bottom = _min.y; + + // can't really fit near/far + //shadowCamera.near = _min.z; + //shadowCamera.far = _max.z; + + shadowCamera.updateProjectionMatrix(); + + } + +}; + +THREE.ShadowMapPlugin.__projector = new THREE.Projector(); +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( ) { + + var _gl, _renderer, _sprite = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _sprite.vertices = new Float32Array( 8 + 8 ); + _sprite.faces = new Uint16Array( 6 ); + + var i = 0; + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 0 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 1 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 2 + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 3 + + i = 0; + + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; + + _sprite.vertexBuffer = _gl.createBuffer(); + _sprite.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); + + _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); + + _sprite.attributes = {}; + _sprite.uniforms = {}; + + _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); + _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); + + _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); + _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); + + _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); + _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); + _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); + + _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); + _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); + _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); + + _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); + _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); + _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); + _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); + _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); + + _sprite.attributesEnabled = false; + + }; + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var sprites = scene.__webglSprites, + nSprites = sprites.length; + + if ( ! nSprites ) return; + + var attributes = _sprite.attributes, + uniforms = _sprite.uniforms; + + var invAspect = viewportHeight / viewportWidth; + + var halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var mergeWith3D = true; + + // setup gl + + _gl.useProgram( _sprite.program ); + + if ( ! _sprite.attributesEnabled ) { + + _gl.enableVertexAttribArray( attributes.position ); + _gl.enableVertexAttribArray( attributes.uv ); + + _sprite.attributesEnabled = true; + + } + + _gl.disable( _gl.CULL_FACE ); + _gl.enable( _gl.BLEND ); + _gl.depthMask( true ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + + _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.uniform1i( uniforms.map, 0 ); + + // update positions and sort + + var i, sprite, screenPosition, size, scale = []; + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if( ! sprite.useScreenCoordinates ) { + + sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld); + sprite.z = - sprite._modelViewMatrix.elements[14]; + + } else { + + sprite.z = - sprite.position.z; + + } + + } + + sprites.sort( painterSort ); + + // render all sprites + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if ( sprite.map && sprite.map.image && sprite.map.image.width ) { + + if ( sprite.useScreenCoordinates ) { + + _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); + _gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, + ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, + Math.max( 0, Math.min( 1, sprite.position.z ) ) ); + + } else { + + _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); + _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements); + + } + + size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); + + scale[ 0 ] = size * invAspect * sprite.scale.x; + scale[ 1 ] = size * sprite.scale.y; + + _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); + _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); + _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + _gl.uniform2fv( uniforms.scale, scale ); + + if ( sprite.mergeWith3D && !mergeWith3D ) { + + _gl.enable( _gl.DEPTH_TEST ); + mergeWith3D = true; + + } else if ( ! sprite.mergeWith3D && mergeWith3D ) { + + _gl.disable( _gl.DEPTH_TEST ); + mergeWith3D = false; + + } + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.map, 0 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DepthPassPlugin = function ( ) { + + this.enabled = false; + this.renderTarget = null; + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! this.enabled ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + program, buffer, material, + webglObject, object, light, + renderList, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _renderer.setDepthTest( true ); + + // update scene + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render depth map + + _renderer.setRenderTarget( this.renderTarget ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._objectMatrixArray ); + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + _renderer.setObjectFaces( object ); + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( object.geometry.morphTargets.length ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._objectMatrixArray ); + + } + */ + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + }; + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderFlares = { + + 'lensFlareVertexTexture': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "uniform sampler2D occlusionMap;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + + "vVisibility = ( visibility.r / 9.0 ) *", + "( 1.0 - visibility.g / 9.0 ) *", + "( visibility.b / 9.0 ) *", + "( 1.0 - visibility.a / 9.0 );", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + ].join( "\n" ) + + }, + + + 'lensFlare': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform sampler2D occlusionMap;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", + + "visibility = ( 1.0 - visibility / 4.0 );", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * visibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + + ].join( "\n" ) + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderSprite = { + + 'sprite': { + + vertexShader: [ + + "uniform int useScreenCoordinates;", + "uniform int affectedByDistance;", + "uniform vec3 screenPosition;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform float rotation;", + "uniform vec2 scale;", + "uniform vec2 alignment;", + "uniform vec2 uvOffset;", + "uniform vec2 uvScale;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uvOffset + uv * uvScale;", + + "vec2 alignedPosition = position + alignment;", + + "vec2 rotatedPosition;", + "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", + "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", + + "vec4 finalPosition;", + + "if( useScreenCoordinates != 0 ) {", + + "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", + + "} else {", + + "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", + "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", + + "}", + + "gl_Position = finalPosition;", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform vec3 color;", + "uniform sampler2D map;", + "uniform float opacity;", + + "varying vec2 vUV;", + + "void main() {", + + "vec4 texture = texture2D( map, vUV );", + "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", + + "}" + + ].join( "\n" ) + + } + +}; diff --git a/three.html b/three.html new file mode 100755 index 0000000..78c1d87 --- /dev/null +++ b/three.html @@ -0,0 +1,63 @@ + + + + + + + + + + + + + \ No newline at end of file