mirror of
https://github.com/logsol/chuck.js.git
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31984 lines
722 KiB
JavaScript
Executable file
31984 lines
722 KiB
JavaScript
Executable file
// ThreeDebug.js - http://github.com/mrdoob/three.js
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/**
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* @author mr.doob / http://mrdoob.com/
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*/
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var THREE = THREE || { REVISION: '49' };
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if ( ! self.Int32Array ) {
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self.Int32Array = Array;
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self.Float32Array = Array;
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}
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// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
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// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
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// requestAnimationFrame polyfill by Erik Möller
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// fixes from Paul Irish and Tino Zijdel
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( function () {
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var lastTime = 0;
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var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
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for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
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window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
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window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
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}
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if ( !window.requestAnimationFrame ) {
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window.requestAnimationFrame = function ( callback, element ) {
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var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
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var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
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lastTime = currTime + timeToCall;
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return id;
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};
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}
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if ( !window.cancelAnimationFrame ) {
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window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); };
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}
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}() );
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.Clock = function ( autoStart ) {
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this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
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this.startTime = 0;
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this.oldTime = 0;
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this.elapsedTime = 0;
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this.running = false;
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};
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THREE.Clock.prototype.start = function () {
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this.startTime = Date.now();
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this.oldTime = this.startTime;
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this.running = true;
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};
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THREE.Clock.prototype.stop = function () {
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this.getElapsedTime();
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this.running = false;
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};
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THREE.Clock.prototype.getElapsedTime = function () {
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this.elapsedTime += this.getDelta();
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return this.elapsedTime;
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};
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THREE.Clock.prototype.getDelta = function () {
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var diff = 0;
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if ( this.autoStart && ! this.running ) {
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this.start();
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}
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if ( this.running ) {
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var newTime = Date.now();
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diff = 0.001 * ( newTime - this.oldTime );
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this.oldTime = newTime;
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this.elapsedTime += diff;
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}
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return diff;
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};/**
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* @author mr.doob / http://mrdoob.com/
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*/
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THREE.Color = function ( hex ) {
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if ( hex !== undefined ) this.setHex( hex );
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return this;
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};
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THREE.Color.prototype = {
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constructor: THREE.Color,
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r: 1, g: 1, b: 1,
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copy: function ( color ) {
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this.r = color.r;
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this.g = color.g;
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this.b = color.b;
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return this;
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},
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copyGammaToLinear: function ( color ) {
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this.r = color.r * color.r;
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this.g = color.g * color.g;
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this.b = color.b * color.b;
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return this;
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},
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copyLinearToGamma: function ( color ) {
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this.r = Math.sqrt( color.r );
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this.g = Math.sqrt( color.g );
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this.b = Math.sqrt( color.b );
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return this;
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},
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convertGammaToLinear: function () {
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var r = this.r, g = this.g, b = this.b;
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this.r = r * r;
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this.g = g * g;
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this.b = b * b;
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return this;
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},
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convertLinearToGamma: function () {
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this.r = Math.sqrt( this.r );
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this.g = Math.sqrt( this.g );
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this.b = Math.sqrt( this.b );
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return this;
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},
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setRGB: function ( r, g, b ) {
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this.r = r;
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this.g = g;
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this.b = b;
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return this;
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},
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setHSV: function ( h, s, v ) {
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// based on MochiKit implementation by Bob Ippolito
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// h,s,v ranges are < 0.0 - 1.0 >
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var i, f, p, q, t;
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if ( v === 0 ) {
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this.r = this.g = this.b = 0;
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} else {
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i = Math.floor( h * 6 );
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f = ( h * 6 ) - i;
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p = v * ( 1 - s );
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q = v * ( 1 - ( s * f ) );
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t = v * ( 1 - ( s * ( 1 - f ) ) );
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switch ( i ) {
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case 1: this.r = q; this.g = v; this.b = p; break;
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case 2: this.r = p; this.g = v; this.b = t; break;
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case 3: this.r = p; this.g = q; this.b = v; break;
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case 4: this.r = t; this.g = p; this.b = v; break;
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case 5: this.r = v; this.g = p; this.b = q; break;
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case 6: // fall through
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case 0: this.r = v; this.g = t; this.b = p; break;
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}
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}
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return this;
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},
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setHex: function ( hex ) {
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hex = Math.floor( hex );
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this.r = ( hex >> 16 & 255 ) / 255;
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this.g = ( hex >> 8 & 255 ) / 255;
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this.b = ( hex & 255 ) / 255;
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return this;
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},
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lerpSelf: function ( color, alpha ) {
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this.r += ( color.r - this.r ) * alpha;
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this.g += ( color.g - this.g ) * alpha;
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this.b += ( color.b - this.b ) * alpha;
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return this;
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},
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getHex: function () {
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return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 );
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},
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getContextStyle: function () {
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return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')';
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},
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clone: function () {
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return new THREE.Color().setRGB( this.r, this.g, this.b );
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}
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};
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/**
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* @author mr.doob / http://mrdoob.com/
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* @author philogb / http://blog.thejit.org/
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* @author egraether / http://egraether.com/
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*/
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THREE.Vector2 = function ( x, y ) {
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this.x = x || 0;
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this.y = y || 0;
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};
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THREE.Vector2.prototype = {
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constructor: THREE.Vector2,
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set: function ( x, y ) {
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this.x = x;
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this.y = y;
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return this;
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},
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copy: function ( v ) {
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this.x = v.x;
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this.y = v.y;
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return this;
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},
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add: function ( a, b ) {
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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return this;
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},
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addSelf: function ( v ) {
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this.x += v.x;
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this.y += v.y;
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return this;
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},
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sub: function ( a, b ) {
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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return this;
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},
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subSelf: function ( v ) {
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this.x -= v.x;
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this.y -= v.y;
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return this;
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},
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multiplyScalar: function ( s ) {
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this.x *= s;
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this.y *= s;
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return this;
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},
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divideScalar: function ( s ) {
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if ( s ) {
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this.x /= s;
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this.y /= s;
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} else {
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this.set( 0, 0 );
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}
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return this;
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},
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negate: function() {
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return this.multiplyScalar( - 1 );
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},
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dot: function ( v ) {
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return this.x * v.x + this.y * v.y;
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},
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lengthSq: function () {
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return this.x * this.x + this.y * this.y;
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},
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length: function () {
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return Math.sqrt( this.lengthSq() );
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},
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normalize: function () {
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return this.divideScalar( this.length() );
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},
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distanceTo: function ( v ) {
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return Math.sqrt( this.distanceToSquared( v ) );
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},
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distanceToSquared: function ( v ) {
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var dx = this.x - v.x, dy = this.y - v.y;
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return dx * dx + dy * dy;
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},
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setLength: function ( l ) {
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return this.normalize().multiplyScalar( l );
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},
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lerpSelf: function ( v, alpha ) {
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this.x += ( v.x - this.x ) * alpha;
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this.y += ( v.y - this.y ) * alpha;
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return this;
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},
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equals: function( v ) {
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return ( ( v.x === this.x ) && ( v.y === this.y ) );
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},
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isZero: function () {
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return ( this.lengthSq() < 0.0001 /* almostZero */ );
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},
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clone: function () {
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return new THREE.Vector2( this.x, this.y );
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}
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};
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/**
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* @author mr.doob / http://mrdoob.com/
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* @author kile / http://kile.stravaganza.org/
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* @author philogb / http://blog.thejit.org/
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* @author mikael emtinger / http://gomo.se/
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* @author egraether / http://egraether.com/
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*/
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THREE.Vector3 = function ( x, y, z ) {
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this.x = x || 0;
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this.y = y || 0;
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this.z = z || 0;
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};
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THREE.Vector3.prototype = {
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constructor: THREE.Vector3,
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set: function ( x, y, z ) {
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this.x = x;
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this.y = y;
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this.z = z;
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return this;
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},
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setX: function ( x ) {
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this.x = x;
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return this;
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},
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setY: function ( y ) {
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this.y = y;
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return this;
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},
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setZ: function ( z ) {
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this.z = z;
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return this;
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},
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copy: function ( v ) {
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this.x = v.x;
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this.y = v.y;
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this.z = v.z;
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return this;
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},
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add: function ( a, b ) {
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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this.z = a.z + b.z;
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return this;
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},
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addSelf: function ( v ) {
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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return this;
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},
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addScalar: function ( s ) {
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this.x += s;
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this.y += s;
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this.z += s;
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return this;
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},
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sub: function ( a, b ) {
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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this.z = a.z - b.z;
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return this;
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},
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subSelf: function ( v ) {
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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return this;
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},
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multiply: function ( a, b ) {
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this.x = a.x * b.x;
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this.y = a.y * b.y;
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this.z = a.z * b.z;
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return this;
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},
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multiplySelf: function ( v ) {
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this.x *= v.x;
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this.y *= v.y;
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this.z *= v.z;
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return this;
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},
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multiplyScalar: function ( s ) {
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this.x *= s;
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this.y *= s;
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this.z *= s;
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return this;
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},
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divideSelf: function ( v ) {
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this.x /= v.x;
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this.y /= v.y;
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this.z /= v.z;
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return this;
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},
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divideScalar: function ( s ) {
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if ( s ) {
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this.x /= s;
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this.y /= s;
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this.z /= s;
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} else {
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this.x = 0;
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this.y = 0;
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this.z = 0;
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}
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return this;
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},
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negate: function() {
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return this.multiplyScalar( - 1 );
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},
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dot: function ( v ) {
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return this.x * v.x + this.y * v.y + this.z * v.z;
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},
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lengthSq: function () {
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||
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return this.x * this.x + this.y * this.y + this.z * this.z;
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},
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length: function () {
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||
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||
return Math.sqrt( this.lengthSq() );
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},
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lengthManhattan: function () {
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||
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return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
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},
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||
normalize: function () {
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||
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||
return this.divideScalar( this.length() );
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||
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||
},
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||
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setLength: function ( l ) {
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||
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||
return this.normalize().multiplyScalar( l );
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||
|
||
},
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||
|
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lerpSelf: function ( v, alpha ) {
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||
|
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this.x += ( v.x - this.x ) * alpha;
|
||
this.y += ( v.y - this.y ) * alpha;
|
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this.z += ( v.z - this.z ) * alpha;
|
||
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||
return this;
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||
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},
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||
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cross: function ( a, b ) {
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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;
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||
return this;
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||
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||
},
|
||
|
||
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 <a, b>
|
||
|
||
clamp: function ( x, a, b ) {
|
||
|
||
return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
||
|
||
},
|
||
|
||
// Clamp value to range <a, inf)
|
||
|
||
clampBottom: function ( x, a ) {
|
||
|
||
return x < a ? a : x;
|
||
|
||
},
|
||
|
||
// Linear mapping from range <a1, a2> to range <b1, b2>
|
||
|
||
mapLinear: function ( x, a1, a2, b1, b2 ) {
|
||
|
||
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
||
|
||
},
|
||
|
||
// Random float from <0, 1> with 16 bits of randomness
|
||
// (standard Math.random() creates repetitive patterns when applied over larger space)
|
||
|
||
random16: function () {
|
||
|
||
return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
|
||
|
||
},
|
||
|
||
// Random integer from <low, high> interval
|
||
|
||
randInt: function ( low, high ) {
|
||
|
||
return low + Math.floor( Math.random() * ( high - low + 1 ) );
|
||
|
||
},
|
||
|
||
// Random float from <low, high> interval
|
||
|
||
randFloat: function ( low, high ) {
|
||
|
||
return low + Math.random() * ( high - low );
|
||
|
||
},
|
||
|
||
// Random float from <-range/2, range/2> interval
|
||
|
||
randFloatSpread: function ( range ) {
|
||
|
||
return range * ( 0.5 - Math.random() );
|
||
|
||
},
|
||
|
||
sign: function ( x ) {
|
||
|
||
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
||
|
||
}
|
||
|
||
};
|
||
/**
|
||
* @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<jl;j++) {
|
||
u = this.faceVertexUvs[j][i];
|
||
if (u) u.splice(k, 1);
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Use unique set of vertices
|
||
var diff = this.vertices.length - unique.length;
|
||
this.vertices = unique;
|
||
return diff;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.GeometryCount = 0;
|
||
/**
|
||
* Spline from Tween.js, slightly optimized (and trashed)
|
||
* http://sole.github.com/tween.js/examples/05_spline.html
|
||
*
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Spline = function ( points ) {
|
||
|
||
this.points = points;
|
||
|
||
var c = [], v3 = { x: 0, y: 0, z: 0 },
|
||
point, intPoint, weight, w2, w3,
|
||
pa, pb, pc, pd;
|
||
|
||
this.initFromArray = function( a ) {
|
||
|
||
this.points = [];
|
||
|
||
for ( var i = 0; i < a.length; i++ ) {
|
||
|
||
this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.getPoint = function ( k ) {
|
||
|
||
point = ( this.points.length - 1 ) * k;
|
||
intPoint = Math.floor( point );
|
||
weight = point - intPoint;
|
||
|
||
c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
||
c[ 1 ] = intPoint;
|
||
c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
|
||
c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
|
||
|
||
pa = this.points[ c[ 0 ] ];
|
||
pb = this.points[ c[ 1 ] ];
|
||
pc = this.points[ c[ 2 ] ];
|
||
pd = this.points[ c[ 3 ] ];
|
||
|
||
w2 = weight * weight;
|
||
w3 = weight * w2;
|
||
|
||
v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
|
||
v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
|
||
v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
|
||
|
||
return v3;
|
||
|
||
};
|
||
|
||
this.getControlPointsArray = function () {
|
||
|
||
var i, p, l = this.points.length,
|
||
coords = [];
|
||
|
||
for ( i = 0; i < l; i ++ ) {
|
||
|
||
p = this.points[ i ];
|
||
coords[ i ] = [ p.x, p.y, p.z ];
|
||
|
||
}
|
||
|
||
return coords;
|
||
|
||
};
|
||
|
||
// approximate length by summing linear segments
|
||
|
||
this.getLength = function ( nSubDivisions ) {
|
||
|
||
var i, index, nSamples, position,
|
||
point = 0, intPoint = 0, oldIntPoint = 0,
|
||
oldPosition = new THREE.Vector3(),
|
||
tmpVec = new THREE.Vector3(),
|
||
chunkLengths = [],
|
||
totalLength = 0;
|
||
|
||
// first point has 0 length
|
||
|
||
chunkLengths[ 0 ] = 0;
|
||
|
||
if ( !nSubDivisions ) nSubDivisions = 100;
|
||
|
||
nSamples = this.points.length * nSubDivisions;
|
||
|
||
oldPosition.copy( this.points[ 0 ] );
|
||
|
||
for ( i = 1; i < nSamples; i ++ ) {
|
||
|
||
index = i / nSamples;
|
||
|
||
position = this.getPoint( index );
|
||
tmpVec.copy( position );
|
||
|
||
totalLength += tmpVec.distanceTo( oldPosition );
|
||
|
||
oldPosition.copy( position );
|
||
|
||
point = ( this.points.length - 1 ) * index;
|
||
intPoint = Math.floor( point );
|
||
|
||
if ( intPoint != oldIntPoint ) {
|
||
|
||
chunkLengths[ intPoint ] = totalLength;
|
||
oldIntPoint = intPoint;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// last point ends with total length
|
||
|
||
chunkLengths[ chunkLengths.length ] = totalLength;
|
||
|
||
return { chunks: chunkLengths, total: totalLength };
|
||
|
||
};
|
||
|
||
this.reparametrizeByArcLength = function ( samplingCoef ) {
|
||
|
||
var i, j,
|
||
index, indexCurrent, indexNext,
|
||
linearDistance, realDistance,
|
||
sampling, position,
|
||
newpoints = [],
|
||
tmpVec = new THREE.Vector3(),
|
||
sl = this.getLength();
|
||
|
||
newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
|
||
|
||
for ( i = 1; i < this.points.length; i++ ) {
|
||
|
||
//tmpVec.copy( this.points[ i - 1 ] );
|
||
//linearDistance = tmpVec.distanceTo( this.points[ i ] );
|
||
|
||
realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
|
||
|
||
sampling = Math.ceil( samplingCoef * realDistance / sl.total );
|
||
|
||
indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
|
||
indexNext = i / ( this.points.length - 1 );
|
||
|
||
for ( j = 1; j < sampling - 1; j++ ) {
|
||
|
||
index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
|
||
|
||
position = this.getPoint( index );
|
||
newpoints.push( tmpVec.copy( position ).clone() );
|
||
|
||
}
|
||
|
||
newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
|
||
|
||
}
|
||
|
||
this.points = newpoints;
|
||
|
||
};
|
||
|
||
// Catmull-Rom
|
||
|
||
function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
|
||
|
||
var v0 = ( p2 - p0 ) * 0.5,
|
||
v1 = ( p3 - p1 ) * 0.5;
|
||
|
||
return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
||
|
||
};
|
||
|
||
};
|
||
/**
|
||
* @author 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: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* linewidth: <float>,
|
||
* linecap: "round",
|
||
* linejoin: "round",
|
||
*
|
||
* vertexColors: <bool>
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
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: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* shading: THREE.SmoothShading,
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.MeshBasicMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this, 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: <hex>,
|
||
* ambient: <hex>,
|
||
* emissive: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* shading: THREE.SmoothShading,
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.MeshLambertMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this, 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: <hex>,
|
||
* ambient: <hex>,
|
||
* emissive: <hex>,
|
||
* specular: <hex>,
|
||
* shininess: <float>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* shading: THREE.SmoothShading,
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.MeshPhongMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this, 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: <float>,
|
||
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>
|
||
* }
|
||
*/
|
||
|
||
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: <float>,
|
||
|
||
* shading: THREE.FlatShading,
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>
|
||
* }
|
||
*/
|
||
|
||
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: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* size: <float>,
|
||
*
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* vertexColors: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
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: <hex>,
|
||
* program: <function>,
|
||
* opacity: <float>,
|
||
* 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: <string>,
|
||
* vertexShader: <string>,
|
||
*
|
||
* uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
|
||
*
|
||
* shading: THREE.SmoothShading,
|
||
* blending: THREE.NormalBlending,
|
||
* depthTest: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* lights: <bool>,
|
||
*
|
||
* vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>,
|
||
*
|
||
* fog: <bool>
|
||
* }
|
||
*/
|
||
|
||
THREE.ShaderMaterial = function ( parameters ) {
|
||
|
||
THREE.Material.call( this, 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 <d
|
||
|
||
};
|
||
|
||
/*
|
||
THREE.CurvePath.prototype.getTangent = function( t ) {
|
||
};*/
|
||
|
||
|
||
// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
||
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
||
// getPoint() depends on getLength
|
||
|
||
THREE.CurvePath.prototype.getLength = function() {
|
||
|
||
var lens = this.getCurveLengths();
|
||
return lens[ lens.length - 1 ];
|
||
|
||
};
|
||
|
||
// Compute lengths and cache them
|
||
// We cannot overwrite getLengths() because UtoT mapping uses it.
|
||
|
||
THREE.CurvePath.prototype.getCurveLengths = function() {
|
||
|
||
// We use cache values if curves and cache array are same length
|
||
|
||
if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
|
||
|
||
return this.cacheLengths;
|
||
|
||
};
|
||
|
||
// Get length of subsurve
|
||
// Push sums into cached array
|
||
|
||
var lengths = [], sums = 0;
|
||
var i, il = this.curves.length;
|
||
|
||
for ( i = 0; i < il; i ++ ) {
|
||
|
||
sums += this.curves[ i ].getLength();
|
||
lengths.push( sums );
|
||
|
||
}
|
||
|
||
this.cacheLengths = lengths;
|
||
|
||
return lengths;
|
||
|
||
};
|
||
|
||
|
||
|
||
// Returns min and max coordinates, as well as centroid
|
||
|
||
THREE.CurvePath.prototype.getBoundingBox = function () {
|
||
|
||
var points = this.getPoints();
|
||
|
||
var maxX, maxY;
|
||
var minX, minY;
|
||
|
||
maxX = maxY = Number.NEGATIVE_INFINITY;
|
||
minX = minY = Number.POSITIVE_INFINITY;
|
||
|
||
var p, i, il, sum;
|
||
|
||
sum = new THREE.Vector2();
|
||
|
||
for ( i = 0, il = points.length; i < il; i ++ ) {
|
||
|
||
p = points[ i ];
|
||
|
||
if ( p.x > maxX ) maxX = p.x;
|
||
else if ( p.x < minX ) minX = p.x;
|
||
|
||
if ( p.y > maxY ) maxY = p.y;
|
||
else if ( p.y < 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<pl; p++) {
|
||
if (allpts[p].equals(find)) return p;
|
||
}
|
||
return -1;
|
||
};
|
||
|
||
// triangulate
|
||
js.poly2tri.sweep.Triangulate(swctx);
|
||
|
||
var triangles = swctx.GetTriangles();
|
||
var tr ;
|
||
var facesPts = [];
|
||
for (var t in triangles) {
|
||
tr = triangles[t];
|
||
facesPts.push([
|
||
findIndexForPt(tr.GetPoint(0)),
|
||
findIndexForPt(tr.GetPoint(1)),
|
||
findIndexForPt(tr.GetPoint(2))
|
||
]);
|
||
}
|
||
|
||
|
||
// console.log(facesPts);
|
||
// console.log("triangles", triangles.length, triangles);
|
||
|
||
// Returns array of faces with 3 element each
|
||
return facesPts;
|
||
},
|
||
*/
|
||
|
||
isClockWise: function ( pts ) {
|
||
|
||
return THREE.FontUtils.Triangulate.area( pts ) < 0;
|
||
|
||
},
|
||
|
||
// Bezier Curves formulas obtained from
|
||
// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
|
||
|
||
// Quad Bezier Functions
|
||
|
||
b2p0: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * p;
|
||
|
||
},
|
||
|
||
b2p1: function ( t, p ) {
|
||
|
||
return 2 * ( 1 - t ) * t * p;
|
||
|
||
},
|
||
|
||
b2p2: function ( t, p ) {
|
||
|
||
return t * t * p;
|
||
|
||
},
|
||
|
||
b2: function ( t, p0, p1, p2 ) {
|
||
|
||
return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
|
||
|
||
},
|
||
|
||
// Cubic Bezier Functions
|
||
|
||
b3p0: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * k * p;
|
||
|
||
},
|
||
|
||
b3p1: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return 3 * k * k * t * p;
|
||
|
||
},
|
||
|
||
b3p2: function ( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return 3 * k * t * t * p;
|
||
|
||
},
|
||
|
||
b3p3: function ( t, p ) {
|
||
|
||
return t * t * t * p;
|
||
|
||
},
|
||
|
||
b3: function ( t, p0, p1, p2, p3 ) {
|
||
|
||
return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
* TextPath
|
||
*
|
||
**/
|
||
|
||
THREE.TextPath = function ( text, parameters ) {
|
||
|
||
THREE.Path.call( this );
|
||
|
||
this.parameters = parameters || {};
|
||
|
||
this.set( text );
|
||
|
||
};
|
||
|
||
THREE.TextPath.prototype.set = function ( text, parameters ) {
|
||
|
||
parameters = parameters || this.parameters;
|
||
|
||
this.text = text;
|
||
|
||
var size = parameters.size !== undefined ? parameters.size : 100;
|
||
var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
|
||
|
||
var font = parameters.font !== undefined ? parameters.font : "helvetiker";
|
||
var weight = parameters.weight !== undefined ? parameters.weight : "normal";
|
||
var style = parameters.style !== undefined ? parameters.style : "normal";
|
||
|
||
THREE.FontUtils.size = size;
|
||
THREE.FontUtils.divisions = curveSegments;
|
||
|
||
THREE.FontUtils.face = font;
|
||
THREE.FontUtils.weight = weight;
|
||
THREE.FontUtils.style = style;
|
||
|
||
};
|
||
|
||
|
||
|
||
THREE.TextPath.prototype.toShapes = function () {
|
||
|
||
// Get a Font data json object
|
||
|
||
var data = THREE.FontUtils.drawText( this.text );
|
||
|
||
var paths = data.paths;
|
||
var shapes = [];
|
||
|
||
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
||
|
||
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
||
|
||
}
|
||
|
||
return shapes;
|
||
|
||
//console.log(path);
|
||
//console.log(fontShapes);
|
||
|
||
// Either find actions or curves.
|
||
|
||
//var text3d = new THREE.ExtrudeGeometry( shapes , { amount: 20, bevelEnabled:true, bevelThickness:3 } );
|
||
|
||
//return text3d;
|
||
|
||
};
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
THREE.AnimationHandler = (function() {
|
||
|
||
var playing = [];
|
||
var library = {};
|
||
var that = {};
|
||
|
||
|
||
//--- update ---
|
||
|
||
that.update = function( deltaTimeMS ) {
|
||
|
||
for( var i = 0; i < playing.length; i++ )
|
||
playing[ i ].update( deltaTimeMS );
|
||
|
||
};
|
||
|
||
|
||
//--- add ---
|
||
|
||
that.addToUpdate = function( animation ) {
|
||
|
||
if( playing.indexOf( animation ) === -1 )
|
||
playing.push( animation );
|
||
|
||
};
|
||
|
||
|
||
//--- remove ---
|
||
|
||
that.removeFromUpdate = function( animation ) {
|
||
|
||
var index = playing.indexOf( animation );
|
||
|
||
if( index !== -1 )
|
||
playing.splice( index, 1 );
|
||
|
||
};
|
||
|
||
|
||
//--- add ---
|
||
|
||
that.add = function( data ) {
|
||
|
||
if( library[ data.name ] !== undefined )
|
||
console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
|
||
|
||
library[ data.name ] = data;
|
||
initData( data );
|
||
|
||
};
|
||
|
||
|
||
//--- get ---
|
||
|
||
that.get = function( name ) {
|
||
|
||
if( typeof name === "string" ) {
|
||
|
||
if( library[ name ] ) {
|
||
|
||
return library[ name ];
|
||
|
||
} else {
|
||
|
||
console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
|
||
return null;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// todo: add simple tween library
|
||
|
||
}
|
||
|
||
};
|
||
|
||
//--- parse ---
|
||
|
||
that.parse = function( root ) {
|
||
|
||
// setup hierarchy
|
||
|
||
var hierarchy = [];
|
||
|
||
if ( root instanceof THREE.SkinnedMesh ) {
|
||
|
||
for( var b = 0; b < root.bones.length; b++ ) {
|
||
|
||
hierarchy.push( root.bones[ b ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
parseRecurseHierarchy( root, hierarchy );
|
||
|
||
}
|
||
|
||
return hierarchy;
|
||
|
||
};
|
||
|
||
var parseRecurseHierarchy = function( root, hierarchy ) {
|
||
|
||
hierarchy.push( root );
|
||
|
||
for( var c = 0; c < root.children.length; c++ )
|
||
parseRecurseHierarchy( root.children[ c ], hierarchy );
|
||
|
||
}
|
||
|
||
|
||
//--- init data ---
|
||
|
||
var initData = function( data ) {
|
||
|
||
if( data.initialized === true )
|
||
return;
|
||
|
||
|
||
// loop through all keys
|
||
|
||
for( var h = 0; h < data.hierarchy.length; h ++ ) {
|
||
|
||
for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
// remove minus times
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].time < 0 )
|
||
data.hierarchy[ h ].keys[ k ].time = 0;
|
||
|
||
|
||
// create quaternions
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
|
||
!( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
|
||
|
||
var quat = data.hierarchy[ h ].keys[ k ].rot;
|
||
data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
|
||
|
||
}
|
||
}
|
||
|
||
|
||
// prepare morph target keys
|
||
|
||
if( data.hierarchy[h].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
|
||
|
||
// get all used
|
||
|
||
var usedMorphTargets = {};
|
||
|
||
for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
for( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
||
|
||
var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
|
||
usedMorphTargets[ morphTargetName ] = -1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
|
||
|
||
|
||
// set all used on all frames
|
||
|
||
for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
var influences = {};
|
||
|
||
for( var morphTargetName in usedMorphTargets ) {
|
||
|
||
for( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
|
||
|
||
influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
|
||
|
||
influences[ morphTargetName ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// remove all keys that are on the same time
|
||
|
||
for( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
if( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
|
||
|
||
data.hierarchy[ h ].keys.splice( k, 1 );
|
||
k --;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// set index
|
||
|
||
for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
||
|
||
data.hierarchy[ h ].keys[ k ].index = k;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// JIT
|
||
|
||
var lengthInFrames = parseInt( data.length * data.fps, 10 );
|
||
|
||
data.JIT = {};
|
||
data.JIT.hierarchy = [];
|
||
|
||
for( var h = 0; h < data.hierarchy.length; h ++ )
|
||
data.JIT.hierarchy.push( new Array( lengthInFrames ) );
|
||
|
||
|
||
// done
|
||
|
||
data.initialized = true;
|
||
|
||
};
|
||
|
||
|
||
// interpolation types
|
||
|
||
that.LINEAR = 0;
|
||
that.CATMULLROM = 1;
|
||
that.CATMULLROM_FORWARD = 2;
|
||
|
||
return that;
|
||
|
||
}());
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.Animation = function( root, data, interpolationType, JITCompile ) {
|
||
|
||
this.root = root;
|
||
this.data = THREE.AnimationHandler.get( data );
|
||
this.hierarchy = THREE.AnimationHandler.parse( root );
|
||
this.currentTime = 0;
|
||
this.timeScale = 1;
|
||
this.isPlaying = false;
|
||
this.isPaused = true;
|
||
this.loop = true;
|
||
this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
|
||
this.JITCompile = JITCompile !== undefined ? JITCompile : true;
|
||
|
||
this.points = [];
|
||
this.target = new THREE.Vector3();
|
||
|
||
};
|
||
|
||
// Play
|
||
|
||
THREE.Animation.prototype.play = function( loop, startTimeMS ) {
|
||
|
||
if( !this.isPlaying ) {
|
||
|
||
this.isPlaying = true;
|
||
this.loop = loop !== undefined ? loop : true;
|
||
this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
|
||
|
||
|
||
// reset key cache
|
||
|
||
var h, hl = this.hierarchy.length,
|
||
object;
|
||
|
||
for ( h = 0; h < hl; h++ ) {
|
||
|
||
object = this.hierarchy[ h ];
|
||
|
||
if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
object.useQuaternion = true;
|
||
|
||
}
|
||
|
||
object.matrixAutoUpdate = true;
|
||
|
||
if ( object.animationCache === undefined ) {
|
||
|
||
object.animationCache = {};
|
||
object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
|
||
object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
|
||
object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
|
||
|
||
}
|
||
|
||
var prevKey = object.animationCache.prevKey;
|
||
var nextKey = object.animationCache.nextKey;
|
||
|
||
prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
|
||
prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
|
||
prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
|
||
|
||
nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
|
||
nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
|
||
nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
|
||
|
||
}
|
||
|
||
this.update( 0 );
|
||
|
||
}
|
||
|
||
this.isPaused = false;
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
};
|
||
|
||
|
||
|
||
// Pause
|
||
|
||
THREE.Animation.prototype.pause = function() {
|
||
|
||
if( this.isPaused ) {
|
||
|
||
THREE.AnimationHandler.addToUpdate( this );
|
||
|
||
} else {
|
||
|
||
THREE.AnimationHandler.removeFromUpdate( this );
|
||
|
||
}
|
||
|
||
this.isPaused = !this.isPaused;
|
||
|
||
};
|
||
|
||
|
||
// Stop
|
||
|
||
THREE.Animation.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.hierarchy.length; h++ ) {
|
||
|
||
if ( this.hierarchy[ h ].animationCache !== undefined ) {
|
||
|
||
if( this.hierarchy[ h ] instanceof THREE.Bone ) {
|
||
|
||
this.hierarchy[ h ].skinMatrix = this.hierarchy[ h ].animationCache.originalMatrix;
|
||
|
||
} else {
|
||
|
||
this.hierarchy[ h ].matrix = this.hierarchy[ h ].animationCache.originalMatrix;
|
||
|
||
}
|
||
|
||
|
||
delete this.hierarchy[ h ].animationCache;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
// Update
|
||
|
||
THREE.Animation.prototype.update = function( deltaTimeMS ) {
|
||
|
||
// early out
|
||
|
||
if( !this.isPlaying ) return;
|
||
|
||
|
||
// vars
|
||
|
||
var types = [ "pos", "rot", "scl" ];
|
||
var type;
|
||
var scale;
|
||
var vector;
|
||
var prevXYZ, nextXYZ;
|
||
var prevKey, nextKey;
|
||
var object;
|
||
var animationCache;
|
||
var frame;
|
||
var JIThierarchy = this.data.JIT.hierarchy;
|
||
var currentTime, unloopedCurrentTime;
|
||
var currentPoint, forwardPoint, angle;
|
||
|
||
|
||
// update
|
||
|
||
this.currentTime += deltaTimeMS * this.timeScale;
|
||
|
||
unloopedCurrentTime = this.currentTime;
|
||
currentTime = this.currentTime = this.currentTime % this.data.length;
|
||
frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
|
||
|
||
|
||
// update
|
||
|
||
for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
|
||
|
||
object = this.hierarchy[ h ];
|
||
animationCache = object.animationCache;
|
||
|
||
// use JIT?
|
||
|
||
if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
|
||
|
||
if( object instanceof THREE.Bone ) {
|
||
|
||
object.skinMatrix = JIThierarchy[ h ][ frame ];
|
||
|
||
object.matrixAutoUpdate = false;
|
||
object.matrixWorldNeedsUpdate = false;
|
||
|
||
} else {
|
||
|
||
object.matrix = JIThierarchy[ h ][ frame ];
|
||
|
||
object.matrixAutoUpdate = false;
|
||
object.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
// use interpolation
|
||
|
||
} else {
|
||
|
||
// make sure so original matrix and not JIT matrix is set
|
||
|
||
if ( this.JITCompile ) {
|
||
|
||
if( object instanceof THREE.Bone ) {
|
||
|
||
object.skinMatrix = object.animationCache.originalMatrix;
|
||
|
||
} else {
|
||
|
||
object.matrix = object.animationCache.originalMatrix;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// loop through pos/rot/scl
|
||
|
||
for ( var t = 0; t < 3; t++ ) {
|
||
|
||
// get keys
|
||
|
||
type = types[ t ];
|
||
prevKey = animationCache.prevKey[ type ];
|
||
nextKey = animationCache.nextKey[ type ];
|
||
|
||
// switch keys?
|
||
|
||
if ( nextKey.time <= unloopedCurrentTime ) {
|
||
|
||
// did we loop?
|
||
|
||
if ( currentTime < unloopedCurrentTime ) {
|
||
|
||
if ( this.loop ) {
|
||
|
||
prevKey = this.data.hierarchy[ h ].keys[ 0 ];
|
||
nextKey = this.getNextKeyWith( type, h, 1 );
|
||
|
||
while( nextKey.time < currentTime ) {
|
||
|
||
prevKey = nextKey;
|
||
nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
this.stop();
|
||
return;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
do {
|
||
|
||
prevKey = nextKey;
|
||
nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
|
||
|
||
} while( nextKey.time < currentTime )
|
||
|
||
}
|
||
|
||
animationCache.prevKey[ type ] = prevKey;
|
||
animationCache.nextKey[ type ] = nextKey;
|
||
|
||
}
|
||
|
||
|
||
object.matrixAutoUpdate = true;
|
||
object.matrixWorldNeedsUpdate = true;
|
||
|
||
scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
|
||
prevXYZ = prevKey[ type ];
|
||
nextXYZ = nextKey[ type ];
|
||
|
||
|
||
// check scale error
|
||
|
||
if ( scale < 0 || scale > 1 ) {
|
||
|
||
console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
|
||
scale = scale < 0 ? 0 : 1;
|
||
|
||
}
|
||
|
||
// interpolate
|
||
|
||
if ( type === "pos" ) {
|
||
|
||
vector = object.position;
|
||
|
||
if( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
|
||
|
||
vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
|
||
vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
|
||
vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
|
||
|
||
} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
||
this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
|
||
this.points[ 1 ] = prevXYZ;
|
||
this.points[ 2 ] = nextXYZ;
|
||
this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
|
||
|
||
scale = scale * 0.33 + 0.33;
|
||
|
||
currentPoint = this.interpolateCatmullRom( this.points, scale );
|
||
|
||
vector.x = currentPoint[ 0 ];
|
||
vector.y = currentPoint[ 1 ];
|
||
vector.z = currentPoint[ 2 ];
|
||
|
||
if( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
||
|
||
forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
|
||
|
||
this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
|
||
this.target.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: <float>, // size of the text
|
||
* height: <float>, // thickness to extrude text
|
||
* curveSegments: <int>, // number of points on the curves
|
||
* steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
|
||
amount: <int>, // Amount
|
||
*
|
||
* bevelEnabled: <bool>, // turn on bevel
|
||
* bevelThickness: <float>, // how deep into text bevel goes
|
||
* bevelSize: <float>, // how far from text outline is bevel
|
||
* bevelSegments: <int>, // number of bevel layers
|
||
*
|
||
* extrudePath: <THREE.CurvePath> // 2d/3d spline path to extrude shape orthogonality to
|
||
* bendPath: <THREE.CurvePath> // 2d path for bend the shape around x/y plane
|
||
*
|
||
* material: <int> // material index for front and back faces
|
||
* extrudeMaterial: <int> // 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: <float>, // size of the text
|
||
* height: <float>, // thickness to extrude text
|
||
* curveSegments: <int>, // number of points on the curves
|
||
*
|
||
* font: <string>, // font name
|
||
* weight: <string>, // font weight (normal, bold)
|
||
* style: <string>, // font style (normal, italics)
|
||
*
|
||
* bevelEnabled: <bool>, // turn on bevel
|
||
* bevelThickness: <float>, // how deep into text bevel goes
|
||
* bevelSize: <float>, // how far from text outline is bevel
|
||
*
|
||
* bend: <bool> // bend according to hardcoded curve (generates bendPath)
|
||
* bendPath: <curve> // 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,w> */
|
||
|
||
u = v; if ( nv <= u ) u = 0; /* previous */
|
||
v = u + 1; if ( nv <= v ) v = 0; /* new v */
|
||
w = v + 1; if ( nv <= w ) w = 0; /* next */
|
||
|
||
if ( snip( contour, u, v, w, nv, verts ) ) {
|
||
|
||
var a, b, c, s, t;
|
||
|
||
/* true names of the vertices */
|
||
|
||
a = verts[ u ];
|
||
b = verts[ v ];
|
||
c = verts[ w ];
|
||
|
||
/* output Triangle */
|
||
|
||
/*
|
||
result.push( contour[ a ] );
|
||
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<order.length;j++) {
|
||
tmpColor = oldFace.vertexColors[order[j]-1];
|
||
color.r += tmpColor.r;
|
||
color.g += tmpColor.g;
|
||
color.b += tmpColor.b;
|
||
}
|
||
|
||
color.r /= order.length;
|
||
color.g /= order.length;
|
||
color.b /= order.length;
|
||
|
||
newFace.vertexColors[i] = color;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
newFaces.push( newFace );
|
||
|
||
if (scope.supportUVs) {
|
||
|
||
var aUv = [
|
||
getUV(a, ''),
|
||
getUV(b, facei),
|
||
getUV(c, facei),
|
||
getUV(d, facei)
|
||
];
|
||
|
||
if (!aUv[0]) debug('a :( ', a+':'+facei);
|
||
else if (!aUv[1]) debug('b :( ', b+':'+facei);
|
||
else if (!aUv[2]) debug('c :( ', c+':'+facei);
|
||
else if (!aUv[3]) debug('d :( ', d+':'+facei);
|
||
else
|
||
newUVs.push( aUv );
|
||
|
||
}
|
||
}
|
||
|
||
function edge_hash( a, b ) {
|
||
|
||
return Math.min( a, b ) + "_" + Math.max( a, b );
|
||
|
||
}
|
||
|
||
function computeEdgeFaces( geometry ) {
|
||
|
||
var i, il, v1, v2, j, k,
|
||
face, faceIndices, faceIndex,
|
||
edge,
|
||
hash,
|
||
edgeFaceMap = {};
|
||
|
||
function mapEdgeHash( hash, i ) {
|
||
|
||
if ( edgeFaceMap[ hash ] === undefined ) {
|
||
|
||
edgeFaceMap[ hash ] = [];
|
||
|
||
}
|
||
|
||
edgeFaceMap[ hash ].push( i );
|
||
}
|
||
|
||
|
||
// construct vertex -> 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<il; i++ ) {
|
||
for (j=0,jl=uvs[i].length;j<jl;j++) {
|
||
vertice = originalFaces[i][abcd.charAt(j)];
|
||
|
||
addUV(vertice, i, uvs[i][j]);
|
||
|
||
}
|
||
}
|
||
|
||
if (uvs.length == 0) scope.supportUVs = false;
|
||
|
||
// Additional UVs check, if we index original
|
||
var uvCount = 0;
|
||
for (var u in uvForVertices) {
|
||
uvCount++;
|
||
}
|
||
if (!uvCount) {
|
||
scope.supportUVs = false;
|
||
debug('no uvs');
|
||
}
|
||
|
||
debug('-- Original Faces + Vertices UVs completed', uvForVertices, 'vs', uvs.length);
|
||
|
||
var avgUv ;
|
||
for (i=0, il = originalFaces.length; i<il ;i++) {
|
||
face = originalFaces[ i ];
|
||
facePoints.push( face.centroid );
|
||
newPoints.push( face.centroid );
|
||
|
||
|
||
if (!scope.supportUVs) continue;
|
||
|
||
// Prepare subdivided uv
|
||
|
||
avgUv = new THREE.UV();
|
||
|
||
if ( face instanceof THREE.Face3 ) {
|
||
avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
|
||
avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
|
||
avgUv.u /= 3;
|
||
avgUv.v /= 3;
|
||
|
||
} else if ( face instanceof THREE.Face4 ) {
|
||
avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
|
||
avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
|
||
avgUv.u /= 4;
|
||
avgUv.v /= 4;
|
||
}
|
||
|
||
addUV(originalVerticesLength + i, '', avgUv);
|
||
|
||
}
|
||
|
||
debug('-- added UVs for new Faces', uvForVertices);
|
||
|
||
// Step 2
|
||
// For each edge, add an edge point.
|
||
// Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
|
||
|
||
var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> 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;j<jl;j++) {
|
||
face = edge[j];
|
||
|
||
addVertexFaceMap(edgeVertexA, face, i);
|
||
addVertexFaceMap(edgeVertexB, face, i);
|
||
}
|
||
|
||
if (edge.length < 2) {
|
||
// edge is "sharp";
|
||
sharpEdges[i] = true;
|
||
sharpVertices[edgeVertexA] = true;
|
||
sharpVertices[edgeVertexB] = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
debug('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
|
||
|
||
|
||
for (i in edgeFaceMap) {
|
||
edge = edgeFaceMap[i];
|
||
|
||
faceIndexA = edge[0]; // face index a
|
||
faceIndexB = edge[1]; // face index b
|
||
|
||
edgeVertex = i.split('_');
|
||
edgeVertexA = edgeVertex[0];
|
||
edgeVertexB = edgeVertex[1];
|
||
|
||
|
||
avg = new THREE.Vector3();
|
||
|
||
//debug(i, faceIndexB,facePoints[faceIndexB]);
|
||
|
||
if (sharpEdges[i]) {
|
||
//debug('warning, ', i, 'edge has only 1 connecting face', edge);
|
||
|
||
// For a sharp edge, average the edge end points.
|
||
avg.addSelf(originalPoints[edgeVertexA]);
|
||
avg.addSelf(originalPoints[edgeVertexB]);
|
||
|
||
avg.multiplyScalar(0.5);
|
||
|
||
sharpVertices[newPoints.length] = true;
|
||
|
||
} else {
|
||
|
||
avg.addSelf(facePoints[faceIndexA]);
|
||
avg.addSelf(facePoints[faceIndexB]);
|
||
|
||
avg.addSelf(originalPoints[edgeVertexA]);
|
||
avg.addSelf(originalPoints[edgeVertexB]);
|
||
|
||
avg.multiplyScalar(0.25);
|
||
|
||
}
|
||
|
||
edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
|
||
|
||
newPoints.push( avg );
|
||
|
||
edgeCount ++;
|
||
|
||
if (!scope.supportUVs) {
|
||
continue;
|
||
}
|
||
|
||
// debug('faceIndexAB', faceIndexA, faceIndexB, sharpEdges[i]);
|
||
|
||
// Prepare subdivided uv
|
||
|
||
avgUv = new THREE.UV();
|
||
|
||
avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
|
||
avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
|
||
avgUv.u /= 2;
|
||
avgUv.v /= 2;
|
||
|
||
addUV(edgePoints[i], faceIndexA, avgUv);
|
||
|
||
if (!sharpEdges[i]) {
|
||
avgUv = new THREE.UV();
|
||
|
||
avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
|
||
avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
|
||
avgUv.u /= 2;
|
||
avgUv.v /= 2;
|
||
|
||
addUV(edgePoints[i], faceIndexB, avgUv);
|
||
}
|
||
|
||
}
|
||
|
||
debug('-- Step 2 done');
|
||
|
||
// Step 3
|
||
// For each face point, add an edge for every edge of the face,
|
||
// connecting the face point to each edge point for the face.
|
||
|
||
|
||
var facePt, currentVerticeIndex;
|
||
|
||
var hashAB, hashBC, hashCD, hashDA, hashCA;
|
||
|
||
var abc123 = ['123', '12', '2', '23'];
|
||
var bca123 = ['123', '23', '3', '31'];
|
||
var cab123 = ['123', '31', '1', '12'];
|
||
var abc1234 = ['1234', '12', '2', '23'];
|
||
var bcd1234 = ['1234', '23', '3', '34'];
|
||
var cda1234 = ['1234', '34', '4', '41'];
|
||
var dab1234 = ['1234', '41', '1', '12'];
|
||
|
||
|
||
for (i=0, il = facePoints.length; i<il ;i++) { // for every face
|
||
facePt = facePoints[i];
|
||
face = originalFaces[i];
|
||
currentVerticeIndex = originalVerticesLength+ i;
|
||
|
||
if ( face instanceof THREE.Face3 ) {
|
||
|
||
// create 3 face4s
|
||
|
||
hashAB = edge_hash( face.a, face.b );
|
||
hashBC = edge_hash( face.b, face.c );
|
||
hashCA = edge_hash( face.c, face.a );
|
||
|
||
f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
|
||
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
|
||
f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
|
||
|
||
} else if ( face instanceof THREE.Face4 ) {
|
||
// create 4 face4s
|
||
|
||
hashAB = edge_hash( face.a, face.b );
|
||
hashBC = edge_hash( face.b, face.c );
|
||
hashCD = edge_hash( face.c, face.d );
|
||
hashDA = edge_hash( face.d, face.a );
|
||
|
||
f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
|
||
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
|
||
f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
|
||
f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
|
||
|
||
|
||
} else {
|
||
debug('face should be a face!', face);
|
||
}
|
||
}
|
||
|
||
newVertices = newPoints;
|
||
|
||
// debug('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
|
||
// debug('new points', newPoints.length, 'faces', newFaces.length );
|
||
|
||
// Step 4
|
||
|
||
// For each original point P,
|
||
// take the average F of all n face points for faces touching P,
|
||
// and take the average R of all n edge midpoints for edges touching P,
|
||
// where each edge midpoint is the average of its two endpoint vertices.
|
||
// Move each original point to the point
|
||
|
||
|
||
var F = new THREE.Vector3();
|
||
var R = new THREE.Vector3();
|
||
|
||
var n;
|
||
for (i=0, il = originalPoints.length; i<il; i++) {
|
||
// (F + 2R + (n-3)P) / n
|
||
|
||
if (vertexEdgeMap[i]===undefined) continue;
|
||
|
||
F.set(0,0,0);
|
||
R.set(0,0,0);
|
||
var newPos = new THREE.Vector3(0,0,0);
|
||
|
||
var f =0;
|
||
for (j in vertexFaceMap[i]) {
|
||
F.addSelf(facePoints[j]);
|
||
f++;
|
||
}
|
||
|
||
var sharpEdgeCount = 0;
|
||
|
||
n = vertexEdgeMap[i].length;
|
||
|
||
for (j=0;j<n;j++) {
|
||
if (
|
||
sharpEdges[
|
||
edge_hash(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
|
||
]) {
|
||
sharpEdgeCount++;
|
||
}
|
||
}
|
||
|
||
if ( sharpEdgeCount==2 ) {
|
||
continue;
|
||
// Do not move vertex if there's 2 connecting sharp edges.
|
||
}
|
||
|
||
/*
|
||
if (sharpEdgeCount>2) {
|
||
// TODO
|
||
}
|
||
*/
|
||
|
||
F.divideScalar(f);
|
||
|
||
|
||
|
||
for (j=0; j<n;j++) {
|
||
edge = vertexEdgeMap[i][j];
|
||
var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
|
||
R.addSelf(midPt);
|
||
// R.addSelf(originalPoints[edge[0]]);
|
||
// R.addSelf(originalPoints[edge[1]]);
|
||
}
|
||
|
||
R.divideScalar(n);
|
||
|
||
newPos.addSelf(originalPoints[i]);
|
||
newPos.multiplyScalar(n - 3);
|
||
|
||
newPos.addSelf(F);
|
||
newPos.addSelf(R.multiplyScalar(2));
|
||
newPos.divideScalar(n);
|
||
|
||
newVertices[i] = newPos;
|
||
|
||
|
||
}
|
||
|
||
var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
|
||
|
||
newGeometry.vertices = newVertices;
|
||
newGeometry.faces = newFaces;
|
||
newGeometry.faceVertexUvs[ 0 ] = newUVs;
|
||
|
||
delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
|
||
|
||
newGeometry.computeCentroids();
|
||
newGeometry.computeFaceNormals();
|
||
newGeometry.computeVertexNormals();
|
||
|
||
};
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.ImmediateRenderObject = function ( ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.render = function( renderCallback ) {
|
||
};
|
||
|
||
};
|
||
|
||
THREE.ImmediateRenderObject.prototype = new THREE.Object3D();
|
||
THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.LensFlare = function ( texture, size, distance, blending, color ) {
|
||
|
||
THREE.Object3D.call( this );
|
||
|
||
this.lensFlares = [];
|
||
|
||
this.positionScreen = new THREE.Vector3();
|
||
this.customUpdateCallback = undefined;
|
||
|
||
if( texture !== undefined ) {
|
||
|
||
this.add( texture, size, distance, blending, color );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
THREE.LensFlare.prototype = new THREE.Object3D();
|
||
THREE.LensFlare.prototype.constructor = THREE.LensFlare;
|
||
THREE.LensFlare.prototype.supr = THREE.Object3D.prototype;
|
||
|
||
|
||
/*
|
||
* Add: adds another flare
|
||
*/
|
||
|
||
THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
|
||
|
||
if( size === undefined ) size = -1;
|
||
if( distance === undefined ) distance = 0;
|
||
if( opacity === undefined ) opacity = 1;
|
||
if( color === undefined ) color = new THREE.Color( 0xffffff );
|
||
if( blending === undefined ) blending = THREE.NormalBlending;
|
||
|
||
distance = Math.min( distance, Math.max( 0, distance ) );
|
||
|
||
this.lensFlares.push( { texture: texture, // THREE.Texture
|
||
size: size, // size in pixels (-1 = use texture.width)
|
||
distance: distance, // distance (0-1) from light source (0=at light source)
|
||
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
|
||
scale: 1, // scale
|
||
rotation: 1, // rotation
|
||
opacity: opacity, // opacity
|
||
color: color, // color
|
||
blending: blending } ); // blending
|
||
|
||
};
|
||
|
||
|
||
/*
|
||
* Update lens flares update positions on all flares based on the screen position
|
||
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
|
||
*/
|
||
|
||
THREE.LensFlare.prototype.updateLensFlares = function () {
|
||
|
||
var f, fl = this.lensFlares.length;
|
||
var flare;
|
||
var vecX = -this.positionScreen.x * 2;
|
||
var vecY = -this.positionScreen.y * 2;
|
||
|
||
for( f = 0; f < fl; f ++ ) {
|
||
|
||
flare = this.lensFlares[ f ];
|
||
|
||
flare.x = this.positionScreen.x + vecX * flare.distance;
|
||
flare.y = this.positionScreen.y + vecY * flare.distance;
|
||
|
||
flare.wantedRotation = flare.x * Math.PI * 0.25;
|
||
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
THREE.MorphBlendMesh = function( geometry, material ) {
|
||
|
||
THREE.Mesh.call( this, geometry, material );
|
||
|
||
this.animationsMap = {};
|
||
this.animationsList = [];
|
||
|
||
// prepare default animation
|
||
// (all frames played together in 1 second)
|
||
|
||
var numFrames = this.geometry.morphTargets.length;
|
||
|
||
var name = "__default";
|
||
|
||
var startFrame = 0;
|
||
var endFrame = numFrames - 1;
|
||
|
||
var fps = numFrames / 1;
|
||
|
||
this.createAnimation( name, startFrame, endFrame, fps );
|
||
this.setAnimationWeight( name, 1 );
|
||
|
||
};
|
||
|
||
THREE.MorphBlendMesh.prototype = 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" )
|
||
|
||
}
|
||
|
||
};
|