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51164 lines
1.2 MiB
51164 lines
1.2 MiB
/******/ (function(modules) { // webpackBootstrap
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/******/ // The module cache
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/******/ var installedModules = {};
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/******/ // The require function
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/******/ function __webpack_require__(moduleId) {
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/******/ // Check if module is in cache
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/******/ if(installedModules[moduleId])
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/******/ return installedModules[moduleId].exports;
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/******/ // Create a new module (and put it into the cache)
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/******/ var module = installedModules[moduleId] = {
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/******/ exports: {},
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/******/ id: moduleId,
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/******/ loaded: false
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/******/ };
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/******/ // Execute the module function
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/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
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/******/ // Flag the module as loaded
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/******/ module.loaded = true;
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/******/ // Return the exports of the module
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/******/ return module.exports;
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/******/ }
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/******/ // expose the modules object (__webpack_modules__)
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/******/ __webpack_require__.m = modules;
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/******/ // expose the module cache
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/******/ __webpack_require__.c = installedModules;
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/******/ // __webpack_public_path__
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/******/ __webpack_require__.p = "";
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/******/ // Load entry module and return exports
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/******/ return __webpack_require__(0);
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/******/ })
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/************************************************************************/
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/******/ ([
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/* 0 */
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/***/ (function(module, exports, __webpack_require__) {
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module.exports = __webpack_require__(1);
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/***/ }),
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/* 1 */
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/***/ (function(module, exports, __webpack_require__) {
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'use strict';var _three = __webpack_require__(2);var THREE = _interopRequireWildcard(_three);function _interopRequireWildcard(obj) {if (obj && obj.__esModule) {return obj;} else {var newObj = {};if (obj != null) {for (var key in obj) {if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];}}newObj.default = obj;return newObj;}}
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var renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
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document.body.appendChild(renderer.domElement);
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var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
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camera.position.set(0, 0, 100);
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camera.lookAt(0, 0, 0);
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var scene = new THREE.Scene();
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renderer.render(scene, camera);
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/***/ }),
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/* 2 */
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/***/ (function(module, exports, __webpack_require__) {
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(function (global, factory) {
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true ? factory(exports) :
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typeof define === 'function' && define.amd ? define(['exports'], factory) :
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(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
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}(this, (function (exports) { 'use strict';
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// Polyfills
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if ( Number.EPSILON === undefined ) {
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Number.EPSILON = Math.pow( 2, - 52 );
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}
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if ( Number.isInteger === undefined ) {
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
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Number.isInteger = function ( value ) {
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return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
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};
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}
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//
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if ( Math.sign === undefined ) {
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
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Math.sign = function ( x ) {
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return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
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};
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}
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if ( 'name' in Function.prototype === false ) {
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
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Object.defineProperty( Function.prototype, 'name', {
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get: function () {
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return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
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}
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} );
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}
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if ( Object.assign === undefined ) {
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
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Object.assign = function ( target ) {
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if ( target === undefined || target === null ) {
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throw new TypeError( 'Cannot convert undefined or null to object' );
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}
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var output = Object( target );
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for ( var index = 1; index < arguments.length; index ++ ) {
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var source = arguments[ index ];
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if ( source !== undefined && source !== null ) {
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for ( var nextKey in source ) {
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if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
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output[ nextKey ] = source[ nextKey ];
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}
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}
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}
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}
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return output;
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};
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}
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var REVISION = '120';
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var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
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var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
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var CullFaceNone = 0;
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var CullFaceBack = 1;
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var CullFaceFront = 2;
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var CullFaceFrontBack = 3;
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var BasicShadowMap = 0;
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var PCFShadowMap = 1;
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var PCFSoftShadowMap = 2;
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var VSMShadowMap = 3;
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var FrontSide = 0;
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var BackSide = 1;
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var DoubleSide = 2;
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var FlatShading = 1;
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var SmoothShading = 2;
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var NoBlending = 0;
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var NormalBlending = 1;
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var AdditiveBlending = 2;
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var SubtractiveBlending = 3;
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var MultiplyBlending = 4;
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var CustomBlending = 5;
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var AddEquation = 100;
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var SubtractEquation = 101;
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var ReverseSubtractEquation = 102;
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var MinEquation = 103;
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var MaxEquation = 104;
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var ZeroFactor = 200;
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var OneFactor = 201;
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var SrcColorFactor = 202;
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var OneMinusSrcColorFactor = 203;
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var SrcAlphaFactor = 204;
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var OneMinusSrcAlphaFactor = 205;
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var DstAlphaFactor = 206;
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var OneMinusDstAlphaFactor = 207;
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var DstColorFactor = 208;
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var OneMinusDstColorFactor = 209;
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var SrcAlphaSaturateFactor = 210;
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var NeverDepth = 0;
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var AlwaysDepth = 1;
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var LessDepth = 2;
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var LessEqualDepth = 3;
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var EqualDepth = 4;
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var GreaterEqualDepth = 5;
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var GreaterDepth = 6;
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var NotEqualDepth = 7;
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var MultiplyOperation = 0;
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var MixOperation = 1;
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var AddOperation = 2;
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var NoToneMapping = 0;
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var LinearToneMapping = 1;
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var ReinhardToneMapping = 2;
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var CineonToneMapping = 3;
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var ACESFilmicToneMapping = 4;
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var CustomToneMapping = 5;
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var UVMapping = 300;
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var CubeReflectionMapping = 301;
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var CubeRefractionMapping = 302;
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var EquirectangularReflectionMapping = 303;
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var EquirectangularRefractionMapping = 304;
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var CubeUVReflectionMapping = 306;
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var CubeUVRefractionMapping = 307;
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var RepeatWrapping = 1000;
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var ClampToEdgeWrapping = 1001;
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var MirroredRepeatWrapping = 1002;
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var NearestFilter = 1003;
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var NearestMipmapNearestFilter = 1004;
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var NearestMipMapNearestFilter = 1004;
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var NearestMipmapLinearFilter = 1005;
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var NearestMipMapLinearFilter = 1005;
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var LinearFilter = 1006;
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var LinearMipmapNearestFilter = 1007;
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var LinearMipMapNearestFilter = 1007;
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var LinearMipmapLinearFilter = 1008;
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var LinearMipMapLinearFilter = 1008;
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var UnsignedByteType = 1009;
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var ByteType = 1010;
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var ShortType = 1011;
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var UnsignedShortType = 1012;
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var IntType = 1013;
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var UnsignedIntType = 1014;
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var FloatType = 1015;
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var HalfFloatType = 1016;
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var UnsignedShort4444Type = 1017;
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var UnsignedShort5551Type = 1018;
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var UnsignedShort565Type = 1019;
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var UnsignedInt248Type = 1020;
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var AlphaFormat = 1021;
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var RGBFormat = 1022;
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var RGBAFormat = 1023;
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var LuminanceFormat = 1024;
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var LuminanceAlphaFormat = 1025;
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var RGBEFormat = RGBAFormat;
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var DepthFormat = 1026;
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var DepthStencilFormat = 1027;
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var RedFormat = 1028;
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var RedIntegerFormat = 1029;
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var RGFormat = 1030;
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var RGIntegerFormat = 1031;
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var RGBIntegerFormat = 1032;
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var RGBAIntegerFormat = 1033;
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var RGB_S3TC_DXT1_Format = 33776;
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var RGBA_S3TC_DXT1_Format = 33777;
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var RGBA_S3TC_DXT3_Format = 33778;
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var RGBA_S3TC_DXT5_Format = 33779;
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var RGB_PVRTC_4BPPV1_Format = 35840;
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var RGB_PVRTC_2BPPV1_Format = 35841;
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var RGBA_PVRTC_4BPPV1_Format = 35842;
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var RGBA_PVRTC_2BPPV1_Format = 35843;
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var RGB_ETC1_Format = 36196;
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var RGB_ETC2_Format = 37492;
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var RGBA_ETC2_EAC_Format = 37496;
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var RGBA_ASTC_4x4_Format = 37808;
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var RGBA_ASTC_5x4_Format = 37809;
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var RGBA_ASTC_5x5_Format = 37810;
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var RGBA_ASTC_6x5_Format = 37811;
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var RGBA_ASTC_6x6_Format = 37812;
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var RGBA_ASTC_8x5_Format = 37813;
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var RGBA_ASTC_8x6_Format = 37814;
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var RGBA_ASTC_8x8_Format = 37815;
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var RGBA_ASTC_10x5_Format = 37816;
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var RGBA_ASTC_10x6_Format = 37817;
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var RGBA_ASTC_10x8_Format = 37818;
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var RGBA_ASTC_10x10_Format = 37819;
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var RGBA_ASTC_12x10_Format = 37820;
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var RGBA_ASTC_12x12_Format = 37821;
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var RGBA_BPTC_Format = 36492;
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var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
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var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
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var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
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var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
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var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
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var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
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var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
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var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
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var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
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var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
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var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
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var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
|
|
var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
|
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var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
|
|
var LoopOnce = 2200;
|
|
var LoopRepeat = 2201;
|
|
var LoopPingPong = 2202;
|
|
var InterpolateDiscrete = 2300;
|
|
var InterpolateLinear = 2301;
|
|
var InterpolateSmooth = 2302;
|
|
var ZeroCurvatureEnding = 2400;
|
|
var ZeroSlopeEnding = 2401;
|
|
var WrapAroundEnding = 2402;
|
|
var NormalAnimationBlendMode = 2500;
|
|
var AdditiveAnimationBlendMode = 2501;
|
|
var TrianglesDrawMode = 0;
|
|
var TriangleStripDrawMode = 1;
|
|
var TriangleFanDrawMode = 2;
|
|
var LinearEncoding = 3000;
|
|
var sRGBEncoding = 3001;
|
|
var GammaEncoding = 3007;
|
|
var RGBEEncoding = 3002;
|
|
var LogLuvEncoding = 3003;
|
|
var RGBM7Encoding = 3004;
|
|
var RGBM16Encoding = 3005;
|
|
var RGBDEncoding = 3006;
|
|
var BasicDepthPacking = 3200;
|
|
var RGBADepthPacking = 3201;
|
|
var TangentSpaceNormalMap = 0;
|
|
var ObjectSpaceNormalMap = 1;
|
|
|
|
var ZeroStencilOp = 0;
|
|
var KeepStencilOp = 7680;
|
|
var ReplaceStencilOp = 7681;
|
|
var IncrementStencilOp = 7682;
|
|
var DecrementStencilOp = 7683;
|
|
var IncrementWrapStencilOp = 34055;
|
|
var DecrementWrapStencilOp = 34056;
|
|
var InvertStencilOp = 5386;
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|
|
var NeverStencilFunc = 512;
|
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var LessStencilFunc = 513;
|
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var EqualStencilFunc = 514;
|
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var LessEqualStencilFunc = 515;
|
|
var GreaterStencilFunc = 516;
|
|
var NotEqualStencilFunc = 517;
|
|
var GreaterEqualStencilFunc = 518;
|
|
var AlwaysStencilFunc = 519;
|
|
|
|
var StaticDrawUsage = 35044;
|
|
var DynamicDrawUsage = 35048;
|
|
var StreamDrawUsage = 35040;
|
|
var StaticReadUsage = 35045;
|
|
var DynamicReadUsage = 35049;
|
|
var StreamReadUsage = 35041;
|
|
var StaticCopyUsage = 35046;
|
|
var DynamicCopyUsage = 35050;
|
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var StreamCopyUsage = 35042;
|
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|
|
var GLSL1 = "100";
|
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var GLSL3 = "300 es";
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|
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/**
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* https://github.com/mrdoob/eventdispatcher.js/
|
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*/
|
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|
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function EventDispatcher() {}
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|
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Object.assign( EventDispatcher.prototype, {
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|
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addEventListener: function ( type, listener ) {
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|
|
if ( this._listeners === undefined ) { this._listeners = {}; }
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|
|
var listeners = this._listeners;
|
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|
|
if ( listeners[ type ] === undefined ) {
|
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|
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listeners[ type ] = [];
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|
|
}
|
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|
|
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
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listeners[ type ].push( listener );
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|
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}
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},
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|
|
hasEventListener: function ( type, listener ) {
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|
|
if ( this._listeners === undefined ) { return false; }
|
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|
|
var listeners = this._listeners;
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|
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return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
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|
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},
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|
|
removeEventListener: function ( type, listener ) {
|
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|
|
if ( this._listeners === undefined ) { return; }
|
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|
|
var listeners = this._listeners;
|
|
var listenerArray = listeners[ type ];
|
|
|
|
if ( listenerArray !== undefined ) {
|
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|
|
var index = listenerArray.indexOf( listener );
|
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|
|
if ( index !== - 1 ) {
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|
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listenerArray.splice( index, 1 );
|
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|
|
}
|
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|
|
}
|
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|
|
},
|
|
|
|
dispatchEvent: function ( event ) {
|
|
|
|
if ( this._listeners === undefined ) { return; }
|
|
|
|
var listeners = this._listeners;
|
|
var listenerArray = listeners[ event.type ];
|
|
|
|
if ( listenerArray !== undefined ) {
|
|
|
|
event.target = this;
|
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|
|
// Make a copy, in case listeners are removed while iterating.
|
|
var array = listenerArray.slice( 0 );
|
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|
|
for ( var i = 0, l = array.length; i < l; i ++ ) {
|
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|
|
array[ i ].call( this, event );
|
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|
|
}
|
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|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _lut = [];
|
|
|
|
for ( var i = 0; i < 256; i ++ ) {
|
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|
|
_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
|
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|
|
}
|
|
|
|
var _seed = 1234567;
|
|
|
|
var MathUtils = {
|
|
|
|
DEG2RAD: Math.PI / 180,
|
|
RAD2DEG: 180 / Math.PI,
|
|
|
|
generateUUID: function () {
|
|
|
|
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
|
|
|
|
var d0 = Math.random() * 0xffffffff | 0;
|
|
var d1 = Math.random() * 0xffffffff | 0;
|
|
var d2 = Math.random() * 0xffffffff | 0;
|
|
var d3 = Math.random() * 0xffffffff | 0;
|
|
var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
|
|
_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
|
|
_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
|
|
_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
|
|
|
|
// .toUpperCase() here flattens concatenated strings to save heap memory space.
|
|
return uuid.toUpperCase();
|
|
|
|
},
|
|
|
|
clamp: function ( value, min, max ) {
|
|
|
|
return Math.max( min, Math.min( max, value ) );
|
|
|
|
},
|
|
|
|
// compute euclidian modulo of m % n
|
|
// https://en.wikipedia.org/wiki/Modulo_operation
|
|
|
|
euclideanModulo: function ( n, m ) {
|
|
|
|
return ( ( n % m ) + m ) % m;
|
|
|
|
},
|
|
|
|
// Linear mapping from range <a1, a2> to range <b1, b2>
|
|
|
|
mapLinear: function ( x, a1, a2, b1, b2 ) {
|
|
|
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
|
},
|
|
|
|
// https://en.wikipedia.org/wiki/Linear_interpolation
|
|
|
|
lerp: function ( x, y, t ) {
|
|
|
|
return ( 1 - t ) * x + t * y;
|
|
|
|
},
|
|
|
|
// http://en.wikipedia.org/wiki/Smoothstep
|
|
|
|
smoothstep: function ( x, min, max ) {
|
|
|
|
if ( x <= min ) { return 0; }
|
|
if ( x >= max ) { return 1; }
|
|
|
|
x = ( x - min ) / ( max - min );
|
|
|
|
return x * x * ( 3 - 2 * x );
|
|
|
|
},
|
|
|
|
smootherstep: function ( x, min, max ) {
|
|
|
|
if ( x <= min ) { return 0; }
|
|
if ( x >= max ) { return 1; }
|
|
|
|
x = ( x - min ) / ( max - min );
|
|
|
|
return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
|
|
|
|
},
|
|
|
|
// Random integer from <low, high> interval
|
|
|
|
randInt: function ( low, high ) {
|
|
|
|
return low + Math.floor( Math.random() * ( high - low + 1 ) );
|
|
|
|
},
|
|
|
|
// Random float from <low, high> interval
|
|
|
|
randFloat: function ( low, high ) {
|
|
|
|
return low + Math.random() * ( high - low );
|
|
|
|
},
|
|
|
|
// Random float from <-range/2, range/2> interval
|
|
|
|
randFloatSpread: function ( range ) {
|
|
|
|
return range * ( 0.5 - Math.random() );
|
|
|
|
},
|
|
|
|
// Deterministic pseudo-random float in the interval [ 0, 1 ]
|
|
|
|
seededRandom: function ( s ) {
|
|
|
|
if ( s !== undefined ) { _seed = s % 2147483647; }
|
|
|
|
// Park-Miller algorithm
|
|
|
|
_seed = _seed * 16807 % 2147483647;
|
|
|
|
return ( _seed - 1 ) / 2147483646;
|
|
|
|
},
|
|
|
|
degToRad: function ( degrees ) {
|
|
|
|
return degrees * MathUtils.DEG2RAD;
|
|
|
|
},
|
|
|
|
radToDeg: function ( radians ) {
|
|
|
|
return radians * MathUtils.RAD2DEG;
|
|
|
|
},
|
|
|
|
isPowerOfTwo: function ( value ) {
|
|
|
|
return ( value & ( value - 1 ) ) === 0 && value !== 0;
|
|
|
|
},
|
|
|
|
ceilPowerOfTwo: function ( value ) {
|
|
|
|
return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
|
|
|
|
},
|
|
|
|
floorPowerOfTwo: function ( value ) {
|
|
|
|
return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
|
|
|
|
},
|
|
|
|
setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
|
|
|
|
// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
|
|
|
|
// rotations are applied to the axes in the order specified by 'order'
|
|
// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
|
|
// angles are in radians
|
|
|
|
var cos = Math.cos;
|
|
var sin = Math.sin;
|
|
|
|
var c2 = cos( b / 2 );
|
|
var s2 = sin( b / 2 );
|
|
|
|
var c13 = cos( ( a + c ) / 2 );
|
|
var s13 = sin( ( a + c ) / 2 );
|
|
|
|
var c1_3 = cos( ( a - c ) / 2 );
|
|
var s1_3 = sin( ( a - c ) / 2 );
|
|
|
|
var c3_1 = cos( ( c - a ) / 2 );
|
|
var s3_1 = sin( ( c - a ) / 2 );
|
|
|
|
switch ( order ) {
|
|
|
|
case 'XYX':
|
|
q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
|
|
break;
|
|
|
|
case 'YZY':
|
|
q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
|
|
break;
|
|
|
|
case 'ZXZ':
|
|
q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
|
|
break;
|
|
|
|
case 'XZX':
|
|
q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
|
|
break;
|
|
|
|
case 'YXY':
|
|
q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
|
|
break;
|
|
|
|
case 'ZYZ':
|
|
q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var Vector2 = function Vector2( x, y ) {
|
|
if ( x === void 0 ) x = 0;
|
|
if ( y === void 0 ) y = 0;
|
|
|
|
|
|
Object.defineProperty( this, 'isVector2', { value: true } );
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
};
|
|
|
|
var prototypeAccessors = { width: { configurable: true },height: { configurable: true } };
|
|
|
|
prototypeAccessors.width.get = function () {
|
|
|
|
return this.x;
|
|
|
|
};
|
|
|
|
prototypeAccessors.width.set = function ( value ) {
|
|
|
|
this.x = value;
|
|
|
|
};
|
|
|
|
prototypeAccessors.height.get = function () {
|
|
|
|
return this.y;
|
|
|
|
};
|
|
|
|
prototypeAccessors.height.set = function ( value ) {
|
|
|
|
this.y = value;
|
|
|
|
};
|
|
|
|
Vector2.prototype.set = function set ( x, y ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.setScalar = function setScalar ( scalar ) {
|
|
|
|
this.x = scalar;
|
|
this.y = scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.setX = function setX ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.setY = function setY ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.setComponent = function setComponent ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.getComponent = function getComponent ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Vector2.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this.x, this.y );
|
|
|
|
};
|
|
|
|
Vector2.prototype.copy = function copy ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.add = function add ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.addScalar = function addScalar ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.addVectors = function addVectors ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.addScaledVector = function addScaledVector ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.sub = function sub ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.subScalar = function subScalar ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.subVectors = function subVectors ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.multiply = function multiply ( v ) {
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.divide = function divide ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.divideScalar = function divideScalar ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
};
|
|
|
|
Vector2.prototype.applyMatrix3 = function applyMatrix3 ( m ) {
|
|
|
|
var x = this.x, y = this.y;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
|
|
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.min = function min ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.max = function max ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.clamp = function clamp ( min, max ) {
|
|
|
|
// assumes min < max, componentwise
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
|
|
|
|
this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
|
|
this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.clampLength = function clampLength ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
|
|
|
|
};
|
|
|
|
Vector2.prototype.floor = function floor () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.ceil = function ceil () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.round = function round () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.roundToZero = function roundToZero () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.negate = function negate () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.dot = function dot ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y;
|
|
|
|
};
|
|
|
|
Vector2.prototype.cross = function cross ( v ) {
|
|
|
|
return this.x * v.y - this.y * v.x;
|
|
|
|
};
|
|
|
|
Vector2.prototype.lengthSq = function lengthSq () {
|
|
|
|
return this.x * this.x + this.y * this.y;
|
|
|
|
};
|
|
|
|
Vector2.prototype.length = function length () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y );
|
|
|
|
};
|
|
|
|
Vector2.prototype.manhattanLength = function manhattanLength () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y );
|
|
|
|
};
|
|
|
|
Vector2.prototype.normalize = function normalize () {
|
|
|
|
return this.divideScalar( this.length() || 1 );
|
|
|
|
};
|
|
|
|
Vector2.prototype.angle = function angle () {
|
|
|
|
// computes the angle in radians with respect to the positive x-axis
|
|
|
|
var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
|
|
|
|
return angle;
|
|
|
|
};
|
|
|
|
Vector2.prototype.distanceTo = function distanceTo ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
};
|
|
|
|
Vector2.prototype.distanceToSquared = function distanceToSquared ( v ) {
|
|
|
|
var dx = this.x - v.x, dy = this.y - v.y;
|
|
return dx * dx + dy * dy;
|
|
|
|
};
|
|
|
|
Vector2.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) {
|
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
|
|
|
|
};
|
|
|
|
Vector2.prototype.setLength = function setLength ( length ) {
|
|
|
|
return this.normalize().multiplyScalar( length );
|
|
|
|
};
|
|
|
|
Vector2.prototype.lerp = function lerp ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
|
|
|
|
this.x = v1.x + ( v2.x - v1.x ) * alpha;
|
|
this.y = v1.y + ( v2.y - v1.y ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.equals = function equals ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
|
|
|
};
|
|
|
|
Vector2.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Vector2.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.rotateAround = function rotateAround ( center, angle ) {
|
|
|
|
var c = Math.cos( angle ), s = Math.sin( angle );
|
|
|
|
var x = this.x - center.x;
|
|
var y = this.y - center.y;
|
|
|
|
this.x = x * c - y * s + center.x;
|
|
this.y = x * s + y * c + center.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector2.prototype.random = function random () {
|
|
|
|
this.x = Math.random();
|
|
this.y = Math.random();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Object.defineProperties( Vector2.prototype, prototypeAccessors );
|
|
|
|
var Matrix3 = function Matrix3() {
|
|
|
|
Object.defineProperty( this, 'isMatrix3', { value: true } );
|
|
|
|
this.elements = [
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
];
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Matrix3.prototype.set = function set ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
|
|
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
|
|
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.identity = function identity () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0,
|
|
0, 1, 0,
|
|
0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().fromArray( this.elements );
|
|
|
|
};
|
|
|
|
Matrix3.prototype.copy = function copy ( m ) {
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
|
|
te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
|
|
te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.extractBasis = function extractBasis ( xAxis, yAxis, zAxis ) {
|
|
|
|
xAxis.setFromMatrix3Column( this, 0 );
|
|
yAxis.setFromMatrix3Column( this, 1 );
|
|
zAxis.setFromMatrix3Column( this, 2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.setFromMatrix4 = function setFromMatrix4 ( m ) {
|
|
|
|
var me = m.elements;
|
|
|
|
this.set(
|
|
|
|
me[ 0 ], me[ 4 ], me[ 8 ],
|
|
me[ 1 ], me[ 5 ], me[ 9 ],
|
|
me[ 2 ], me[ 6 ], me[ 10 ]
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.multiply = function multiply ( m ) {
|
|
|
|
return this.multiplyMatrices( this, m );
|
|
|
|
};
|
|
|
|
Matrix3.prototype.premultiply = function premultiply ( m ) {
|
|
|
|
return this.multiplyMatrices( m, this );
|
|
|
|
};
|
|
|
|
Matrix3.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) {
|
|
|
|
var ae = a.elements;
|
|
var be = b.elements;
|
|
var te = this.elements;
|
|
|
|
var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
|
|
var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
|
|
var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
|
|
|
|
var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
|
|
var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
|
|
var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
|
|
|
|
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
|
|
te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
|
|
te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
|
|
|
|
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
|
|
te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
|
|
te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
|
|
|
|
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
|
|
te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
|
|
te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.multiplyScalar = function multiplyScalar ( s ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
|
|
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
|
|
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.determinant = function determinant () {
|
|
|
|
var te = this.elements;
|
|
|
|
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
|
|
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
|
|
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
|
|
|
|
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.getInverse = function getInverse ( matrix, throwOnDegenerate ) {
|
|
|
|
if ( throwOnDegenerate !== undefined ) {
|
|
|
|
console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
|
|
|
|
}
|
|
|
|
var me = matrix.elements,
|
|
te = this.elements,
|
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
|
|
n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
|
|
n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
|
|
|
|
t11 = n33 * n22 - n32 * n23,
|
|
t12 = n32 * n13 - n33 * n12,
|
|
t13 = n23 * n12 - n22 * n13,
|
|
|
|
det = n11 * t11 + n21 * t12 + n31 * t13;
|
|
|
|
if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
|
|
|
|
var detInv = 1 / det;
|
|
|
|
te[ 0 ] = t11 * detInv;
|
|
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
|
|
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
|
|
|
|
te[ 3 ] = t12 * detInv;
|
|
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
|
|
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
|
|
|
|
te[ 6 ] = t13 * detInv;
|
|
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
|
|
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.transpose = function transpose () {
|
|
|
|
var tmp;
|
|
var m = this.elements;
|
|
|
|
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
|
|
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
|
|
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.getNormalMatrix = function getNormalMatrix ( matrix4 ) {
|
|
|
|
return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
|
|
|
|
};
|
|
|
|
Matrix3.prototype.transposeIntoArray = function transposeIntoArray ( r ) {
|
|
|
|
var m = this.elements;
|
|
|
|
r[ 0 ] = m[ 0 ];
|
|
r[ 1 ] = m[ 3 ];
|
|
r[ 2 ] = m[ 6 ];
|
|
r[ 3 ] = m[ 1 ];
|
|
r[ 4 ] = m[ 4 ];
|
|
r[ 5 ] = m[ 7 ];
|
|
r[ 6 ] = m[ 2 ];
|
|
r[ 7 ] = m[ 5 ];
|
|
r[ 8 ] = m[ 8 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.setUvTransform = function setUvTransform ( tx, ty, sx, sy, rotation, cx, cy ) {
|
|
|
|
var c = Math.cos( rotation );
|
|
var s = Math.sin( rotation );
|
|
|
|
this.set(
|
|
sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
|
|
- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
|
|
0, 0, 1
|
|
);
|
|
|
|
};
|
|
|
|
Matrix3.prototype.scale = function scale ( sx, sy ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
|
|
te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.rotate = function rotate ( theta ) {
|
|
|
|
var c = Math.cos( theta );
|
|
var s = Math.sin( theta );
|
|
|
|
var te = this.elements;
|
|
|
|
var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
|
|
var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
|
|
|
|
te[ 0 ] = c * a11 + s * a21;
|
|
te[ 3 ] = c * a12 + s * a22;
|
|
te[ 6 ] = c * a13 + s * a23;
|
|
|
|
te[ 1 ] = - s * a11 + c * a21;
|
|
te[ 4 ] = - s * a12 + c * a22;
|
|
te[ 7 ] = - s * a13 + c * a23;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.translate = function translate ( tx, ty ) {
|
|
|
|
var te = this.elements;
|
|
|
|
te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
|
|
te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.equals = function equals ( matrix ) {
|
|
|
|
var te = this.elements;
|
|
var me = matrix.elements;
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
if ( te[ i ] !== me[ i ] ) { return false; }
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.elements[ i ] = array[ i + offset ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix3.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
var _canvas;
|
|
|
|
var ImageUtils = {
|
|
|
|
getDataURL: function ( image ) {
|
|
|
|
if ( /^data:/i.test( image.src ) ) {
|
|
|
|
return image.src;
|
|
|
|
}
|
|
|
|
if ( typeof HTMLCanvasElement == 'undefined' ) {
|
|
|
|
return image.src;
|
|
|
|
}
|
|
|
|
var canvas;
|
|
|
|
if ( image instanceof HTMLCanvasElement ) {
|
|
|
|
canvas = image;
|
|
|
|
} else {
|
|
|
|
if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
|
|
|
|
_canvas.width = image.width;
|
|
_canvas.height = image.height;
|
|
|
|
var context = _canvas.getContext( '2d' );
|
|
|
|
if ( image instanceof ImageData ) {
|
|
|
|
context.putImageData( image, 0, 0 );
|
|
|
|
} else {
|
|
|
|
context.drawImage( image, 0, 0, image.width, image.height );
|
|
|
|
}
|
|
|
|
canvas = _canvas;
|
|
|
|
}
|
|
|
|
if ( canvas.width > 2048 || canvas.height > 2048 ) {
|
|
|
|
return canvas.toDataURL( 'image/jpeg', 0.6 );
|
|
|
|
} else {
|
|
|
|
return canvas.toDataURL( 'image/png' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var textureId = 0;
|
|
|
|
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
|
|
|
Object.defineProperty( this, 'id', { value: textureId ++ } );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.name = '';
|
|
|
|
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
|
|
this.mipmaps = [];
|
|
|
|
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
|
|
|
|
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
|
|
this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
|
|
|
|
this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
|
|
|
|
this.format = format !== undefined ? format : RGBAFormat;
|
|
this.internalFormat = null;
|
|
this.type = type !== undefined ? type : UnsignedByteType;
|
|
|
|
this.offset = new Vector2( 0, 0 );
|
|
this.repeat = new Vector2( 1, 1 );
|
|
this.center = new Vector2( 0, 0 );
|
|
this.rotation = 0;
|
|
|
|
this.matrixAutoUpdate = true;
|
|
this.matrix = new Matrix3();
|
|
|
|
this.generateMipmaps = true;
|
|
this.premultiplyAlpha = false;
|
|
this.flipY = true;
|
|
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
|
|
|
|
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
|
|
//
|
|
// Also changing the encoding after already used by a Material will not automatically make the Material
|
|
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
|
|
this.encoding = encoding !== undefined ? encoding : LinearEncoding;
|
|
|
|
this.version = 0;
|
|
this.onUpdate = null;
|
|
|
|
}
|
|
|
|
Texture.DEFAULT_IMAGE = undefined;
|
|
Texture.DEFAULT_MAPPING = UVMapping;
|
|
|
|
Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: Texture,
|
|
|
|
isTexture: true,
|
|
|
|
updateMatrix: function () {
|
|
|
|
this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.name = source.name;
|
|
|
|
this.image = source.image;
|
|
this.mipmaps = source.mipmaps.slice( 0 );
|
|
|
|
this.mapping = source.mapping;
|
|
|
|
this.wrapS = source.wrapS;
|
|
this.wrapT = source.wrapT;
|
|
|
|
this.magFilter = source.magFilter;
|
|
this.minFilter = source.minFilter;
|
|
|
|
this.anisotropy = source.anisotropy;
|
|
|
|
this.format = source.format;
|
|
this.internalFormat = source.internalFormat;
|
|
this.type = source.type;
|
|
|
|
this.offset.copy( source.offset );
|
|
this.repeat.copy( source.repeat );
|
|
this.center.copy( source.center );
|
|
this.rotation = source.rotation;
|
|
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
|
this.matrix.copy( source.matrix );
|
|
|
|
this.generateMipmaps = source.generateMipmaps;
|
|
this.premultiplyAlpha = source.premultiplyAlpha;
|
|
this.flipY = source.flipY;
|
|
this.unpackAlignment = source.unpackAlignment;
|
|
this.encoding = source.encoding;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var isRootObject = ( meta === undefined || typeof meta === 'string' );
|
|
|
|
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
|
|
|
|
return meta.textures[ this.uuid ];
|
|
|
|
}
|
|
|
|
var output = {
|
|
|
|
metadata: {
|
|
version: 4.5,
|
|
type: 'Texture',
|
|
generator: 'Texture.toJSON'
|
|
},
|
|
|
|
uuid: this.uuid,
|
|
name: this.name,
|
|
|
|
mapping: this.mapping,
|
|
|
|
repeat: [ this.repeat.x, this.repeat.y ],
|
|
offset: [ this.offset.x, this.offset.y ],
|
|
center: [ this.center.x, this.center.y ],
|
|
rotation: this.rotation,
|
|
|
|
wrap: [ this.wrapS, this.wrapT ],
|
|
|
|
format: this.format,
|
|
type: this.type,
|
|
encoding: this.encoding,
|
|
|
|
minFilter: this.minFilter,
|
|
magFilter: this.magFilter,
|
|
anisotropy: this.anisotropy,
|
|
|
|
flipY: this.flipY,
|
|
|
|
premultiplyAlpha: this.premultiplyAlpha,
|
|
unpackAlignment: this.unpackAlignment
|
|
|
|
};
|
|
|
|
if ( this.image !== undefined ) {
|
|
|
|
// TODO: Move to THREE.Image
|
|
|
|
var image = this.image;
|
|
|
|
if ( image.uuid === undefined ) {
|
|
|
|
image.uuid = MathUtils.generateUUID(); // UGH
|
|
|
|
}
|
|
|
|
if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
|
|
|
|
var url;
|
|
|
|
if ( Array.isArray( image ) ) {
|
|
|
|
// process array of images e.g. CubeTexture
|
|
|
|
url = [];
|
|
|
|
for ( var i = 0, l = image.length; i < l; i ++ ) {
|
|
|
|
url.push( ImageUtils.getDataURL( image[ i ] ) );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// process single image
|
|
|
|
url = ImageUtils.getDataURL( image );
|
|
|
|
}
|
|
|
|
meta.images[ image.uuid ] = {
|
|
uuid: image.uuid,
|
|
url: url
|
|
};
|
|
|
|
}
|
|
|
|
output.image = image.uuid;
|
|
|
|
}
|
|
|
|
if ( ! isRootObject ) {
|
|
|
|
meta.textures[ this.uuid ] = output;
|
|
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
},
|
|
|
|
transformUv: function ( uv ) {
|
|
|
|
if ( this.mapping !== UVMapping ) { return uv; }
|
|
|
|
uv.applyMatrix3( this.matrix );
|
|
|
|
if ( uv.x < 0 || uv.x > 1 ) {
|
|
|
|
switch ( this.wrapS ) {
|
|
|
|
case RepeatWrapping:
|
|
|
|
uv.x = uv.x - Math.floor( uv.x );
|
|
break;
|
|
|
|
case ClampToEdgeWrapping:
|
|
|
|
uv.x = uv.x < 0 ? 0 : 1;
|
|
break;
|
|
|
|
case MirroredRepeatWrapping:
|
|
|
|
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
|
|
|
|
uv.x = Math.ceil( uv.x ) - uv.x;
|
|
|
|
} else {
|
|
|
|
uv.x = uv.x - Math.floor( uv.x );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( uv.y < 0 || uv.y > 1 ) {
|
|
|
|
switch ( this.wrapT ) {
|
|
|
|
case RepeatWrapping:
|
|
|
|
uv.y = uv.y - Math.floor( uv.y );
|
|
break;
|
|
|
|
case ClampToEdgeWrapping:
|
|
|
|
uv.y = uv.y < 0 ? 0 : 1;
|
|
break;
|
|
|
|
case MirroredRepeatWrapping:
|
|
|
|
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
|
|
|
|
uv.y = Math.ceil( uv.y ) - uv.y;
|
|
|
|
} else {
|
|
|
|
uv.y = uv.y - Math.floor( uv.y );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.flipY ) {
|
|
|
|
uv.y = 1 - uv.y;
|
|
|
|
}
|
|
|
|
return uv;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperty( Texture.prototype, "needsUpdate", {
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value === true ) { this.version ++; }
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var Vector4 = function Vector4( x, y, z, w ) {
|
|
if ( x === void 0 ) x = 0;
|
|
if ( y === void 0 ) y = 0;
|
|
if ( z === void 0 ) z = 0;
|
|
if ( w === void 0 ) w = 1;
|
|
|
|
|
|
Object.defineProperty( this, 'isVector4', { value: true } );
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
this.w = w;
|
|
|
|
};
|
|
|
|
var prototypeAccessors$1 = { width: { configurable: true },height: { configurable: true } };
|
|
|
|
prototypeAccessors$1.width.get = function () {
|
|
|
|
return this.z;
|
|
|
|
};
|
|
|
|
prototypeAccessors$1.width.set = function ( value ) {
|
|
|
|
this.z = value;
|
|
|
|
};
|
|
|
|
prototypeAccessors$1.height.get = function () {
|
|
|
|
return this.w;
|
|
|
|
};
|
|
|
|
prototypeAccessors$1.height.set = function ( value ) {
|
|
|
|
this.w = value;
|
|
|
|
};
|
|
|
|
Vector4.prototype.set = function set ( x, y, z, w ) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setScalar = function setScalar ( scalar ) {
|
|
|
|
this.x = scalar;
|
|
this.y = scalar;
|
|
this.z = scalar;
|
|
this.w = scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setX = function setX ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setY = function setY ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setZ = function setZ ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setW = function setW ( w ) {
|
|
|
|
this.w = w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setComponent = function setComponent ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
case 3: this.w = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.getComponent = function getComponent ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
case 3: return this.w;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Vector4.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z, this.w );
|
|
|
|
};
|
|
|
|
Vector4.prototype.copy = function copy ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
this.w = ( v.w !== undefined ) ? v.w : 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.add = function add ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
this.w += v.w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.addScalar = function addScalar ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
this.w += s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.addVectors = function addVectors ( 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;
|
|
|
|
};
|
|
|
|
Vector4.prototype.addScaledVector = function addScaledVector ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
this.w += v.w * s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.sub = function sub ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
this.w -= v.w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.subScalar = function subScalar ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
this.w -= s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.subVectors = function subVectors ( 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;
|
|
|
|
};
|
|
|
|
Vector4.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
this.w *= scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.applyMatrix4 = function applyMatrix4 ( m ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z, w = this.w;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
|
|
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.divideScalar = function divideScalar ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
};
|
|
|
|
Vector4.prototype.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion ( q ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
|
|
|
// q is assumed to be normalized
|
|
|
|
this.w = 2 * Math.acos( q.w );
|
|
|
|
var s = Math.sqrt( 1 - q.w * q.w );
|
|
|
|
if ( s < 0.0001 ) {
|
|
|
|
this.x = 1;
|
|
this.y = 0;
|
|
this.z = 0;
|
|
|
|
} else {
|
|
|
|
this.x = q.x / s;
|
|
this.y = q.y / s;
|
|
this.z = q.z / s;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix ( m ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var angle, x, y, z; // variables for result
|
|
var epsilon = 0.01, // margin to allow for rounding errors
|
|
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
|
|
|
te = m.elements,
|
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
|
|
( Math.abs( m13 - m31 ) < epsilon ) &&
|
|
( Math.abs( m23 - m32 ) < epsilon ) ) {
|
|
|
|
// singularity found
|
|
// first check for identity matrix which must have +1 for all terms
|
|
// in leading diagonal and zero in other terms
|
|
|
|
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
|
|
( Math.abs( m13 + m31 ) < epsilon2 ) &&
|
|
( Math.abs( m23 + m32 ) < epsilon2 ) &&
|
|
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
|
|
|
// this singularity is identity matrix so angle = 0
|
|
|
|
this.set( 1, 0, 0, 0 );
|
|
|
|
return this; // zero angle, arbitrary axis
|
|
|
|
}
|
|
|
|
// otherwise this singularity is angle = 180
|
|
|
|
angle = Math.PI;
|
|
|
|
var xx = ( m11 + 1 ) / 2;
|
|
var yy = ( m22 + 1 ) / 2;
|
|
var zz = ( m33 + 1 ) / 2;
|
|
var xy = ( m12 + m21 ) / 4;
|
|
var xz = ( m13 + m31 ) / 4;
|
|
var yz = ( m23 + m32 ) / 4;
|
|
|
|
if ( ( xx > yy ) && ( xx > zz ) ) {
|
|
|
|
// m11 is the largest diagonal term
|
|
|
|
if ( xx < epsilon ) {
|
|
|
|
x = 0;
|
|
y = 0.707106781;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
x = Math.sqrt( xx );
|
|
y = xy / x;
|
|
z = xz / x;
|
|
|
|
}
|
|
|
|
} else if ( yy > zz ) {
|
|
|
|
// m22 is the largest diagonal term
|
|
|
|
if ( yy < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0;
|
|
z = 0.707106781;
|
|
|
|
} else {
|
|
|
|
y = Math.sqrt( yy );
|
|
x = xy / y;
|
|
z = yz / y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// m33 is the largest diagonal term so base result on this
|
|
|
|
if ( zz < epsilon ) {
|
|
|
|
x = 0.707106781;
|
|
y = 0.707106781;
|
|
z = 0;
|
|
|
|
} else {
|
|
|
|
z = Math.sqrt( zz );
|
|
x = xz / z;
|
|
y = yz / z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.set( x, y, z, angle );
|
|
|
|
return this; // return 180 deg rotation
|
|
|
|
}
|
|
|
|
// as we have reached here there are no singularities so we can handle normally
|
|
|
|
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
|
|
( m13 - m31 ) * ( m13 - m31 ) +
|
|
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
|
|
|
if ( Math.abs( s ) < 0.001 ) { s = 1; }
|
|
|
|
// prevent divide by zero, should not happen if matrix is orthogonal and should be
|
|
// caught by singularity test above, but I've left it in just in case
|
|
|
|
this.x = ( m32 - m23 ) / s;
|
|
this.y = ( m13 - m31 ) / s;
|
|
this.z = ( m21 - m12 ) / s;
|
|
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.min = function min ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
this.w = Math.min( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.max = function max ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
this.w = Math.max( this.w, v.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.clamp = function clamp ( min, max ) {
|
|
|
|
// assumes min < max, componentwise
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
this.w = Math.max( min.w, Math.min( max.w, this.w ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
|
|
|
|
this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
|
|
this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
|
|
this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
|
|
this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.clampLength = function clampLength ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
|
|
|
|
};
|
|
|
|
Vector4.prototype.floor = function floor () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
this.w = Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.ceil = function ceil () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
this.w = Math.ceil( this.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.round = function round () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
this.w = Math.round( this.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.roundToZero = function roundToZero () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.negate = function negate () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
this.w = - this.w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.dot = function dot ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
|
|
};
|
|
|
|
Vector4.prototype.lengthSq = function lengthSq () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
|
};
|
|
|
|
Vector4.prototype.length = function length () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
|
};
|
|
|
|
Vector4.prototype.manhattanLength = function manhattanLength () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
|
|
|
};
|
|
|
|
Vector4.prototype.normalize = function normalize () {
|
|
|
|
return this.divideScalar( this.length() || 1 );
|
|
|
|
};
|
|
|
|
Vector4.prototype.setLength = function setLength ( length ) {
|
|
|
|
return this.normalize().multiplyScalar( length );
|
|
|
|
};
|
|
|
|
Vector4.prototype.lerp = function lerp ( 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;
|
|
|
|
};
|
|
|
|
Vector4.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
|
|
|
|
this.x = v1.x + ( v2.x - v1.x ) * alpha;
|
|
this.y = v1.y + ( v2.y - v1.y ) * alpha;
|
|
this.z = v1.z + ( v2.z - v1.z ) * alpha;
|
|
this.w = v1.w + ( v2.w - v1.w ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.equals = function equals ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
|
};
|
|
|
|
Vector4.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
this.w = array[ offset + 3 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
array[ offset + 3 ] = this.w;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Vector4.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
this.z = attribute.getZ( index );
|
|
this.w = attribute.getW( index );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector4.prototype.random = function random () {
|
|
|
|
this.x = Math.random();
|
|
this.y = Math.random();
|
|
this.z = Math.random();
|
|
this.w = Math.random();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Object.defineProperties( Vector4.prototype, prototypeAccessors$1 );
|
|
|
|
/*
|
|
In options, we can specify:
|
|
* Texture parameters for an auto-generated target texture
|
|
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
|
|
*/
|
|
function WebGLRenderTarget( width, height, options ) {
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.scissor = new Vector4( 0, 0, width, height );
|
|
this.scissorTest = false;
|
|
|
|
this.viewport = new Vector4( 0, 0, width, height );
|
|
|
|
options = options || {};
|
|
|
|
this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
|
|
|
|
this.texture.image = {};
|
|
this.texture.image.width = width;
|
|
this.texture.image.height = height;
|
|
|
|
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
|
|
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
|
|
|
|
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
|
|
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
|
|
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
|
|
|
|
}
|
|
|
|
WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: WebGLRenderTarget,
|
|
|
|
isWebGLRenderTarget: true,
|
|
|
|
setSize: function ( width, height ) {
|
|
|
|
if ( this.width !== width || this.height !== height ) {
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.texture.image.width = width;
|
|
this.texture.image.height = height;
|
|
|
|
this.dispose();
|
|
|
|
}
|
|
|
|
this.viewport.set( 0, 0, width, height );
|
|
this.scissor.set( 0, 0, width, height );
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.width = source.width;
|
|
this.height = source.height;
|
|
|
|
this.viewport.copy( source.viewport );
|
|
|
|
this.texture = source.texture.clone();
|
|
|
|
this.depthBuffer = source.depthBuffer;
|
|
this.stencilBuffer = source.stencilBuffer;
|
|
this.depthTexture = source.depthTexture;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function WebGLMultisampleRenderTarget( width, height, options ) {
|
|
|
|
WebGLRenderTarget.call( this, width, height, options );
|
|
|
|
this.samples = 4;
|
|
|
|
}
|
|
|
|
WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
|
|
|
|
constructor: WebGLMultisampleRenderTarget,
|
|
|
|
isWebGLMultisampleRenderTarget: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
WebGLRenderTarget.prototype.copy.call( this, source );
|
|
|
|
this.samples = source.samples;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var Quaternion = function Quaternion( x, y, z, w ) {
|
|
if ( x === void 0 ) x = 0;
|
|
if ( y === void 0 ) y = 0;
|
|
if ( z === void 0 ) z = 0;
|
|
if ( w === void 0 ) w = 1;
|
|
|
|
|
|
Object.defineProperty( this, 'isQuaternion', { value: true } );
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._w = w;
|
|
|
|
};
|
|
|
|
var prototypeAccessors$2 = { x: { configurable: true },y: { configurable: true },z: { configurable: true },w: { configurable: true } };
|
|
|
|
Quaternion.slerp = function slerp ( qa, qb, qm, t ) {
|
|
|
|
return qm.copy( qa ).slerp( qb, t );
|
|
|
|
};
|
|
|
|
Quaternion.slerpFlat = function slerpFlat ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
|
|
|
|
// fuzz-free, array-based Quaternion SLERP operation
|
|
|
|
var x0 = src0[ srcOffset0 + 0 ],
|
|
y0 = src0[ srcOffset0 + 1 ],
|
|
z0 = src0[ srcOffset0 + 2 ],
|
|
w0 = src0[ srcOffset0 + 3 ];
|
|
|
|
var x1 = src1[ srcOffset1 + 0 ],
|
|
y1 = src1[ srcOffset1 + 1 ],
|
|
z1 = src1[ srcOffset1 + 2 ],
|
|
w1 = src1[ srcOffset1 + 3 ];
|
|
|
|
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
|
|
|
|
var s = 1 - t;
|
|
var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
|
|
dir = ( cos >= 0 ? 1 : - 1 ),
|
|
sqrSin = 1 - cos * cos;
|
|
|
|
// Skip the Slerp for tiny steps to avoid numeric problems:
|
|
if ( sqrSin > Number.EPSILON ) {
|
|
|
|
var sin = Math.sqrt( sqrSin ),
|
|
len = Math.atan2( sin, cos * dir );
|
|
|
|
s = Math.sin( s * len ) / sin;
|
|
t = Math.sin( t * len ) / sin;
|
|
|
|
}
|
|
|
|
var tDir = t * dir;
|
|
|
|
x0 = x0 * s + x1 * tDir;
|
|
y0 = y0 * s + y1 * tDir;
|
|
z0 = z0 * s + z1 * tDir;
|
|
w0 = w0 * s + w1 * tDir;
|
|
|
|
// Normalize in case we just did a lerp:
|
|
if ( s === 1 - t ) {
|
|
|
|
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
|
|
|
|
x0 *= f;
|
|
y0 *= f;
|
|
z0 *= f;
|
|
w0 *= f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
dst[ dstOffset ] = x0;
|
|
dst[ dstOffset + 1 ] = y0;
|
|
dst[ dstOffset + 2 ] = z0;
|
|
dst[ dstOffset + 3 ] = w0;
|
|
|
|
};
|
|
|
|
Quaternion.multiplyQuaternionsFlat = function multiplyQuaternionsFlat ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
|
|
|
|
var x0 = src0[ srcOffset0 ];
|
|
var y0 = src0[ srcOffset0 + 1 ];
|
|
var z0 = src0[ srcOffset0 + 2 ];
|
|
var w0 = src0[ srcOffset0 + 3 ];
|
|
|
|
var x1 = src1[ srcOffset1 ];
|
|
var y1 = src1[ srcOffset1 + 1 ];
|
|
var z1 = src1[ srcOffset1 + 2 ];
|
|
var w1 = src1[ srcOffset1 + 3 ];
|
|
|
|
dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
|
|
dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
|
|
dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
|
|
dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
|
|
|
|
return dst;
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.x.get = function () {
|
|
|
|
return this._x;
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.x.set = function ( value ) {
|
|
|
|
this._x = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.y.get = function () {
|
|
|
|
return this._y;
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.y.set = function ( value ) {
|
|
|
|
this._y = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.z.get = function () {
|
|
|
|
return this._z;
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.z.set = function ( value ) {
|
|
|
|
this._z = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.w.get = function () {
|
|
|
|
return this._w;
|
|
|
|
};
|
|
|
|
prototypeAccessors$2.w.set = function ( value ) {
|
|
|
|
this._w = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
Quaternion.prototype.set = function set ( x, y, z, w ) {
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._w = w;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this._x, this._y, this._z, this._w );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.copy = function copy ( quaternion ) {
|
|
|
|
this._x = quaternion.x;
|
|
this._y = quaternion.y;
|
|
this._z = quaternion.z;
|
|
this._w = quaternion.w;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.setFromEuler = function setFromEuler ( euler, update ) {
|
|
|
|
if ( ! ( euler && euler.isEuler ) ) {
|
|
|
|
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
var x = euler._x, y = euler._y, z = euler._z, order = euler._order;
|
|
|
|
// http://www.mathworks.com/matlabcentral/fileexchange/
|
|
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
|
|
//content/SpinCalc.m
|
|
|
|
var cos = Math.cos;
|
|
var sin = Math.sin;
|
|
|
|
var c1 = cos( x / 2 );
|
|
var c2 = cos( y / 2 );
|
|
var c3 = cos( z / 2 );
|
|
|
|
var s1 = sin( x / 2 );
|
|
var s2 = sin( y / 2 );
|
|
var s3 = sin( z / 2 );
|
|
|
|
switch ( order ) {
|
|
|
|
case 'XYZ':
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
break;
|
|
|
|
case 'YXZ':
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
break;
|
|
|
|
case 'ZXY':
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
break;
|
|
|
|
case 'ZYX':
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
break;
|
|
|
|
case 'YZX':
|
|
this._x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
break;
|
|
|
|
case 'XZY':
|
|
this._x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
this._y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
this._z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
this._w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
|
|
|
|
}
|
|
|
|
if ( update !== false ) { this._onChangeCallback(); }
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.setFromAxisAngle = function setFromAxisAngle ( axis, angle ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
|
|
|
|
// assumes axis is normalized
|
|
|
|
var halfAngle = angle / 2, s = Math.sin( halfAngle );
|
|
|
|
this._x = axis.x * s;
|
|
this._y = axis.y * s;
|
|
this._z = axis.z * s;
|
|
this._w = Math.cos( halfAngle );
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m ) {
|
|
|
|
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var te = m.elements,
|
|
|
|
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
|
|
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
|
|
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
|
|
|
|
trace = m11 + m22 + m33;
|
|
|
|
if ( trace > 0 ) {
|
|
|
|
var s = 0.5 / Math.sqrt( trace + 1.0 );
|
|
|
|
this._w = 0.25 / s;
|
|
this._x = ( m32 - m23 ) * s;
|
|
this._y = ( m13 - m31 ) * s;
|
|
this._z = ( m21 - m12 ) * s;
|
|
|
|
} else if ( m11 > m22 && m11 > m33 ) {
|
|
|
|
var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
|
|
|
|
this._w = ( m32 - m23 ) / s$1;
|
|
this._x = 0.25 * s$1;
|
|
this._y = ( m12 + m21 ) / s$1;
|
|
this._z = ( m13 + m31 ) / s$1;
|
|
|
|
} else if ( m22 > m33 ) {
|
|
|
|
var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
|
|
|
|
this._w = ( m13 - m31 ) / s$2;
|
|
this._x = ( m12 + m21 ) / s$2;
|
|
this._y = 0.25 * s$2;
|
|
this._z = ( m23 + m32 ) / s$2;
|
|
|
|
} else {
|
|
|
|
var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
|
|
|
|
this._w = ( m21 - m12 ) / s$3;
|
|
this._x = ( m13 + m31 ) / s$3;
|
|
this._y = ( m23 + m32 ) / s$3;
|
|
this._z = 0.25 * s$3;
|
|
|
|
}
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.setFromUnitVectors = function setFromUnitVectors ( vFrom, vTo ) {
|
|
|
|
// assumes direction vectors vFrom and vTo are normalized
|
|
|
|
var EPS = 0.000001;
|
|
|
|
var r = vFrom.dot( vTo ) + 1;
|
|
|
|
if ( r < EPS ) {
|
|
|
|
r = 0;
|
|
|
|
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
|
|
|
|
this._x = - vFrom.y;
|
|
this._y = vFrom.x;
|
|
this._z = 0;
|
|
this._w = r;
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._y = - vFrom.z;
|
|
this._z = vFrom.y;
|
|
this._w = r;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
|
|
|
|
this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
|
|
this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
|
|
this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
|
|
this._w = r;
|
|
|
|
}
|
|
|
|
return this.normalize();
|
|
|
|
};
|
|
|
|
Quaternion.prototype.angleTo = function angleTo ( q ) {
|
|
|
|
return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.rotateTowards = function rotateTowards ( q, step ) {
|
|
|
|
var angle = this.angleTo( q );
|
|
|
|
if ( angle === 0 ) { return this; }
|
|
|
|
var t = Math.min( 1, step / angle );
|
|
|
|
this.slerp( q, t );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.identity = function identity () {
|
|
|
|
return this.set( 0, 0, 0, 1 );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.inverse = function inverse () {
|
|
|
|
// quaternion is assumed to have unit length
|
|
|
|
return this.conjugate();
|
|
|
|
};
|
|
|
|
Quaternion.prototype.conjugate = function conjugate () {
|
|
|
|
this._x *= - 1;
|
|
this._y *= - 1;
|
|
this._z *= - 1;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.dot = function dot ( v ) {
|
|
|
|
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.lengthSq = function lengthSq () {
|
|
|
|
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.length = function length () {
|
|
|
|
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.normalize = function normalize () {
|
|
|
|
var l = this.length();
|
|
|
|
if ( l === 0 ) {
|
|
|
|
this._x = 0;
|
|
this._y = 0;
|
|
this._z = 0;
|
|
this._w = 1;
|
|
|
|
} else {
|
|
|
|
l = 1 / l;
|
|
|
|
this._x = this._x * l;
|
|
this._y = this._y * l;
|
|
this._z = this._z * l;
|
|
this._w = this._w * l;
|
|
|
|
}
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.multiply = function multiply ( q, p ) {
|
|
|
|
if ( p !== undefined ) {
|
|
|
|
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
|
|
return this.multiplyQuaternions( q, p );
|
|
|
|
}
|
|
|
|
return this.multiplyQuaternions( this, q );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.premultiply = function premultiply ( q ) {
|
|
|
|
return this.multiplyQuaternions( q, this );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.multiplyQuaternions = function multiplyQuaternions ( a, b ) {
|
|
|
|
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
|
|
|
|
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
|
|
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
|
|
|
|
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
|
|
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
|
|
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
|
|
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.slerp = function slerp ( qb, t ) {
|
|
|
|
if ( t === 0 ) { return this; }
|
|
if ( t === 1 ) { return this.copy( qb ); }
|
|
|
|
var x = this._x, y = this._y, z = this._z, w = this._w;
|
|
|
|
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
|
|
|
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
|
|
|
|
if ( cosHalfTheta < 0 ) {
|
|
|
|
this._w = - qb._w;
|
|
this._x = - qb._x;
|
|
this._y = - qb._y;
|
|
this._z = - qb._z;
|
|
|
|
cosHalfTheta = - cosHalfTheta;
|
|
|
|
} else {
|
|
|
|
this.copy( qb );
|
|
|
|
}
|
|
|
|
if ( cosHalfTheta >= 1.0 ) {
|
|
|
|
this._w = w;
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
|
|
|
|
if ( sqrSinHalfTheta <= Number.EPSILON ) {
|
|
|
|
var s = 1 - t;
|
|
this._w = s * w + t * this._w;
|
|
this._x = s * x + t * this._x;
|
|
this._y = s * y + t * this._y;
|
|
this._z = s * z + t * this._z;
|
|
|
|
this.normalize();
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
|
|
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
|
|
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
|
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
|
|
|
this._w = ( w * ratioA + this._w * ratioB );
|
|
this._x = ( x * ratioA + this._x * ratioB );
|
|
this._y = ( y * ratioA + this._y * ratioB );
|
|
this._z = ( z * ratioA + this._z * ratioB );
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.equals = function equals ( quaternion ) {
|
|
|
|
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this._x = array[ offset ];
|
|
this._y = array[ offset + 1 ];
|
|
this._z = array[ offset + 2 ];
|
|
this._w = array[ offset + 3 ];
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this._x;
|
|
array[ offset + 1 ] = this._y;
|
|
array[ offset + 2 ] = this._z;
|
|
array[ offset + 3 ] = this._w;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Quaternion.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index ) {
|
|
|
|
this._x = attribute.getX( index );
|
|
this._y = attribute.getY( index );
|
|
this._z = attribute.getZ( index );
|
|
this._w = attribute.getW( index );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype._onChange = function _onChange ( callback ) {
|
|
|
|
this._onChangeCallback = callback;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Quaternion.prototype._onChangeCallback = function _onChangeCallback () {};
|
|
|
|
Object.defineProperties( Quaternion.prototype, prototypeAccessors$2 );
|
|
|
|
var Vector3 = function Vector3( x, y, z ) {
|
|
if ( x === void 0 ) x = 0;
|
|
if ( y === void 0 ) y = 0;
|
|
if ( z === void 0 ) z = 0;
|
|
|
|
|
|
Object.defineProperty( this, 'isVector3', { value: true } );
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
|
|
};
|
|
|
|
Vector3.prototype.set = function set ( x, y, z ) {
|
|
|
|
if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setScalar = function setScalar ( scalar ) {
|
|
|
|
this.x = scalar;
|
|
this.y = scalar;
|
|
this.z = scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setX = function setX ( x ) {
|
|
|
|
this.x = x;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setY = function setY ( y ) {
|
|
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setZ = function setZ ( z ) {
|
|
|
|
this.z = z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setComponent = function setComponent ( index, value ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: this.x = value; break;
|
|
case 1: this.y = value; break;
|
|
case 2: this.z = value; break;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.getComponent = function getComponent ( index ) {
|
|
|
|
switch ( index ) {
|
|
|
|
case 0: return this.x;
|
|
case 1: return this.y;
|
|
case 2: return this.z;
|
|
default: throw new Error( 'index is out of range: ' + index );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Vector3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this.x, this.y, this.z );
|
|
|
|
};
|
|
|
|
Vector3.prototype.copy = function copy ( v ) {
|
|
|
|
this.x = v.x;
|
|
this.y = v.y;
|
|
this.z = v.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.add = function add ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
return this.addVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x += v.x;
|
|
this.y += v.y;
|
|
this.z += v.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.addScalar = function addScalar ( s ) {
|
|
|
|
this.x += s;
|
|
this.y += s;
|
|
this.z += s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.addVectors = function addVectors ( a, b ) {
|
|
|
|
this.x = a.x + b.x;
|
|
this.y = a.y + b.y;
|
|
this.z = a.z + b.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.addScaledVector = function addScaledVector ( v, s ) {
|
|
|
|
this.x += v.x * s;
|
|
this.y += v.y * s;
|
|
this.z += v.z * s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.sub = function sub ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
return this.subVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x -= v.x;
|
|
this.y -= v.y;
|
|
this.z -= v.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.subScalar = function subScalar ( s ) {
|
|
|
|
this.x -= s;
|
|
this.y -= s;
|
|
this.z -= s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.subVectors = function subVectors ( a, b ) {
|
|
|
|
this.x = a.x - b.x;
|
|
this.y = a.y - b.y;
|
|
this.z = a.z - b.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.multiply = function multiply ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
|
return this.multiplyVectors( v, w );
|
|
|
|
}
|
|
|
|
this.x *= v.x;
|
|
this.y *= v.y;
|
|
this.z *= v.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
|
|
|
|
this.x *= scalar;
|
|
this.y *= scalar;
|
|
this.z *= scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.multiplyVectors = function multiplyVectors ( a, b ) {
|
|
|
|
this.x = a.x * b.x;
|
|
this.y = a.y * b.y;
|
|
this.z = a.z * b.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyEuler = function applyEuler ( euler ) {
|
|
|
|
if ( ! ( euler && euler.isEuler ) ) {
|
|
|
|
console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyAxisAngle = function applyAxisAngle ( axis, angle ) {
|
|
|
|
return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyMatrix3 = function applyMatrix3 ( m ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyNormalMatrix = function applyNormalMatrix ( m ) {
|
|
|
|
return this.applyMatrix3( m ).normalize();
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyMatrix4 = function applyMatrix4 ( m ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var e = m.elements;
|
|
|
|
var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
|
|
|
|
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
|
|
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
|
|
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.applyQuaternion = function applyQuaternion ( q ) {
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
|
|
|
|
// calculate quat * vector
|
|
|
|
var ix = qw * x + qy * z - qz * y;
|
|
var iy = qw * y + qz * x - qx * z;
|
|
var iz = qw * z + qx * y - qy * x;
|
|
var iw = - qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
|
|
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
|
|
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
|
|
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.project = function project ( camera ) {
|
|
|
|
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
|
|
|
|
};
|
|
|
|
Vector3.prototype.unproject = function unproject ( camera ) {
|
|
|
|
return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
|
|
|
|
};
|
|
|
|
Vector3.prototype.transformDirection = function transformDirection ( m ) {
|
|
|
|
// input: THREE.Matrix4 affine matrix
|
|
// vector interpreted as a direction
|
|
|
|
var x = this.x, y = this.y, z = this.z;
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
|
|
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
|
|
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
|
|
|
|
return this.normalize();
|
|
|
|
};
|
|
|
|
Vector3.prototype.divide = function divide ( v ) {
|
|
|
|
this.x /= v.x;
|
|
this.y /= v.y;
|
|
this.z /= v.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.divideScalar = function divideScalar ( scalar ) {
|
|
|
|
return this.multiplyScalar( 1 / scalar );
|
|
|
|
};
|
|
|
|
Vector3.prototype.min = function min ( v ) {
|
|
|
|
this.x = Math.min( this.x, v.x );
|
|
this.y = Math.min( this.y, v.y );
|
|
this.z = Math.min( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.max = function max ( v ) {
|
|
|
|
this.x = Math.max( this.x, v.x );
|
|
this.y = Math.max( this.y, v.y );
|
|
this.z = Math.max( this.z, v.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.clamp = function clamp ( min, max ) {
|
|
|
|
// assumes min < max, componentwise
|
|
|
|
this.x = Math.max( min.x, Math.min( max.x, this.x ) );
|
|
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
|
|
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
|
|
|
|
this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
|
|
this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
|
|
this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.clampLength = function clampLength ( min, max ) {
|
|
|
|
var length = this.length();
|
|
|
|
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.floor = function floor () {
|
|
|
|
this.x = Math.floor( this.x );
|
|
this.y = Math.floor( this.y );
|
|
this.z = Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.ceil = function ceil () {
|
|
|
|
this.x = Math.ceil( this.x );
|
|
this.y = Math.ceil( this.y );
|
|
this.z = Math.ceil( this.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.round = function round () {
|
|
|
|
this.x = Math.round( this.x );
|
|
this.y = Math.round( this.y );
|
|
this.z = Math.round( this.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.roundToZero = function roundToZero () {
|
|
|
|
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
|
|
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
|
|
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.negate = function negate () {
|
|
|
|
this.x = - this.x;
|
|
this.y = - this.y;
|
|
this.z = - this.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.dot = function dot ( v ) {
|
|
|
|
return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
|
|
};
|
|
|
|
// TODO lengthSquared?
|
|
|
|
Vector3.prototype.lengthSq = function lengthSq () {
|
|
|
|
return this.x * this.x + this.y * this.y + this.z * this.z;
|
|
|
|
};
|
|
|
|
Vector3.prototype.length = function length () {
|
|
|
|
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
|
|
|
};
|
|
|
|
Vector3.prototype.manhattanLength = function manhattanLength () {
|
|
|
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
|
|
|
};
|
|
|
|
Vector3.prototype.normalize = function normalize () {
|
|
|
|
return this.divideScalar( this.length() || 1 );
|
|
|
|
};
|
|
|
|
Vector3.prototype.setLength = function setLength ( length ) {
|
|
|
|
return this.normalize().multiplyScalar( length );
|
|
|
|
};
|
|
|
|
Vector3.prototype.lerp = function lerp ( v, alpha ) {
|
|
|
|
this.x += ( v.x - this.x ) * alpha;
|
|
this.y += ( v.y - this.y ) * alpha;
|
|
this.z += ( v.z - this.z ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
|
|
|
|
this.x = v1.x + ( v2.x - v1.x ) * alpha;
|
|
this.y = v1.y + ( v2.y - v1.y ) * alpha;
|
|
this.z = v1.z + ( v2.z - v1.z ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.cross = function cross ( v, w ) {
|
|
|
|
if ( w !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
|
return this.crossVectors( v, w );
|
|
|
|
}
|
|
|
|
return this.crossVectors( this, v );
|
|
|
|
};
|
|
|
|
Vector3.prototype.crossVectors = function crossVectors ( a, b ) {
|
|
|
|
var ax = a.x, ay = a.y, az = a.z;
|
|
var bx = b.x, by = b.y, bz = b.z;
|
|
|
|
this.x = ay * bz - az * by;
|
|
this.y = az * bx - ax * bz;
|
|
this.z = ax * by - ay * bx;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.projectOnVector = function projectOnVector ( v ) {
|
|
|
|
var denominator = v.lengthSq();
|
|
|
|
if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
|
|
|
|
var scalar = v.dot( this ) / denominator;
|
|
|
|
return this.copy( v ).multiplyScalar( scalar );
|
|
|
|
};
|
|
|
|
Vector3.prototype.projectOnPlane = function projectOnPlane ( planeNormal ) {
|
|
|
|
_vector.copy( this ).projectOnVector( planeNormal );
|
|
|
|
return this.sub( _vector );
|
|
|
|
};
|
|
|
|
Vector3.prototype.reflect = function reflect ( normal ) {
|
|
|
|
// reflect incident vector off plane orthogonal to normal
|
|
// normal is assumed to have unit length
|
|
|
|
return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.angleTo = function angleTo ( v ) {
|
|
|
|
var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
|
|
|
|
if ( denominator === 0 ) { return Math.PI / 2; }
|
|
|
|
var theta = this.dot( v ) / denominator;
|
|
|
|
// clamp, to handle numerical problems
|
|
|
|
return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.distanceTo = function distanceTo ( v ) {
|
|
|
|
return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.distanceToSquared = function distanceToSquared ( v ) {
|
|
|
|
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
};
|
|
|
|
Vector3.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) {
|
|
|
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromSpherical = function setFromSpherical ( s ) {
|
|
|
|
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromSphericalCoords = function setFromSphericalCoords ( radius, phi, theta ) {
|
|
|
|
var sinPhiRadius = Math.sin( phi ) * radius;
|
|
|
|
this.x = sinPhiRadius * Math.sin( theta );
|
|
this.y = Math.cos( phi ) * radius;
|
|
this.z = sinPhiRadius * Math.cos( theta );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromCylindrical = function setFromCylindrical ( c ) {
|
|
|
|
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromCylindricalCoords = function setFromCylindricalCoords ( radius, theta, y ) {
|
|
|
|
this.x = radius * Math.sin( theta );
|
|
this.y = y;
|
|
this.z = radius * Math.cos( theta );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromMatrixPosition = function setFromMatrixPosition ( m ) {
|
|
|
|
var e = m.elements;
|
|
|
|
this.x = e[ 12 ];
|
|
this.y = e[ 13 ];
|
|
this.z = e[ 14 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromMatrixScale = function setFromMatrixScale ( m ) {
|
|
|
|
var sx = this.setFromMatrixColumn( m, 0 ).length();
|
|
var sy = this.setFromMatrixColumn( m, 1 ).length();
|
|
var sz = this.setFromMatrixColumn( m, 2 ).length();
|
|
|
|
this.x = sx;
|
|
this.y = sy;
|
|
this.z = sz;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromMatrixColumn = function setFromMatrixColumn ( m, index ) {
|
|
|
|
return this.fromArray( m.elements, index * 4 );
|
|
|
|
};
|
|
|
|
Vector3.prototype.setFromMatrix3Column = function setFromMatrix3Column ( m, index ) {
|
|
|
|
return this.fromArray( m.elements, index * 3 );
|
|
|
|
};
|
|
|
|
Vector3.prototype.equals = function equals ( v ) {
|
|
|
|
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
|
|
|
};
|
|
|
|
Vector3.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.x = array[ offset ];
|
|
this.y = array[ offset + 1 ];
|
|
this.z = array[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Vector3.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
this.z = attribute.getZ( index );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Vector3.prototype.random = function random () {
|
|
|
|
this.x = Math.random();
|
|
this.y = Math.random();
|
|
this.z = Math.random();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _vector = new Vector3();
|
|
var _quaternion = new Quaternion();
|
|
|
|
var Box3 = function Box3( min, max ) {
|
|
|
|
Object.defineProperty( this, 'isBox3', { value: true } );
|
|
|
|
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
|
|
this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
|
|
|
|
};
|
|
|
|
Box3.prototype.set = function set ( min, max ) {
|
|
|
|
this.min.copy( min );
|
|
this.max.copy( max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.setFromArray = function setFromArray ( array ) {
|
|
|
|
var minX = + Infinity;
|
|
var minY = + Infinity;
|
|
var minZ = + Infinity;
|
|
|
|
var maxX = - Infinity;
|
|
var maxY = - Infinity;
|
|
var maxZ = - Infinity;
|
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) {
|
|
|
|
var x = array[ i ];
|
|
var y = array[ i + 1 ];
|
|
var z = array[ i + 2 ];
|
|
|
|
if ( x < minX ) { minX = x; }
|
|
if ( y < minY ) { minY = y; }
|
|
if ( z < minZ ) { minZ = z; }
|
|
|
|
if ( x > maxX ) { maxX = x; }
|
|
if ( y > maxY ) { maxY = y; }
|
|
if ( z > maxZ ) { maxZ = z; }
|
|
|
|
}
|
|
|
|
this.min.set( minX, minY, minZ );
|
|
this.max.set( maxX, maxY, maxZ );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.setFromBufferAttribute = function setFromBufferAttribute ( attribute ) {
|
|
|
|
var minX = + Infinity;
|
|
var minY = + Infinity;
|
|
var minZ = + Infinity;
|
|
|
|
var maxX = - Infinity;
|
|
var maxY = - Infinity;
|
|
var maxZ = - Infinity;
|
|
|
|
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
|
|
|
|
var x = attribute.getX( i );
|
|
var y = attribute.getY( i );
|
|
var z = attribute.getZ( i );
|
|
|
|
if ( x < minX ) { minX = x; }
|
|
if ( y < minY ) { minY = y; }
|
|
if ( z < minZ ) { minZ = z; }
|
|
|
|
if ( x > maxX ) { maxX = x; }
|
|
if ( y > maxY ) { maxY = y; }
|
|
if ( z > maxZ ) { maxZ = z; }
|
|
|
|
}
|
|
|
|
this.min.set( minX, minY, minZ );
|
|
this.max.set( maxX, maxY, maxZ );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.setFromPoints = function setFromPoints ( points ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
this.expandByPoint( points[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.setFromCenterAndSize = function setFromCenterAndSize ( center, size ) {
|
|
|
|
var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
|
|
|
|
this.min.copy( center ).sub( halfSize );
|
|
this.max.copy( center ).add( halfSize );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.setFromObject = function setFromObject ( object ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
return this.expandByObject( object );
|
|
|
|
};
|
|
|
|
Box3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Box3.prototype.copy = function copy ( box ) {
|
|
|
|
this.min.copy( box.min );
|
|
this.max.copy( box.max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.makeEmpty = function makeEmpty () {
|
|
|
|
this.min.x = this.min.y = this.min.z = + Infinity;
|
|
this.max.x = this.max.y = this.max.z = - Infinity;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.isEmpty = function isEmpty () {
|
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
|
|
|
|
};
|
|
|
|
Box3.prototype.getCenter = function getCenter ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box3: .getCenter() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
|
};
|
|
|
|
Box3.prototype.getSize = function getSize ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box3: .getSize() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
|
|
|
|
};
|
|
|
|
Box3.prototype.expandByPoint = function expandByPoint ( point ) {
|
|
|
|
this.min.min( point );
|
|
this.max.max( point );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.expandByVector = function expandByVector ( vector ) {
|
|
|
|
this.min.sub( vector );
|
|
this.max.add( vector );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.expandByScalar = function expandByScalar ( scalar ) {
|
|
|
|
this.min.addScalar( - scalar );
|
|
this.max.addScalar( scalar );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.expandByObject = function expandByObject ( object ) {
|
|
|
|
// Computes the world-axis-aligned bounding box of an object (including its children),
|
|
// accounting for both the object's, and children's, world transforms
|
|
|
|
object.updateWorldMatrix( false, false );
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( geometry !== undefined ) {
|
|
|
|
if ( geometry.boundingBox === null ) {
|
|
|
|
geometry.computeBoundingBox();
|
|
|
|
}
|
|
|
|
_box.copy( geometry.boundingBox );
|
|
_box.applyMatrix4( object.matrixWorld );
|
|
|
|
this.union( _box );
|
|
|
|
}
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
this.expandByObject( children[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.containsPoint = function containsPoint ( point ) {
|
|
|
|
return point.x < this.min.x || point.x > this.max.x ||
|
|
point.y < this.min.y || point.y > this.max.y ||
|
|
point.z < this.min.z || point.z > this.max.z ? false : true;
|
|
|
|
};
|
|
|
|
Box3.prototype.containsBox = function containsBox ( box ) {
|
|
|
|
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
|
this.min.y <= box.min.y && box.max.y <= this.max.y &&
|
|
this.min.z <= box.min.z && box.max.z <= this.max.z;
|
|
|
|
};
|
|
|
|
Box3.prototype.getParameter = function getParameter ( point, target ) {
|
|
|
|
// This can potentially have a divide by zero if the box
|
|
// has a size dimension of 0.
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box3: .getParameter() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.set(
|
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
|
( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
|
);
|
|
|
|
};
|
|
|
|
Box3.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
// using 6 splitting planes to rule out intersections.
|
|
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
box.max.y < this.min.y || box.min.y > this.max.y ||
|
|
box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
|
|
|
|
};
|
|
|
|
Box3.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
|
|
|
|
// Find the point on the AABB closest to the sphere center.
|
|
this.clampPoint( sphere.center, _vector$1 );
|
|
|
|
// If that point is inside the sphere, the AABB and sphere intersect.
|
|
return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
|
|
|
|
};
|
|
|
|
Box3.prototype.intersectsPlane = function intersectsPlane ( plane ) {
|
|
|
|
// We compute the minimum and maximum dot product values. If those values
|
|
// are on the same side (back or front) of the plane, then there is no intersection.
|
|
|
|
var min, max;
|
|
|
|
if ( plane.normal.x > 0 ) {
|
|
|
|
min = plane.normal.x * this.min.x;
|
|
max = plane.normal.x * this.max.x;
|
|
|
|
} else {
|
|
|
|
min = plane.normal.x * this.max.x;
|
|
max = plane.normal.x * this.min.x;
|
|
|
|
}
|
|
|
|
if ( plane.normal.y > 0 ) {
|
|
|
|
min += plane.normal.y * this.min.y;
|
|
max += plane.normal.y * this.max.y;
|
|
|
|
} else {
|
|
|
|
min += plane.normal.y * this.max.y;
|
|
max += plane.normal.y * this.min.y;
|
|
|
|
}
|
|
|
|
if ( plane.normal.z > 0 ) {
|
|
|
|
min += plane.normal.z * this.min.z;
|
|
max += plane.normal.z * this.max.z;
|
|
|
|
} else {
|
|
|
|
min += plane.normal.z * this.max.z;
|
|
max += plane.normal.z * this.min.z;
|
|
|
|
}
|
|
|
|
return ( min <= - plane.constant && max >= - plane.constant );
|
|
|
|
};
|
|
|
|
Box3.prototype.intersectsTriangle = function intersectsTriangle ( triangle ) {
|
|
|
|
if ( this.isEmpty() ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// compute box center and extents
|
|
this.getCenter( _center );
|
|
_extents.subVectors( this.max, _center );
|
|
|
|
// translate triangle to aabb origin
|
|
_v0.subVectors( triangle.a, _center );
|
|
_v1.subVectors( triangle.b, _center );
|
|
_v2.subVectors( triangle.c, _center );
|
|
|
|
// compute edge vectors for triangle
|
|
_f0.subVectors( _v1, _v0 );
|
|
_f1.subVectors( _v2, _v1 );
|
|
_f2.subVectors( _v0, _v2 );
|
|
|
|
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
|
|
// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
|
|
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
|
|
var axes = [
|
|
0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
|
|
_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
|
|
- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
|
|
];
|
|
if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// test 3 face normals from the aabb
|
|
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
|
|
if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// finally testing the face normal of the triangle
|
|
// use already existing triangle edge vectors here
|
|
_triangleNormal.crossVectors( _f0, _f1 );
|
|
axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
|
|
|
|
return satForAxes( axes, _v0, _v1, _v2, _extents );
|
|
|
|
};
|
|
|
|
Box3.prototype.clampPoint = function clampPoint ( point, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box3: .clampPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.copy( point ).clamp( this.min, this.max );
|
|
|
|
};
|
|
|
|
Box3.prototype.distanceToPoint = function distanceToPoint ( point ) {
|
|
|
|
var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
|
|
|
|
return clampedPoint.sub( point ).length();
|
|
|
|
};
|
|
|
|
Box3.prototype.getBoundingSphere = function getBoundingSphere ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
|
|
//target = new Sphere(); // removed to avoid cyclic dependency
|
|
|
|
}
|
|
|
|
this.getCenter( target.center );
|
|
|
|
target.radius = this.getSize( _vector$1 ).length() * 0.5;
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
Box3.prototype.intersect = function intersect ( box ) {
|
|
|
|
this.min.max( box.min );
|
|
this.max.min( box.max );
|
|
|
|
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
|
|
if ( this.isEmpty() ) { this.makeEmpty(); }
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.union = function union ( box ) {
|
|
|
|
this.min.min( box.min );
|
|
this.max.max( box.max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
|
|
|
|
// transform of empty box is an empty box.
|
|
if ( this.isEmpty() ) { return this; }
|
|
|
|
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
|
_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
|
_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
|
_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
|
_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
|
_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
|
_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
|
_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
|
_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
|
|
|
this.setFromPoints( _points );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.translate = function translate ( offset ) {
|
|
|
|
this.min.add( offset );
|
|
this.max.add( offset );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box3.prototype.equals = function equals ( box ) {
|
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
|
};
|
|
|
|
function satForAxes( axes, v0, v1, v2, extents ) {
|
|
|
|
for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
|
|
|
|
_testAxis.fromArray( axes, i );
|
|
// project the aabb onto the seperating axis
|
|
var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
|
|
// project all 3 vertices of the triangle onto the seperating axis
|
|
var p0 = v0.dot( _testAxis );
|
|
var p1 = v1.dot( _testAxis );
|
|
var p2 = v2.dot( _testAxis );
|
|
// actual test, basically see if either of the most extreme of the triangle points intersects r
|
|
if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
|
|
|
|
// points of the projected triangle are outside the projected half-length of the aabb
|
|
// the axis is seperating and we can exit
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
var _points = [
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3(),
|
|
new Vector3()
|
|
];
|
|
|
|
var _vector$1 = new Vector3();
|
|
|
|
var _box = new Box3();
|
|
|
|
// triangle centered vertices
|
|
|
|
var _v0 = new Vector3();
|
|
var _v1 = new Vector3();
|
|
var _v2 = new Vector3();
|
|
|
|
// triangle edge vectors
|
|
|
|
var _f0 = new Vector3();
|
|
var _f1 = new Vector3();
|
|
var _f2 = new Vector3();
|
|
|
|
var _center = new Vector3();
|
|
var _extents = new Vector3();
|
|
var _triangleNormal = new Vector3();
|
|
var _testAxis = new Vector3();
|
|
|
|
var _box$1 = new Box3();
|
|
|
|
var Sphere = function Sphere( center, radius ) {
|
|
|
|
this.center = ( center !== undefined ) ? center : new Vector3();
|
|
this.radius = ( radius !== undefined ) ? radius : - 1;
|
|
|
|
};
|
|
|
|
Sphere.prototype.set = function set ( center, radius ) {
|
|
|
|
this.center.copy( center );
|
|
this.radius = radius;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.setFromPoints = function setFromPoints ( points, optionalCenter ) {
|
|
|
|
var center = this.center;
|
|
|
|
if ( optionalCenter !== undefined ) {
|
|
|
|
center.copy( optionalCenter );
|
|
|
|
} else {
|
|
|
|
_box$1.setFromPoints( points ).getCenter( center );
|
|
|
|
}
|
|
|
|
var maxRadiusSq = 0;
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
|
|
|
|
}
|
|
|
|
this.radius = Math.sqrt( maxRadiusSq );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Sphere.prototype.copy = function copy ( sphere ) {
|
|
|
|
this.center.copy( sphere.center );
|
|
this.radius = sphere.radius;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.isEmpty = function isEmpty () {
|
|
|
|
return ( this.radius < 0 );
|
|
|
|
};
|
|
|
|
Sphere.prototype.makeEmpty = function makeEmpty () {
|
|
|
|
this.center.set( 0, 0, 0 );
|
|
this.radius = - 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.containsPoint = function containsPoint ( point ) {
|
|
|
|
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
|
|
|
|
};
|
|
|
|
Sphere.prototype.distanceToPoint = function distanceToPoint ( point ) {
|
|
|
|
return ( point.distanceTo( this.center ) - this.radius );
|
|
|
|
};
|
|
|
|
Sphere.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
|
|
|
|
var radiusSum = this.radius + sphere.radius;
|
|
|
|
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
|
|
|
|
};
|
|
|
|
Sphere.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
return box.intersectsSphere( this );
|
|
|
|
};
|
|
|
|
Sphere.prototype.intersectsPlane = function intersectsPlane ( plane ) {
|
|
|
|
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
|
|
|
|
};
|
|
|
|
Sphere.prototype.clampPoint = function clampPoint ( point, target ) {
|
|
|
|
var deltaLengthSq = this.center.distanceToSquared( point );
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
target.copy( point );
|
|
|
|
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
|
|
|
target.sub( this.center ).normalize();
|
|
target.multiplyScalar( this.radius ).add( this.center );
|
|
|
|
}
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
Sphere.prototype.getBoundingBox = function getBoundingBox ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
|
|
target = new Box3();
|
|
|
|
}
|
|
|
|
if ( this.isEmpty() ) {
|
|
|
|
// Empty sphere produces empty bounding box
|
|
target.makeEmpty();
|
|
return target;
|
|
|
|
}
|
|
|
|
target.set( this.center, this.center );
|
|
target.expandByScalar( this.radius );
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
Sphere.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
|
|
|
|
this.center.applyMatrix4( matrix );
|
|
this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.translate = function translate ( offset ) {
|
|
|
|
this.center.add( offset );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Sphere.prototype.equals = function equals ( sphere ) {
|
|
|
|
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
|
|
|
};
|
|
|
|
var _vector$2 = new Vector3();
|
|
var _segCenter = new Vector3();
|
|
var _segDir = new Vector3();
|
|
var _diff = new Vector3();
|
|
|
|
var _edge1 = new Vector3();
|
|
var _edge2 = new Vector3();
|
|
var _normal = new Vector3();
|
|
|
|
var Ray = function Ray( origin, direction ) {
|
|
|
|
this.origin = ( origin !== undefined ) ? origin : new Vector3();
|
|
this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
|
|
|
|
};
|
|
|
|
Ray.prototype.set = function set ( origin, direction ) {
|
|
|
|
this.origin.copy( origin );
|
|
this.direction.copy( direction );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Ray.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Ray.prototype.copy = function copy ( ray ) {
|
|
|
|
this.origin.copy( ray.origin );
|
|
this.direction.copy( ray.direction );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Ray.prototype.at = function at ( t, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Ray: .at() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
|
|
|
};
|
|
|
|
Ray.prototype.lookAt = function lookAt ( v ) {
|
|
|
|
this.direction.copy( v ).sub( this.origin ).normalize();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Ray.prototype.recast = function recast ( t ) {
|
|
|
|
this.origin.copy( this.at( t, _vector$2 ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Ray.prototype.closestPointToPoint = function closestPointToPoint ( point, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
target.subVectors( point, this.origin );
|
|
|
|
var directionDistance = target.dot( this.direction );
|
|
|
|
if ( directionDistance < 0 ) {
|
|
|
|
return target.copy( this.origin );
|
|
|
|
}
|
|
|
|
return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
|
};
|
|
|
|
Ray.prototype.distanceToPoint = function distanceToPoint ( point ) {
|
|
|
|
return Math.sqrt( this.distanceSqToPoint( point ) );
|
|
|
|
};
|
|
|
|
Ray.prototype.distanceSqToPoint = function distanceSqToPoint ( point ) {
|
|
|
|
var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
|
|
|
|
// point behind the ray
|
|
|
|
if ( directionDistance < 0 ) {
|
|
|
|
return this.origin.distanceToSquared( point );
|
|
|
|
}
|
|
|
|
_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
|
return _vector$2.distanceToSquared( point );
|
|
|
|
};
|
|
|
|
Ray.prototype.distanceSqToSegment = function distanceSqToSegment ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
|
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
|
|
// It returns the min distance between the ray and the segment
|
|
// defined by v0 and v1
|
|
// It can also set two optional targets :
|
|
// - The closest point on the ray
|
|
// - The closest point on the segment
|
|
|
|
_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
|
|
_segDir.copy( v1 ).sub( v0 ).normalize();
|
|
_diff.copy( this.origin ).sub( _segCenter );
|
|
|
|
var segExtent = v0.distanceTo( v1 ) * 0.5;
|
|
var a01 = - this.direction.dot( _segDir );
|
|
var b0 = _diff.dot( this.direction );
|
|
var b1 = - _diff.dot( _segDir );
|
|
var c = _diff.lengthSq();
|
|
var det = Math.abs( 1 - a01 * a01 );
|
|
var s0, s1, sqrDist, extDet;
|
|
|
|
if ( det > 0 ) {
|
|
|
|
// The ray and segment are not parallel.
|
|
|
|
s0 = a01 * b1 - b0;
|
|
s1 = a01 * b0 - b1;
|
|
extDet = segExtent * det;
|
|
|
|
if ( s0 >= 0 ) {
|
|
|
|
if ( s1 >= - extDet ) {
|
|
|
|
if ( s1 <= extDet ) {
|
|
|
|
// region 0
|
|
// Minimum at interior points of ray and segment.
|
|
|
|
var invDet = 1 / det;
|
|
s0 *= invDet;
|
|
s1 *= invDet;
|
|
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
|
|
|
|
} else {
|
|
|
|
// region 1
|
|
|
|
s1 = segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// region 5
|
|
|
|
s1 = - segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( s1 <= - extDet ) {
|
|
|
|
// region 4
|
|
|
|
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
|
|
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
} else if ( s1 <= extDet ) {
|
|
|
|
// region 3
|
|
|
|
s0 = 0;
|
|
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
} else {
|
|
|
|
// region 2
|
|
|
|
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
|
|
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Ray and segment are parallel.
|
|
|
|
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
|
|
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
|
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
|
|
|
}
|
|
|
|
if ( optionalPointOnRay ) {
|
|
|
|
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
|
|
|
|
}
|
|
|
|
if ( optionalPointOnSegment ) {
|
|
|
|
optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
|
|
|
|
}
|
|
|
|
return sqrDist;
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectSphere = function intersectSphere ( sphere, target ) {
|
|
|
|
_vector$2.subVectors( sphere.center, this.origin );
|
|
var tca = _vector$2.dot( this.direction );
|
|
var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
|
|
var radius2 = sphere.radius * sphere.radius;
|
|
|
|
if ( d2 > radius2 ) { return null; }
|
|
|
|
var thc = Math.sqrt( radius2 - d2 );
|
|
|
|
// t0 = first intersect point - entrance on front of sphere
|
|
var t0 = tca - thc;
|
|
|
|
// t1 = second intersect point - exit point on back of sphere
|
|
var t1 = tca + thc;
|
|
|
|
// test to see if both t0 and t1 are behind the ray - if so, return null
|
|
if ( t0 < 0 && t1 < 0 ) { return null; }
|
|
|
|
// test to see if t0 is behind the ray:
|
|
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
|
|
// in order to always return an intersect point that is in front of the ray.
|
|
if ( t0 < 0 ) { return this.at( t1, target ); }
|
|
|
|
// else t0 is in front of the ray, so return the first collision point scaled by t0
|
|
return this.at( t0, target );
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
|
|
|
|
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
|
|
|
|
};
|
|
|
|
Ray.prototype.distanceToPlane = function distanceToPlane ( plane ) {
|
|
|
|
var denominator = plane.normal.dot( this.direction );
|
|
|
|
if ( denominator === 0 ) {
|
|
|
|
// line is coplanar, return origin
|
|
if ( plane.distanceToPoint( this.origin ) === 0 ) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// Null is preferable to undefined since undefined means.... it is undefined
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
|
|
|
// Return if the ray never intersects the plane
|
|
|
|
return t >= 0 ? t : null;
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectPlane = function intersectPlane ( plane, target ) {
|
|
|
|
var t = this.distanceToPlane( plane );
|
|
|
|
if ( t === null ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
return this.at( t, target );
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectsPlane = function intersectsPlane ( plane ) {
|
|
|
|
// check if the ray lies on the plane first
|
|
|
|
var distToPoint = plane.distanceToPoint( this.origin );
|
|
|
|
if ( distToPoint === 0 ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
var denominator = plane.normal.dot( this.direction );
|
|
|
|
if ( denominator * distToPoint < 0 ) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// ray origin is behind the plane (and is pointing behind it)
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectBox = function intersectBox ( box, target ) {
|
|
|
|
var tmin, tmax, tymin, tymax, tzmin, tzmax;
|
|
|
|
var invdirx = 1 / this.direction.x,
|
|
invdiry = 1 / this.direction.y,
|
|
invdirz = 1 / this.direction.z;
|
|
|
|
var origin = this.origin;
|
|
|
|
if ( invdirx >= 0 ) {
|
|
|
|
tmin = ( box.min.x - origin.x ) * invdirx;
|
|
tmax = ( box.max.x - origin.x ) * invdirx;
|
|
|
|
} else {
|
|
|
|
tmin = ( box.max.x - origin.x ) * invdirx;
|
|
tmax = ( box.min.x - origin.x ) * invdirx;
|
|
|
|
}
|
|
|
|
if ( invdiry >= 0 ) {
|
|
|
|
tymin = ( box.min.y - origin.y ) * invdiry;
|
|
tymax = ( box.max.y - origin.y ) * invdiry;
|
|
|
|
} else {
|
|
|
|
tymin = ( box.max.y - origin.y ) * invdiry;
|
|
tymax = ( box.min.y - origin.y ) * invdiry;
|
|
|
|
}
|
|
|
|
if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
|
|
|
|
// These lines also handle the case where tmin or tmax is NaN
|
|
// (result of 0 * Infinity). x !== x returns true if x is NaN
|
|
|
|
if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
|
|
|
|
if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
|
|
|
|
if ( invdirz >= 0 ) {
|
|
|
|
tzmin = ( box.min.z - origin.z ) * invdirz;
|
|
tzmax = ( box.max.z - origin.z ) * invdirz;
|
|
|
|
} else {
|
|
|
|
tzmin = ( box.max.z - origin.z ) * invdirz;
|
|
tzmax = ( box.min.z - origin.z ) * invdirz;
|
|
|
|
}
|
|
|
|
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
|
|
|
|
if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
|
|
|
|
if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
|
|
|
|
//return point closest to the ray (positive side)
|
|
|
|
if ( tmax < 0 ) { return null; }
|
|
|
|
return this.at( tmin >= 0 ? tmin : tmax, target );
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
return this.intersectBox( box, _vector$2 ) !== null;
|
|
|
|
};
|
|
|
|
Ray.prototype.intersectTriangle = function intersectTriangle ( a, b, c, backfaceCulling, target ) {
|
|
|
|
// Compute the offset origin, edges, and normal.
|
|
|
|
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
|
|
|
|
_edge1.subVectors( b, a );
|
|
_edge2.subVectors( c, a );
|
|
_normal.crossVectors( _edge1, _edge2 );
|
|
|
|
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
|
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
|
|
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
|
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
|
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
|
var DdN = this.direction.dot( _normal );
|
|
var sign;
|
|
|
|
if ( DdN > 0 ) {
|
|
|
|
if ( backfaceCulling ) { return null; }
|
|
sign = 1;
|
|
|
|
} else if ( DdN < 0 ) {
|
|
|
|
sign = - 1;
|
|
DdN = - DdN;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
_diff.subVectors( this.origin, a );
|
|
var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
|
|
|
|
// b1 < 0, no intersection
|
|
if ( DdQxE2 < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
|
|
|
|
// b2 < 0, no intersection
|
|
if ( DdE1xQ < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// b1+b2 > 1, no intersection
|
|
if ( DdQxE2 + DdE1xQ > DdN ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Line intersects triangle, check if ray does.
|
|
var QdN = - sign * _diff.dot( _normal );
|
|
|
|
// t < 0, no intersection
|
|
if ( QdN < 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Ray intersects triangle.
|
|
return this.at( QdN / DdN, target );
|
|
|
|
};
|
|
|
|
Ray.prototype.applyMatrix4 = function applyMatrix4 ( matrix4 ) {
|
|
|
|
this.origin.applyMatrix4( matrix4 );
|
|
this.direction.transformDirection( matrix4 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Ray.prototype.equals = function equals ( ray ) {
|
|
|
|
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
|
|
|
};
|
|
|
|
var Matrix4 = function Matrix4() {
|
|
|
|
Object.defineProperty( this, 'isMatrix4', { value: true } );
|
|
|
|
this.elements = [
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
];
|
|
|
|
if ( arguments.length > 0 ) {
|
|
|
|
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Matrix4.prototype.set = function set ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.identity = function identity () {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.clone = function clone () {
|
|
|
|
return new Matrix4().fromArray( this.elements );
|
|
|
|
};
|
|
|
|
Matrix4.prototype.copy = function copy ( m ) {
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
|
|
te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
|
|
te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
|
|
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.copyPosition = function copyPosition ( m ) {
|
|
|
|
var te = this.elements, me = m.elements;
|
|
|
|
te[ 12 ] = me[ 12 ];
|
|
te[ 13 ] = me[ 13 ];
|
|
te[ 14 ] = me[ 14 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.extractBasis = function extractBasis ( xAxis, yAxis, zAxis ) {
|
|
|
|
xAxis.setFromMatrixColumn( this, 0 );
|
|
yAxis.setFromMatrixColumn( this, 1 );
|
|
zAxis.setFromMatrixColumn( this, 2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeBasis = function makeBasis ( xAxis, yAxis, zAxis ) {
|
|
|
|
this.set(
|
|
xAxis.x, yAxis.x, zAxis.x, 0,
|
|
xAxis.y, yAxis.y, zAxis.y, 0,
|
|
xAxis.z, yAxis.z, zAxis.z, 0,
|
|
0, 0, 0, 1
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.extractRotation = function extractRotation ( m ) {
|
|
|
|
// this method does not support reflection matrices
|
|
|
|
var te = this.elements;
|
|
var me = m.elements;
|
|
|
|
var scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();
|
|
var scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();
|
|
var scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();
|
|
|
|
te[ 0 ] = me[ 0 ] * scaleX;
|
|
te[ 1 ] = me[ 1 ] * scaleX;
|
|
te[ 2 ] = me[ 2 ] * scaleX;
|
|
te[ 3 ] = 0;
|
|
|
|
te[ 4 ] = me[ 4 ] * scaleY;
|
|
te[ 5 ] = me[ 5 ] * scaleY;
|
|
te[ 6 ] = me[ 6 ] * scaleY;
|
|
te[ 7 ] = 0;
|
|
|
|
te[ 8 ] = me[ 8 ] * scaleZ;
|
|
te[ 9 ] = me[ 9 ] * scaleZ;
|
|
te[ 10 ] = me[ 10 ] * scaleZ;
|
|
te[ 11 ] = 0;
|
|
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationFromEuler = function makeRotationFromEuler ( euler ) {
|
|
|
|
if ( ! ( euler && euler.isEuler ) ) {
|
|
|
|
console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
|
|
var x = euler.x, y = euler.y, z = euler.z;
|
|
var a = Math.cos( x ), b = Math.sin( x );
|
|
var c = Math.cos( y ), d = Math.sin( y );
|
|
var e = Math.cos( z ), f = Math.sin( z );
|
|
|
|
if ( euler.order === 'XYZ' ) {
|
|
|
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - c * f;
|
|
te[ 8 ] = d;
|
|
|
|
te[ 1 ] = af + be * d;
|
|
te[ 5 ] = ae - bf * d;
|
|
te[ 9 ] = - b * c;
|
|
|
|
te[ 2 ] = bf - ae * d;
|
|
te[ 6 ] = be + af * d;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YXZ' ) {
|
|
|
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
|
te[ 0 ] = ce + df * b;
|
|
te[ 4 ] = de * b - cf;
|
|
te[ 8 ] = a * d;
|
|
|
|
te[ 1 ] = a * f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b;
|
|
|
|
te[ 2 ] = cf * b - de;
|
|
te[ 6 ] = df + ce * b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZXY' ) {
|
|
|
|
var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
|
|
|
|
te[ 0 ] = ce$1 - df$1 * b;
|
|
te[ 4 ] = - a * f;
|
|
te[ 8 ] = de$1 + cf$1 * b;
|
|
|
|
te[ 1 ] = cf$1 + de$1 * b;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = df$1 - ce$1 * b;
|
|
|
|
te[ 2 ] = - a * d;
|
|
te[ 6 ] = b;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'ZYX' ) {
|
|
|
|
var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = be$1 * d - af$1;
|
|
te[ 8 ] = ae$1 * d + bf$1;
|
|
|
|
te[ 1 ] = c * f;
|
|
te[ 5 ] = bf$1 * d + ae$1;
|
|
te[ 9 ] = af$1 * d - be$1;
|
|
|
|
te[ 2 ] = - d;
|
|
te[ 6 ] = b * c;
|
|
te[ 10 ] = a * c;
|
|
|
|
} else if ( euler.order === 'YZX' ) {
|
|
|
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = bd - ac * f;
|
|
te[ 8 ] = bc * f + ad;
|
|
|
|
te[ 1 ] = f;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = - b * e;
|
|
|
|
te[ 2 ] = - d * e;
|
|
te[ 6 ] = ad * f + bc;
|
|
te[ 10 ] = ac - bd * f;
|
|
|
|
} else if ( euler.order === 'XZY' ) {
|
|
|
|
var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
|
|
|
|
te[ 0 ] = c * e;
|
|
te[ 4 ] = - f;
|
|
te[ 8 ] = d * e;
|
|
|
|
te[ 1 ] = ac$1 * f + bd$1;
|
|
te[ 5 ] = a * e;
|
|
te[ 9 ] = ad$1 * f - bc$1;
|
|
|
|
te[ 2 ] = bc$1 * f - ad$1;
|
|
te[ 6 ] = b * e;
|
|
te[ 10 ] = bd$1 * f + ac$1;
|
|
|
|
}
|
|
|
|
// bottom row
|
|
te[ 3 ] = 0;
|
|
te[ 7 ] = 0;
|
|
te[ 11 ] = 0;
|
|
|
|
// last column
|
|
te[ 12 ] = 0;
|
|
te[ 13 ] = 0;
|
|
te[ 14 ] = 0;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationFromQuaternion = function makeRotationFromQuaternion ( q ) {
|
|
|
|
return this.compose( _zero, q, _one );
|
|
|
|
};
|
|
|
|
Matrix4.prototype.lookAt = function lookAt ( eye, target, up ) {
|
|
|
|
var te = this.elements;
|
|
|
|
_z.subVectors( eye, target );
|
|
|
|
if ( _z.lengthSq() === 0 ) {
|
|
|
|
// eye and target are in the same position
|
|
|
|
_z.z = 1;
|
|
|
|
}
|
|
|
|
_z.normalize();
|
|
_x.crossVectors( up, _z );
|
|
|
|
if ( _x.lengthSq() === 0 ) {
|
|
|
|
// up and z are parallel
|
|
|
|
if ( Math.abs( up.z ) === 1 ) {
|
|
|
|
_z.x += 0.0001;
|
|
|
|
} else {
|
|
|
|
_z.z += 0.0001;
|
|
|
|
}
|
|
|
|
_z.normalize();
|
|
_x.crossVectors( up, _z );
|
|
|
|
}
|
|
|
|
_x.normalize();
|
|
_y.crossVectors( _z, _x );
|
|
|
|
te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
|
|
te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
|
|
te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.multiply = function multiply ( m, n ) {
|
|
|
|
if ( n !== undefined ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
|
return this.multiplyMatrices( m, n );
|
|
|
|
}
|
|
|
|
return this.multiplyMatrices( this, m );
|
|
|
|
};
|
|
|
|
Matrix4.prototype.premultiply = function premultiply ( m ) {
|
|
|
|
return this.multiplyMatrices( m, this );
|
|
|
|
};
|
|
|
|
Matrix4.prototype.multiplyMatrices = function multiplyMatrices ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.multiplyScalar = function multiplyScalar ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.determinant = function determinant () {
|
|
|
|
var te = this.elements;
|
|
|
|
var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
|
|
var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
|
|
var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
|
|
var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
|
|
|
|
//TODO: make this more efficient
|
|
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
|
|
|
return (
|
|
n41 * (
|
|
+ n14 * n23 * n32
|
|
- n13 * n24 * n32
|
|
- n14 * n22 * n33
|
|
+ n12 * n24 * n33
|
|
+ n13 * n22 * n34
|
|
- n12 * n23 * n34
|
|
) +
|
|
n42 * (
|
|
+ n11 * n23 * n34
|
|
- n11 * n24 * n33
|
|
+ n14 * n21 * n33
|
|
- n13 * n21 * n34
|
|
+ n13 * n24 * n31
|
|
- n14 * n23 * n31
|
|
) +
|
|
n43 * (
|
|
+ n11 * n24 * n32
|
|
- n11 * n22 * n34
|
|
- n14 * n21 * n32
|
|
+ n12 * n21 * n34
|
|
+ n14 * n22 * n31
|
|
- n12 * n24 * n31
|
|
) +
|
|
n44 * (
|
|
- n13 * n22 * n31
|
|
- n11 * n23 * n32
|
|
+ n11 * n22 * n33
|
|
+ n13 * n21 * n32
|
|
- n12 * n21 * n33
|
|
+ n12 * n23 * n31
|
|
)
|
|
|
|
);
|
|
|
|
};
|
|
|
|
Matrix4.prototype.transpose = function transpose () {
|
|
|
|
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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.setPosition = function setPosition ( x, y, z ) {
|
|
|
|
var te = this.elements;
|
|
|
|
if ( x.isVector3 ) {
|
|
|
|
te[ 12 ] = x.x;
|
|
te[ 13 ] = x.y;
|
|
te[ 14 ] = x.z;
|
|
|
|
} else {
|
|
|
|
te[ 12 ] = x;
|
|
te[ 13 ] = y;
|
|
te[ 14 ] = z;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.getInverse = function getInverse ( m, throwOnDegenerate ) {
|
|
|
|
if ( throwOnDegenerate !== undefined ) {
|
|
|
|
console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
|
|
|
|
}
|
|
|
|
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
|
var te = this.elements,
|
|
me = m.elements,
|
|
|
|
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
|
|
n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
|
|
n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
|
|
n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
|
|
|
|
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
|
|
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
|
|
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
|
|
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
|
|
|
|
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
|
|
|
|
if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
|
|
|
|
var detInv = 1 / det;
|
|
|
|
te[ 0 ] = t11 * detInv;
|
|
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
|
|
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
|
|
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
|
|
|
|
te[ 4 ] = t12 * detInv;
|
|
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
|
|
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
|
|
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
|
|
|
|
te[ 8 ] = t13 * detInv;
|
|
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
|
|
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
|
|
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
|
|
|
|
te[ 12 ] = t14 * detInv;
|
|
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
|
|
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
|
|
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.scale = function scale ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.getMaxScaleOnAxis = function getMaxScaleOnAxis () {
|
|
|
|
var te = this.elements;
|
|
|
|
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
|
|
var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
|
|
var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
|
|
|
|
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeTranslation = function makeTranslation ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
1, 0, 0, x,
|
|
0, 1, 0, y,
|
|
0, 0, 1, z,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationX = function makeRotationX ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationY = function makeRotationY ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationZ = function makeRotationZ ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeRotationAxis = function makeRotationAxis ( 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;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeScale = function makeScale ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
x, 0, 0, 0,
|
|
0, y, 0, 0,
|
|
0, 0, z, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeShear = function makeShear ( x, y, z ) {
|
|
|
|
this.set(
|
|
|
|
1, y, z, 0,
|
|
x, 1, z, 0,
|
|
x, y, 1, 0,
|
|
0, 0, 0, 1
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.compose = function compose ( position, quaternion, scale ) {
|
|
|
|
var te = this.elements;
|
|
|
|
var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._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;
|
|
|
|
var sx = scale.x, sy = scale.y, sz = scale.z;
|
|
|
|
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
|
|
te[ 1 ] = ( xy + wz ) * sx;
|
|
te[ 2 ] = ( xz - wy ) * sx;
|
|
te[ 3 ] = 0;
|
|
|
|
te[ 4 ] = ( xy - wz ) * sy;
|
|
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
|
|
te[ 6 ] = ( yz + wx ) * sy;
|
|
te[ 7 ] = 0;
|
|
|
|
te[ 8 ] = ( xz + wy ) * sz;
|
|
te[ 9 ] = ( yz - wx ) * sz;
|
|
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
|
|
te[ 11 ] = 0;
|
|
|
|
te[ 12 ] = position.x;
|
|
te[ 13 ] = position.y;
|
|
te[ 14 ] = position.z;
|
|
te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.decompose = function decompose ( position, quaternion, scale ) {
|
|
|
|
var te = this.elements;
|
|
|
|
var sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
|
|
var sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
|
|
var sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
|
|
|
|
// if determine is negative, we need to invert one scale
|
|
var det = this.determinant();
|
|
if ( det < 0 ) { sx = - sx; }
|
|
|
|
position.x = te[ 12 ];
|
|
position.y = te[ 13 ];
|
|
position.z = te[ 14 ];
|
|
|
|
// scale the rotation part
|
|
_m1.copy( this );
|
|
|
|
var invSX = 1 / sx;
|
|
var invSY = 1 / sy;
|
|
var invSZ = 1 / sz;
|
|
|
|
_m1.elements[ 0 ] *= invSX;
|
|
_m1.elements[ 1 ] *= invSX;
|
|
_m1.elements[ 2 ] *= invSX;
|
|
|
|
_m1.elements[ 4 ] *= invSY;
|
|
_m1.elements[ 5 ] *= invSY;
|
|
_m1.elements[ 6 ] *= invSY;
|
|
|
|
_m1.elements[ 8 ] *= invSZ;
|
|
_m1.elements[ 9 ] *= invSZ;
|
|
_m1.elements[ 10 ] *= invSZ;
|
|
|
|
quaternion.setFromRotationMatrix( _m1 );
|
|
|
|
scale.x = sx;
|
|
scale.y = sy;
|
|
scale.z = sz;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makePerspective = function makePerspective ( left, right, top, bottom, near, far ) {
|
|
|
|
if ( far === undefined ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
|
|
|
|
}
|
|
|
|
var te = this.elements;
|
|
var x = 2 * near / ( right - left );
|
|
var y = 2 * near / ( top - bottom );
|
|
|
|
var a = ( right + left ) / ( right - left );
|
|
var b = ( top + bottom ) / ( top - bottom );
|
|
var c = - ( far + near ) / ( far - near );
|
|
var d = - 2 * far * near / ( far - near );
|
|
|
|
te[ 0 ] = x;te[ 4 ] = 0;te[ 8 ] = a;te[ 12 ] = 0;
|
|
te[ 1 ] = 0;te[ 5 ] = y;te[ 9 ] = b;te[ 13 ] = 0;
|
|
te[ 2 ] = 0;te[ 6 ] = 0;te[ 10 ] = c;te[ 14 ] = d;
|
|
te[ 3 ] = 0;te[ 7 ] = 0;te[ 11 ] = - 1;te[ 15 ] = 0;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.makeOrthographic = function makeOrthographic ( left, right, top, bottom, near, far ) {
|
|
|
|
var te = this.elements;
|
|
var w = 1.0 / ( right - left );
|
|
var h = 1.0 / ( top - bottom );
|
|
var p = 1.0 / ( far - near );
|
|
|
|
var x = ( right + left ) * w;
|
|
var y = ( top + bottom ) * h;
|
|
var z = ( far + near ) * p;
|
|
|
|
te[ 0 ] = 2 * w;te[ 4 ] = 0;te[ 8 ] = 0;te[ 12 ] = - x;
|
|
te[ 1 ] = 0;te[ 5 ] = 2 * h;te[ 9 ] = 0;te[ 13 ] = - y;
|
|
te[ 2 ] = 0;te[ 6 ] = 0;te[ 10 ] = - 2 * p;te[ 14 ] = - z;
|
|
te[ 3 ] = 0;te[ 7 ] = 0;te[ 11 ] = 0;te[ 15 ] = 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.equals = function equals ( matrix ) {
|
|
|
|
var te = this.elements;
|
|
var me = matrix.elements;
|
|
|
|
for ( var i = 0; i < 16; i ++ ) {
|
|
|
|
if ( te[ i ] !== me[ i ] ) { return false; }
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
for ( var i = 0; i < 16; i ++ ) {
|
|
|
|
this.elements[ i ] = array[ i + offset ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Matrix4.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
var te = this.elements;
|
|
|
|
array[ offset ] = te[ 0 ];
|
|
array[ offset + 1 ] = te[ 1 ];
|
|
array[ offset + 2 ] = te[ 2 ];
|
|
array[ offset + 3 ] = te[ 3 ];
|
|
|
|
array[ offset + 4 ] = te[ 4 ];
|
|
array[ offset + 5 ] = te[ 5 ];
|
|
array[ offset + 6 ] = te[ 6 ];
|
|
array[ offset + 7 ] = te[ 7 ];
|
|
|
|
array[ offset + 8 ] = te[ 8 ];
|
|
array[ offset + 9 ] = te[ 9 ];
|
|
array[ offset + 10 ] = te[ 10 ];
|
|
array[ offset + 11 ] = te[ 11 ];
|
|
|
|
array[ offset + 12 ] = te[ 12 ];
|
|
array[ offset + 13 ] = te[ 13 ];
|
|
array[ offset + 14 ] = te[ 14 ];
|
|
array[ offset + 15 ] = te[ 15 ];
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
var _v1$1 = new Vector3();
|
|
var _m1 = new Matrix4();
|
|
var _zero = new Vector3( 0, 0, 0 );
|
|
var _one = new Vector3( 1, 1, 1 );
|
|
var _x = new Vector3();
|
|
var _y = new Vector3();
|
|
var _z = new Vector3();
|
|
|
|
var Euler = function Euler( x, y, z, order ) {
|
|
if ( x === void 0 ) x = 0;
|
|
if ( y === void 0 ) y = 0;
|
|
if ( z === void 0 ) z = 0;
|
|
if ( order === void 0 ) order = Euler.DefaultOrder;
|
|
|
|
|
|
Object.defineProperty( this, 'isEuler', { value: true } );
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._order = order;
|
|
|
|
};
|
|
|
|
var prototypeAccessors$3 = { x: { configurable: true },y: { configurable: true },z: { configurable: true },order: { configurable: true } };
|
|
|
|
prototypeAccessors$3.x.get = function () {
|
|
|
|
return this._x;
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.x.set = function ( value ) {
|
|
|
|
this._x = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.y.get = function () {
|
|
|
|
return this._y;
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.y.set = function ( value ) {
|
|
|
|
this._y = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.z.get = function () {
|
|
|
|
return this._z;
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.z.set = function ( value ) {
|
|
|
|
this._z = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.order.get = function () {
|
|
|
|
return this._order;
|
|
|
|
};
|
|
|
|
prototypeAccessors$3.order.set = function ( value ) {
|
|
|
|
this._order = value;
|
|
this._onChangeCallback();
|
|
|
|
};
|
|
|
|
Euler.prototype.set = function set ( x, y, z, order ) {
|
|
|
|
this._x = x;
|
|
this._y = y;
|
|
this._z = z;
|
|
this._order = order || this._order;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Euler.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this._x, this._y, this._z, this._order );
|
|
|
|
};
|
|
|
|
Euler.prototype.copy = function copy ( euler ) {
|
|
|
|
this._x = euler._x;
|
|
this._y = euler._y;
|
|
this._z = euler._z;
|
|
this._order = euler._order;
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Euler.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m, order, update ) {
|
|
|
|
var clamp = MathUtils.clamp;
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
var te = m.elements;
|
|
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
|
|
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
|
|
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
|
|
|
|
order = order || this._order;
|
|
|
|
switch ( order ) {
|
|
|
|
case 'XYZ':
|
|
|
|
this._y = Math.asin( clamp( m13, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m13 ) < 0.9999999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._z = Math.atan2( - m12, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'YXZ':
|
|
|
|
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m23 ) < 0.9999999 ) {
|
|
|
|
this._y = Math.atan2( m13, m33 );
|
|
this._z = Math.atan2( m21, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = Math.atan2( - m31, m11 );
|
|
this._z = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'ZXY':
|
|
|
|
this._x = Math.asin( clamp( m32, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m32 ) < 0.9999999 ) {
|
|
|
|
this._y = Math.atan2( - m31, m33 );
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
} else {
|
|
|
|
this._y = 0;
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'ZYX':
|
|
|
|
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m31 ) < 0.9999999 ) {
|
|
|
|
this._x = Math.atan2( m32, m33 );
|
|
this._z = Math.atan2( m21, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._z = Math.atan2( - m12, m22 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'YZX':
|
|
|
|
this._z = Math.asin( clamp( m21, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m21 ) < 0.9999999 ) {
|
|
|
|
this._x = Math.atan2( - m23, m22 );
|
|
this._y = Math.atan2( - m31, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = 0;
|
|
this._y = Math.atan2( m13, m33 );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'XZY':
|
|
|
|
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
|
|
|
|
if ( Math.abs( m12 ) < 0.9999999 ) {
|
|
|
|
this._x = Math.atan2( m32, m22 );
|
|
this._y = Math.atan2( m13, m11 );
|
|
|
|
} else {
|
|
|
|
this._x = Math.atan2( - m23, m33 );
|
|
this._y = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
|
|
|
|
}
|
|
|
|
this._order = order;
|
|
|
|
if ( update !== false ) { this._onChangeCallback(); }
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Euler.prototype.setFromQuaternion = function setFromQuaternion ( q, order, update ) {
|
|
|
|
_matrix.makeRotationFromQuaternion( q );
|
|
|
|
return this.setFromRotationMatrix( _matrix, order, update );
|
|
|
|
};
|
|
|
|
Euler.prototype.setFromVector3 = function setFromVector3 ( v, order ) {
|
|
|
|
return this.set( v.x, v.y, v.z, order || this._order );
|
|
|
|
};
|
|
|
|
Euler.prototype.reorder = function reorder ( newOrder ) {
|
|
|
|
// WARNING: this discards revolution information -bhouston
|
|
|
|
_quaternion$1.setFromEuler( this );
|
|
|
|
return this.setFromQuaternion( _quaternion$1, newOrder );
|
|
|
|
};
|
|
|
|
Euler.prototype.equals = function equals ( euler ) {
|
|
|
|
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
|
|
|
|
};
|
|
|
|
Euler.prototype.fromArray = function fromArray ( array ) {
|
|
|
|
this._x = array[ 0 ];
|
|
this._y = array[ 1 ];
|
|
this._z = array[ 2 ];
|
|
if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
|
|
|
|
this._onChangeCallback();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Euler.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this._x;
|
|
array[ offset + 1 ] = this._y;
|
|
array[ offset + 2 ] = this._z;
|
|
array[ offset + 3 ] = this._order;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Euler.prototype.toVector3 = function toVector3 ( optionalResult ) {
|
|
|
|
if ( optionalResult ) {
|
|
|
|
return optionalResult.set( this._x, this._y, this._z );
|
|
|
|
} else {
|
|
|
|
return new Vector3( this._x, this._y, this._z );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Euler.prototype._onChange = function _onChange ( callback ) {
|
|
|
|
this._onChangeCallback = callback;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Euler.prototype._onChangeCallback = function _onChangeCallback () {};
|
|
|
|
Object.defineProperties( Euler.prototype, prototypeAccessors$3 );
|
|
|
|
Euler.DefaultOrder = 'XYZ';
|
|
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
|
|
|
|
var _matrix = new Matrix4();
|
|
var _quaternion$1 = new Quaternion();
|
|
|
|
var Layers = function Layers() {
|
|
|
|
this.mask = 1 | 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.set = function set ( channel ) {
|
|
|
|
this.mask = 1 << channel | 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.enable = function enable ( channel ) {
|
|
|
|
this.mask |= 1 << channel | 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.enableAll = function enableAll () {
|
|
|
|
this.mask = 0xffffffff | 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.toggle = function toggle ( channel ) {
|
|
|
|
this.mask ^= 1 << channel | 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.disable = function disable ( channel ) {
|
|
|
|
this.mask &= ~ ( 1 << channel | 0 );
|
|
|
|
};
|
|
|
|
Layers.prototype.disableAll = function disableAll () {
|
|
|
|
this.mask = 0;
|
|
|
|
};
|
|
|
|
Layers.prototype.test = function test ( layers ) {
|
|
|
|
return ( this.mask & layers.mask ) !== 0;
|
|
|
|
};
|
|
|
|
var _object3DId = 0;
|
|
|
|
var _v1$2 = new Vector3();
|
|
var _q1 = new Quaternion();
|
|
var _m1$1 = new Matrix4();
|
|
var _target = new Vector3();
|
|
|
|
var _position = new Vector3();
|
|
var _scale = new Vector3();
|
|
var _quaternion$2 = new Quaternion();
|
|
|
|
var _xAxis = new Vector3( 1, 0, 0 );
|
|
var _yAxis = new Vector3( 0, 1, 0 );
|
|
var _zAxis = new Vector3( 0, 0, 1 );
|
|
|
|
var _addedEvent = { type: 'added' };
|
|
var _removedEvent = { type: 'removed' };
|
|
|
|
function Object3D() {
|
|
|
|
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Object3D';
|
|
|
|
this.parent = null;
|
|
this.children = [];
|
|
|
|
this.up = Object3D.DefaultUp.clone();
|
|
|
|
var position = new Vector3();
|
|
var rotation = new Euler();
|
|
var quaternion = new Quaternion();
|
|
var scale = new Vector3( 1, 1, 1 );
|
|
|
|
function onRotationChange() {
|
|
|
|
quaternion.setFromEuler( rotation, false );
|
|
|
|
}
|
|
|
|
function onQuaternionChange() {
|
|
|
|
rotation.setFromQuaternion( quaternion, undefined, false );
|
|
|
|
}
|
|
|
|
rotation._onChange( onRotationChange );
|
|
quaternion._onChange( onQuaternionChange );
|
|
|
|
Object.defineProperties( this, {
|
|
position: {
|
|
configurable: true,
|
|
enumerable: true,
|
|
value: position
|
|
},
|
|
rotation: {
|
|
configurable: true,
|
|
enumerable: true,
|
|
value: rotation
|
|
},
|
|
quaternion: {
|
|
configurable: true,
|
|
enumerable: true,
|
|
value: quaternion
|
|
},
|
|
scale: {
|
|
configurable: true,
|
|
enumerable: true,
|
|
value: scale
|
|
},
|
|
modelViewMatrix: {
|
|
value: new Matrix4()
|
|
},
|
|
normalMatrix: {
|
|
value: new Matrix3()
|
|
}
|
|
} );
|
|
|
|
this.matrix = new Matrix4();
|
|
this.matrixWorld = new Matrix4();
|
|
|
|
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
|
|
this.matrixWorldNeedsUpdate = false;
|
|
|
|
this.layers = new Layers();
|
|
this.visible = true;
|
|
|
|
this.castShadow = false;
|
|
this.receiveShadow = false;
|
|
|
|
this.frustumCulled = true;
|
|
this.renderOrder = 0;
|
|
|
|
this.userData = {};
|
|
|
|
}
|
|
|
|
Object3D.DefaultUp = new Vector3( 0, 1, 0 );
|
|
Object3D.DefaultMatrixAutoUpdate = true;
|
|
|
|
Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: Object3D,
|
|
|
|
isObject3D: true,
|
|
|
|
onBeforeRender: function () {},
|
|
onAfterRender: function () {},
|
|
|
|
applyMatrix4: function ( matrix ) {
|
|
|
|
if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
|
|
|
|
this.matrix.premultiply( matrix );
|
|
|
|
this.matrix.decompose( this.position, this.quaternion, this.scale );
|
|
|
|
},
|
|
|
|
applyQuaternion: function ( q ) {
|
|
|
|
this.quaternion.premultiply( q );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setRotationFromAxisAngle: function ( axis, angle ) {
|
|
|
|
// assumes axis is normalized
|
|
|
|
this.quaternion.setFromAxisAngle( axis, angle );
|
|
|
|
},
|
|
|
|
setRotationFromEuler: function ( euler ) {
|
|
|
|
this.quaternion.setFromEuler( euler, true );
|
|
|
|
},
|
|
|
|
setRotationFromMatrix: function ( m ) {
|
|
|
|
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
|
this.quaternion.setFromRotationMatrix( m );
|
|
|
|
},
|
|
|
|
setRotationFromQuaternion: function ( q ) {
|
|
|
|
// assumes q is normalized
|
|
|
|
this.quaternion.copy( q );
|
|
|
|
},
|
|
|
|
rotateOnAxis: function ( axis, angle ) {
|
|
|
|
// rotate object on axis in object space
|
|
// axis is assumed to be normalized
|
|
|
|
_q1.setFromAxisAngle( axis, angle );
|
|
|
|
this.quaternion.multiply( _q1 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateOnWorldAxis: function ( axis, angle ) {
|
|
|
|
// rotate object on axis in world space
|
|
// axis is assumed to be normalized
|
|
// method assumes no rotated parent
|
|
|
|
_q1.setFromAxisAngle( axis, angle );
|
|
|
|
this.quaternion.premultiply( _q1 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateX: function ( angle ) {
|
|
|
|
return this.rotateOnAxis( _xAxis, angle );
|
|
|
|
},
|
|
|
|
rotateY: function ( angle ) {
|
|
|
|
return this.rotateOnAxis( _yAxis, angle );
|
|
|
|
},
|
|
|
|
rotateZ: function ( angle ) {
|
|
|
|
return this.rotateOnAxis( _zAxis, angle );
|
|
|
|
},
|
|
|
|
translateOnAxis: function ( axis, distance ) {
|
|
|
|
// translate object by distance along axis in object space
|
|
// axis is assumed to be normalized
|
|
|
|
_v1$2.copy( axis ).applyQuaternion( this.quaternion );
|
|
|
|
this.position.add( _v1$2.multiplyScalar( distance ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translateX: function ( distance ) {
|
|
|
|
return this.translateOnAxis( _xAxis, distance );
|
|
|
|
},
|
|
|
|
translateY: function ( distance ) {
|
|
|
|
return this.translateOnAxis( _yAxis, distance );
|
|
|
|
},
|
|
|
|
translateZ: function ( distance ) {
|
|
|
|
return this.translateOnAxis( _zAxis, distance );
|
|
|
|
},
|
|
|
|
localToWorld: function ( vector ) {
|
|
|
|
return vector.applyMatrix4( this.matrixWorld );
|
|
|
|
},
|
|
|
|
worldToLocal: function ( vector ) {
|
|
|
|
return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
|
|
|
|
},
|
|
|
|
lookAt: function ( x, y, z ) {
|
|
|
|
// This method does not support objects having non-uniformly-scaled parent(s)
|
|
|
|
if ( x.isVector3 ) {
|
|
|
|
_target.copy( x );
|
|
|
|
} else {
|
|
|
|
_target.set( x, y, z );
|
|
|
|
}
|
|
|
|
var parent = this.parent;
|
|
|
|
this.updateWorldMatrix( true, false );
|
|
|
|
_position.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
if ( this.isCamera || this.isLight ) {
|
|
|
|
_m1$1.lookAt( _position, _target, this.up );
|
|
|
|
} else {
|
|
|
|
_m1$1.lookAt( _target, _position, this.up );
|
|
|
|
}
|
|
|
|
this.quaternion.setFromRotationMatrix( _m1$1 );
|
|
|
|
if ( parent ) {
|
|
|
|
_m1$1.extractRotation( parent.matrixWorld );
|
|
_q1.setFromRotationMatrix( _m1$1 );
|
|
this.quaternion.premultiply( _q1.inverse() );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
add: function ( object ) {
|
|
|
|
if ( arguments.length > 1 ) {
|
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) {
|
|
|
|
this.add( arguments[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( object === this ) {
|
|
|
|
console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( ( object && object.isObject3D ) ) {
|
|
|
|
if ( object.parent !== null ) {
|
|
|
|
object.parent.remove( object );
|
|
|
|
}
|
|
|
|
object.parent = this;
|
|
this.children.push( object );
|
|
|
|
object.dispatchEvent( _addedEvent );
|
|
|
|
} else {
|
|
|
|
console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
remove: function ( object ) {
|
|
|
|
if ( arguments.length > 1 ) {
|
|
|
|
for ( var i = 0; i < arguments.length; i ++ ) {
|
|
|
|
this.remove( arguments[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
var index = this.children.indexOf( object );
|
|
|
|
if ( index !== - 1 ) {
|
|
|
|
object.parent = null;
|
|
this.children.splice( index, 1 );
|
|
|
|
object.dispatchEvent( _removedEvent );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
attach: function ( object ) {
|
|
|
|
// adds object as a child of this, while maintaining the object's world transform
|
|
|
|
this.updateWorldMatrix( true, false );
|
|
|
|
_m1$1.getInverse( this.matrixWorld );
|
|
|
|
if ( object.parent !== null ) {
|
|
|
|
object.parent.updateWorldMatrix( true, false );
|
|
|
|
_m1$1.multiply( object.parent.matrixWorld );
|
|
|
|
}
|
|
|
|
object.applyMatrix4( _m1$1 );
|
|
|
|
object.updateWorldMatrix( false, false );
|
|
|
|
this.add( object );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getObjectById: function ( id ) {
|
|
|
|
return this.getObjectByProperty( 'id', id );
|
|
|
|
},
|
|
|
|
getObjectByName: function ( name ) {
|
|
|
|
return this.getObjectByProperty( 'name', name );
|
|
|
|
},
|
|
|
|
getObjectByProperty: function ( name, value ) {
|
|
|
|
if ( this[ name ] === value ) { return this; }
|
|
|
|
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
|
var child = this.children[ i ];
|
|
var object = child.getObjectByProperty( name, value );
|
|
|
|
if ( object !== undefined ) {
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return undefined;
|
|
|
|
},
|
|
|
|
getWorldPosition: function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
return target.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
},
|
|
|
|
getWorldQuaternion: function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
|
|
target = new Quaternion();
|
|
|
|
}
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.matrixWorld.decompose( _position, target, _scale );
|
|
|
|
return target;
|
|
|
|
},
|
|
|
|
getWorldScale: function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.matrixWorld.decompose( _position, _quaternion$2, target );
|
|
|
|
return target;
|
|
|
|
},
|
|
|
|
getWorldDirection: function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
var e = this.matrixWorld.elements;
|
|
|
|
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
|
|
|
|
},
|
|
|
|
raycast: function () {},
|
|
|
|
traverse: function ( callback ) {
|
|
|
|
callback( this );
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].traverse( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
traverseVisible: function ( callback ) {
|
|
|
|
if ( this.visible === false ) { return; }
|
|
|
|
callback( this );
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].traverseVisible( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
traverseAncestors: function ( callback ) {
|
|
|
|
var parent = this.parent;
|
|
|
|
if ( parent !== null ) {
|
|
|
|
callback( parent );
|
|
|
|
parent.traverseAncestors( callback );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMatrix: function () {
|
|
|
|
this.matrix.compose( this.position, this.quaternion, this.scale );
|
|
|
|
this.matrixWorldNeedsUpdate = true;
|
|
|
|
},
|
|
|
|
updateMatrixWorld: function ( force ) {
|
|
|
|
if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
|
|
|
|
if ( this.matrixWorldNeedsUpdate || force ) {
|
|
|
|
if ( this.parent === null ) {
|
|
|
|
this.matrixWorld.copy( this.matrix );
|
|
|
|
} else {
|
|
|
|
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
|
}
|
|
|
|
this.matrixWorldNeedsUpdate = false;
|
|
|
|
force = true;
|
|
|
|
}
|
|
|
|
// update children
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].updateMatrixWorld( force );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateWorldMatrix: function ( updateParents, updateChildren ) {
|
|
|
|
var parent = this.parent;
|
|
|
|
if ( updateParents === true && parent !== null ) {
|
|
|
|
parent.updateWorldMatrix( true, false );
|
|
|
|
}
|
|
|
|
if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
|
|
|
|
if ( this.parent === null ) {
|
|
|
|
this.matrixWorld.copy( this.matrix );
|
|
|
|
} else {
|
|
|
|
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
|
}
|
|
|
|
// update children
|
|
|
|
if ( updateChildren === true ) {
|
|
|
|
var children = this.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
children[ i ].updateWorldMatrix( false, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
// meta is a string when called from JSON.stringify
|
|
var isRootObject = ( meta === undefined || typeof meta === 'string' );
|
|
|
|
var output = {};
|
|
|
|
// meta is a hash used to collect geometries, materials.
|
|
// not providing it implies that this is the root object
|
|
// being serialized.
|
|
if ( isRootObject ) {
|
|
|
|
// initialize meta obj
|
|
meta = {
|
|
geometries: {},
|
|
materials: {},
|
|
textures: {},
|
|
images: {},
|
|
shapes: {}
|
|
};
|
|
|
|
output.metadata = {
|
|
version: 4.5,
|
|
type: 'Object',
|
|
generator: 'Object3D.toJSON'
|
|
};
|
|
|
|
}
|
|
|
|
// standard Object3D serialization
|
|
|
|
var object = {};
|
|
|
|
object.uuid = this.uuid;
|
|
object.type = this.type;
|
|
|
|
if ( this.name !== '' ) { object.name = this.name; }
|
|
if ( this.castShadow === true ) { object.castShadow = true; }
|
|
if ( this.receiveShadow === true ) { object.receiveShadow = true; }
|
|
if ( this.visible === false ) { object.visible = false; }
|
|
if ( this.frustumCulled === false ) { object.frustumCulled = false; }
|
|
if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
|
|
if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
|
|
|
|
object.layers = this.layers.mask;
|
|
object.matrix = this.matrix.toArray();
|
|
|
|
if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
|
|
|
|
// object specific properties
|
|
|
|
if ( this.isInstancedMesh ) {
|
|
|
|
object.type = 'InstancedMesh';
|
|
object.count = this.count;
|
|
object.instanceMatrix = this.instanceMatrix.toJSON();
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function serialize( library, element ) {
|
|
|
|
if ( library[ element.uuid ] === undefined ) {
|
|
|
|
library[ element.uuid ] = element.toJSON( meta );
|
|
|
|
}
|
|
|
|
return element.uuid;
|
|
|
|
}
|
|
|
|
if ( this.isMesh || this.isLine || this.isPoints ) {
|
|
|
|
object.geometry = serialize( meta.geometries, this.geometry );
|
|
|
|
var parameters = this.geometry.parameters;
|
|
|
|
if ( parameters !== undefined && parameters.shapes !== undefined ) {
|
|
|
|
var shapes = parameters.shapes;
|
|
|
|
if ( Array.isArray( shapes ) ) {
|
|
|
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
|
|
|
|
var shape = shapes[ i ];
|
|
|
|
serialize( meta.shapes, shape );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
serialize( meta.shapes, shapes );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.material !== undefined ) {
|
|
|
|
if ( Array.isArray( this.material ) ) {
|
|
|
|
var uuids = [];
|
|
|
|
for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
|
|
|
|
uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
|
|
|
|
}
|
|
|
|
object.material = uuids;
|
|
|
|
} else {
|
|
|
|
object.material = serialize( meta.materials, this.material );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( this.children.length > 0 ) {
|
|
|
|
object.children = [];
|
|
|
|
for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
|
|
|
|
object.children.push( this.children[ i$2 ].toJSON( meta ).object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( isRootObject ) {
|
|
|
|
var geometries = extractFromCache( meta.geometries );
|
|
var materials = extractFromCache( meta.materials );
|
|
var textures = extractFromCache( meta.textures );
|
|
var images = extractFromCache( meta.images );
|
|
var shapes$1 = extractFromCache( meta.shapes );
|
|
|
|
if ( geometries.length > 0 ) { output.geometries = geometries; }
|
|
if ( materials.length > 0 ) { output.materials = materials; }
|
|
if ( textures.length > 0 ) { output.textures = textures; }
|
|
if ( images.length > 0 ) { output.images = images; }
|
|
if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
|
|
|
|
}
|
|
|
|
output.object = object;
|
|
|
|
return output;
|
|
|
|
// extract data from the cache hash
|
|
// remove metadata on each item
|
|
// and return as array
|
|
function extractFromCache( cache ) {
|
|
|
|
var values = [];
|
|
for ( var key in cache ) {
|
|
|
|
var data = cache[ key ];
|
|
delete data.metadata;
|
|
values.push( data );
|
|
|
|
}
|
|
|
|
return values;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function ( recursive ) {
|
|
|
|
return new this.constructor().copy( this, recursive );
|
|
|
|
},
|
|
|
|
copy: function ( source, recursive ) {
|
|
|
|
if ( recursive === undefined ) { recursive = true; }
|
|
|
|
this.name = source.name;
|
|
|
|
this.up.copy( source.up );
|
|
|
|
this.position.copy( source.position );
|
|
this.rotation.order = source.rotation.order;
|
|
this.quaternion.copy( source.quaternion );
|
|
this.scale.copy( source.scale );
|
|
|
|
this.matrix.copy( source.matrix );
|
|
this.matrixWorld.copy( source.matrixWorld );
|
|
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
|
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
|
|
|
|
this.layers.mask = source.layers.mask;
|
|
this.visible = source.visible;
|
|
|
|
this.castShadow = source.castShadow;
|
|
this.receiveShadow = source.receiveShadow;
|
|
|
|
this.frustumCulled = source.frustumCulled;
|
|
this.renderOrder = source.renderOrder;
|
|
|
|
this.userData = JSON.parse( JSON.stringify( source.userData ) );
|
|
|
|
if ( recursive === true ) {
|
|
|
|
for ( var i = 0; i < source.children.length; i ++ ) {
|
|
|
|
var child = source.children[ i ];
|
|
this.add( child.clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _vector1 = new Vector3();
|
|
var _vector2 = new Vector3();
|
|
var _normalMatrix = new Matrix3();
|
|
|
|
var Plane = function Plane( normal, constant ) {
|
|
|
|
Object.defineProperty( this, 'isPlane', { value: true } );
|
|
|
|
// normal is assumed to be normalized
|
|
|
|
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
|
|
this.constant = ( constant !== undefined ) ? constant : 0;
|
|
|
|
};
|
|
|
|
Plane.prototype.set = function set ( normal, constant ) {
|
|
|
|
this.normal.copy( normal );
|
|
this.constant = constant;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.setComponents = function setComponents ( x, y, z, w ) {
|
|
|
|
this.normal.set( x, y, z );
|
|
this.constant = w;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint ( normal, point ) {
|
|
|
|
this.normal.copy( normal );
|
|
this.constant = - point.dot( this.normal );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.setFromCoplanarPoints = function setFromCoplanarPoints ( a, b, c ) {
|
|
|
|
var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
|
|
|
|
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
|
|
|
this.setFromNormalAndCoplanarPoint( normal, a );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Plane.prototype.copy = function copy ( plane ) {
|
|
|
|
this.normal.copy( plane.normal );
|
|
this.constant = plane.constant;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.normalize = function normalize () {
|
|
|
|
// Note: will lead to a divide by zero if the plane is invalid.
|
|
|
|
var inverseNormalLength = 1.0 / this.normal.length();
|
|
this.normal.multiplyScalar( inverseNormalLength );
|
|
this.constant *= inverseNormalLength;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.negate = function negate () {
|
|
|
|
this.constant *= - 1;
|
|
this.normal.negate();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.distanceToPoint = function distanceToPoint ( point ) {
|
|
|
|
return this.normal.dot( point ) + this.constant;
|
|
|
|
};
|
|
|
|
Plane.prototype.distanceToSphere = function distanceToSphere ( sphere ) {
|
|
|
|
return this.distanceToPoint( sphere.center ) - sphere.radius;
|
|
|
|
};
|
|
|
|
Plane.prototype.projectPoint = function projectPoint ( point, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Plane: .projectPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
|
|
|
|
};
|
|
|
|
Plane.prototype.intersectLine = function intersectLine ( line, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Plane: .intersectLine() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
var direction = line.delta( _vector1 );
|
|
|
|
var denominator = this.normal.dot( direction );
|
|
|
|
if ( denominator === 0 ) {
|
|
|
|
// line is coplanar, return origin
|
|
if ( this.distanceToPoint( line.start ) === 0 ) {
|
|
|
|
return target.copy( line.start );
|
|
|
|
}
|
|
|
|
// Unsure if this is the correct method to handle this case.
|
|
return undefined;
|
|
|
|
}
|
|
|
|
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
|
|
|
if ( t < 0 || t > 1 ) {
|
|
|
|
return undefined;
|
|
|
|
}
|
|
|
|
return target.copy( direction ).multiplyScalar( t ).add( line.start );
|
|
|
|
};
|
|
|
|
Plane.prototype.intersectsLine = function intersectsLine ( line ) {
|
|
|
|
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
|
|
|
var startSign = this.distanceToPoint( line.start );
|
|
var endSign = this.distanceToPoint( line.end );
|
|
|
|
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
|
|
|
};
|
|
|
|
Plane.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
return box.intersectsPlane( this );
|
|
|
|
};
|
|
|
|
Plane.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
|
|
|
|
return sphere.intersectsPlane( this );
|
|
|
|
};
|
|
|
|
Plane.prototype.coplanarPoint = function coplanarPoint ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.copy( this.normal ).multiplyScalar( - this.constant );
|
|
|
|
};
|
|
|
|
Plane.prototype.applyMatrix4 = function applyMatrix4 ( matrix, optionalNormalMatrix ) {
|
|
|
|
var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
|
|
|
|
var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
|
|
|
|
var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
this.constant = - referencePoint.dot( normal );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.translate = function translate ( offset ) {
|
|
|
|
this.constant -= offset.dot( this.normal );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Plane.prototype.equals = function equals ( plane ) {
|
|
|
|
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
|
|
|
|
};
|
|
|
|
var _v0$1 = new Vector3();
|
|
var _v1$3 = new Vector3();
|
|
var _v2$1 = new Vector3();
|
|
var _v3 = new Vector3();
|
|
|
|
var _vab = new Vector3();
|
|
var _vac = new Vector3();
|
|
var _vbc = new Vector3();
|
|
var _vap = new Vector3();
|
|
var _vbp = new Vector3();
|
|
var _vcp = new Vector3();
|
|
|
|
var Triangle = function Triangle( a, b, c ) {
|
|
|
|
this.a = ( a !== undefined ) ? a : new Vector3();
|
|
this.b = ( b !== undefined ) ? b : new Vector3();
|
|
this.c = ( c !== undefined ) ? c : new Vector3();
|
|
|
|
};
|
|
|
|
Triangle.getNormal = function getNormal ( a, b, c, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Triangle: .getNormal() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
target.subVectors( c, b );
|
|
_v0$1.subVectors( a, b );
|
|
target.cross( _v0$1 );
|
|
|
|
var targetLengthSq = target.lengthSq();
|
|
if ( targetLengthSq > 0 ) {
|
|
|
|
return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
|
|
|
|
}
|
|
|
|
return target.set( 0, 0, 0 );
|
|
|
|
};
|
|
|
|
// static/instance method to calculate barycentric coordinates
|
|
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
|
Triangle.getBarycoord = function getBarycoord ( point, a, b, c, target ) {
|
|
|
|
_v0$1.subVectors( c, a );
|
|
_v1$3.subVectors( b, a );
|
|
_v2$1.subVectors( point, a );
|
|
|
|
var dot00 = _v0$1.dot( _v0$1 );
|
|
var dot01 = _v0$1.dot( _v1$3 );
|
|
var dot02 = _v0$1.dot( _v2$1 );
|
|
var dot11 = _v1$3.dot( _v1$3 );
|
|
var dot12 = _v1$3.dot( _v2$1 );
|
|
|
|
var denom = ( dot00 * dot11 - dot01 * dot01 );
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
// collinear or singular triangle
|
|
if ( denom === 0 ) {
|
|
|
|
// arbitrary location outside of triangle?
|
|
// not sure if this is the best idea, maybe should be returning undefined
|
|
return target.set( - 2, - 1, - 1 );
|
|
|
|
}
|
|
|
|
var invDenom = 1 / denom;
|
|
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
|
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
|
|
|
// barycentric coordinates must always sum to 1
|
|
return target.set( 1 - u - v, v, u );
|
|
|
|
};
|
|
|
|
Triangle.containsPoint = function containsPoint ( point, a, b, c ) {
|
|
|
|
this.getBarycoord( point, a, b, c, _v3 );
|
|
|
|
return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
|
|
|
|
};
|
|
|
|
Triangle.getUV = function getUV ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
|
|
|
|
this.getBarycoord( point, p1, p2, p3, _v3 );
|
|
|
|
target.set( 0, 0 );
|
|
target.addScaledVector( uv1, _v3.x );
|
|
target.addScaledVector( uv2, _v3.y );
|
|
target.addScaledVector( uv3, _v3.z );
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
Triangle.isFrontFacing = function isFrontFacing ( a, b, c, direction ) {
|
|
|
|
_v0$1.subVectors( c, b );
|
|
_v1$3.subVectors( a, b );
|
|
|
|
// strictly front facing
|
|
return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
|
|
|
|
};
|
|
|
|
Triangle.prototype.set = function set ( a, b, c ) {
|
|
|
|
this.a.copy( a );
|
|
this.b.copy( b );
|
|
this.c.copy( c );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Triangle.prototype.setFromPointsAndIndices = function setFromPointsAndIndices ( points, i0, i1, i2 ) {
|
|
|
|
this.a.copy( points[ i0 ] );
|
|
this.b.copy( points[ i1 ] );
|
|
this.c.copy( points[ i2 ] );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Triangle.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Triangle.prototype.copy = function copy ( triangle ) {
|
|
|
|
this.a.copy( triangle.a );
|
|
this.b.copy( triangle.b );
|
|
this.c.copy( triangle.c );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Triangle.prototype.getArea = function getArea () {
|
|
|
|
_v0$1.subVectors( this.c, this.b );
|
|
_v1$3.subVectors( this.a, this.b );
|
|
|
|
return _v0$1.cross( _v1$3 ).length() * 0.5;
|
|
|
|
};
|
|
|
|
Triangle.prototype.getMidpoint = function getMidpoint ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
|
|
|
};
|
|
|
|
Triangle.prototype.getNormal = function getNormal ( target ) {
|
|
|
|
return Triangle.getNormal( this.a, this.b, this.c, target );
|
|
|
|
};
|
|
|
|
Triangle.prototype.getPlane = function getPlane ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Triangle: .getPlane() target is now required' );
|
|
target = new Plane();
|
|
|
|
}
|
|
|
|
return target.setFromCoplanarPoints( this.a, this.b, this.c );
|
|
|
|
};
|
|
|
|
Triangle.prototype.getBarycoord = function getBarycoord ( point, target ) {
|
|
|
|
return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
|
|
|
|
};
|
|
|
|
Triangle.prototype.getUV = function getUV ( point, uv1, uv2, uv3, target ) {
|
|
|
|
return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
|
|
|
|
};
|
|
|
|
Triangle.prototype.containsPoint = function containsPoint ( point ) {
|
|
|
|
return Triangle.containsPoint( point, this.a, this.b, this.c );
|
|
|
|
};
|
|
|
|
Triangle.prototype.isFrontFacing = function isFrontFacing ( direction ) {
|
|
|
|
return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
|
|
|
|
};
|
|
|
|
Triangle.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
return box.intersectsTriangle( this );
|
|
|
|
};
|
|
|
|
Triangle.prototype.closestPointToPoint = function closestPointToPoint ( p, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
var a = this.a, b = this.b, c = this.c;
|
|
var v, w;
|
|
|
|
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
|
|
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
|
|
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
|
|
// basically, we're distinguishing which of the voronoi regions of the triangle
|
|
// the point lies in with the minimum amount of redundant computation.
|
|
|
|
_vab.subVectors( b, a );
|
|
_vac.subVectors( c, a );
|
|
_vap.subVectors( p, a );
|
|
var d1 = _vab.dot( _vap );
|
|
var d2 = _vac.dot( _vap );
|
|
if ( d1 <= 0 && d2 <= 0 ) {
|
|
|
|
// vertex region of A; barycentric coords (1, 0, 0)
|
|
return target.copy( a );
|
|
|
|
}
|
|
|
|
_vbp.subVectors( p, b );
|
|
var d3 = _vab.dot( _vbp );
|
|
var d4 = _vac.dot( _vbp );
|
|
if ( d3 >= 0 && d4 <= d3 ) {
|
|
|
|
// vertex region of B; barycentric coords (0, 1, 0)
|
|
return target.copy( b );
|
|
|
|
}
|
|
|
|
var vc = d1 * d4 - d3 * d2;
|
|
if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
|
|
|
|
v = d1 / ( d1 - d3 );
|
|
// edge region of AB; barycentric coords (1-v, v, 0)
|
|
return target.copy( a ).addScaledVector( _vab, v );
|
|
|
|
}
|
|
|
|
_vcp.subVectors( p, c );
|
|
var d5 = _vab.dot( _vcp );
|
|
var d6 = _vac.dot( _vcp );
|
|
if ( d6 >= 0 && d5 <= d6 ) {
|
|
|
|
// vertex region of C; barycentric coords (0, 0, 1)
|
|
return target.copy( c );
|
|
|
|
}
|
|
|
|
var vb = d5 * d2 - d1 * d6;
|
|
if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
|
|
|
|
w = d2 / ( d2 - d6 );
|
|
// edge region of AC; barycentric coords (1-w, 0, w)
|
|
return target.copy( a ).addScaledVector( _vac, w );
|
|
|
|
}
|
|
|
|
var va = d3 * d6 - d5 * d4;
|
|
if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
|
|
|
|
_vbc.subVectors( c, b );
|
|
w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
|
|
// edge region of BC; barycentric coords (0, 1-w, w)
|
|
return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
|
|
|
|
}
|
|
|
|
// face region
|
|
var denom = 1 / ( va + vb + vc );
|
|
// u = va * denom
|
|
v = vb * denom;
|
|
w = vc * denom;
|
|
|
|
return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
|
|
|
|
};
|
|
|
|
Triangle.prototype.equals = function equals ( triangle ) {
|
|
|
|
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
|
|
|
};
|
|
|
|
var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
|
|
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
|
|
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
|
|
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
|
|
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
|
|
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
|
|
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
|
|
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
|
|
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
|
|
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
|
|
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
|
|
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
|
|
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
|
|
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
|
|
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
|
|
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
|
|
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
|
|
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
|
|
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
|
|
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
|
|
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
|
|
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
|
|
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
|
|
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
|
|
|
|
var _hslA = { h: 0, s: 0, l: 0 };
|
|
var _hslB = { h: 0, s: 0, l: 0 };
|
|
|
|
function hue2rgb( p, q, t ) {
|
|
|
|
if ( t < 0 ) { t += 1; }
|
|
if ( t > 1 ) { t -= 1; }
|
|
if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
|
|
if ( t < 1 / 2 ) { return q; }
|
|
if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
|
|
return p;
|
|
|
|
}
|
|
|
|
function SRGBToLinear( c ) {
|
|
|
|
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
|
|
|
|
}
|
|
|
|
function LinearToSRGB( c ) {
|
|
|
|
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
|
|
|
|
}
|
|
|
|
var Color = function Color( r, g, b ) {
|
|
|
|
Object.defineProperty( this, 'isColor', { value: true } );
|
|
|
|
if ( g === undefined && b === undefined ) {
|
|
|
|
// r is THREE.Color, hex or string
|
|
return this.set( r );
|
|
|
|
}
|
|
|
|
return this.setRGB( r, g, b );
|
|
|
|
};
|
|
|
|
Color.prototype.set = function set ( value ) {
|
|
|
|
if ( value && value.isColor ) {
|
|
|
|
this.copy( value );
|
|
|
|
} else if ( typeof value === 'number' ) {
|
|
|
|
this.setHex( value );
|
|
|
|
} else if ( typeof value === 'string' ) {
|
|
|
|
this.setStyle( value );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setScalar = function setScalar ( scalar ) {
|
|
|
|
this.r = scalar;
|
|
this.g = scalar;
|
|
this.b = scalar;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setHex = function setHex ( hex ) {
|
|
|
|
hex = Math.floor( hex );
|
|
|
|
this.r = ( hex >> 16 & 255 ) / 255;
|
|
this.g = ( hex >> 8 & 255 ) / 255;
|
|
this.b = ( hex & 255 ) / 255;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setRGB = function setRGB ( r, g, b ) {
|
|
|
|
this.r = r;
|
|
this.g = g;
|
|
this.b = b;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setHSL = function setHSL ( h, s, l ) {
|
|
|
|
// h,s,l ranges are in 0.0 - 1.0
|
|
h = MathUtils.euclideanModulo( h, 1 );
|
|
s = MathUtils.clamp( s, 0, 1 );
|
|
l = MathUtils.clamp( l, 0, 1 );
|
|
|
|
if ( s === 0 ) {
|
|
|
|
this.r = this.g = this.b = l;
|
|
|
|
} else {
|
|
|
|
var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
|
|
var q = ( 2 * l ) - p;
|
|
|
|
this.r = hue2rgb( q, p, h + 1 / 3 );
|
|
this.g = hue2rgb( q, p, h );
|
|
this.b = hue2rgb( q, p, h - 1 / 3 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setStyle = function setStyle ( style ) {
|
|
|
|
function handleAlpha( string ) {
|
|
|
|
if ( string === undefined ) { return; }
|
|
|
|
if ( parseFloat( string ) < 1 ) {
|
|
|
|
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
var m;
|
|
|
|
if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
|
|
|
|
// rgb / hsl
|
|
|
|
var color;
|
|
var name = m[ 1 ];
|
|
var components = m[ 2 ];
|
|
|
|
switch ( name ) {
|
|
|
|
case 'rgb':
|
|
case 'rgba':
|
|
|
|
if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// rgb(255,0,0) rgba(255,0,0,0.5)
|
|
this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
|
|
this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
|
|
this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
|
|
this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
|
|
this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
|
|
this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'hsl':
|
|
case 'hsla':
|
|
|
|
if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
|
|
|
|
// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
|
|
var h = parseFloat( color[ 1 ] ) / 360;
|
|
var s = parseInt( color[ 2 ], 10 ) / 100;
|
|
var l = parseInt( color[ 3 ], 10 ) / 100;
|
|
|
|
handleAlpha( color[ 5 ] );
|
|
|
|
return this.setHSL( h, s, l );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
|
|
|
|
// hex color
|
|
|
|
var hex = m[ 1 ];
|
|
var size = hex.length;
|
|
|
|
if ( size === 3 ) {
|
|
|
|
// #ff0
|
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
|
|
this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
|
|
this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
|
|
|
|
return this;
|
|
|
|
} else if ( size === 6 ) {
|
|
|
|
// #ff0000
|
|
this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
|
|
this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
|
|
this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( style && style.length > 0 ) {
|
|
|
|
return this.setColorName( style );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.setColorName = function setColorName ( style ) {
|
|
|
|
// color keywords
|
|
var hex = _colorKeywords[ style ];
|
|
|
|
if ( hex !== undefined ) {
|
|
|
|
// red
|
|
this.setHex( hex );
|
|
|
|
} else {
|
|
|
|
// unknown color
|
|
console.warn( 'THREE.Color: Unknown color ' + style );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.clone = function clone () {
|
|
|
|
return new this.constructor( this.r, this.g, this.b );
|
|
|
|
};
|
|
|
|
Color.prototype.copy = function copy ( color ) {
|
|
|
|
this.r = color.r;
|
|
this.g = color.g;
|
|
this.b = color.b;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.copyGammaToLinear = function copyGammaToLinear ( color, gammaFactor ) {
|
|
|
|
if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
|
|
|
|
this.r = Math.pow( color.r, gammaFactor );
|
|
this.g = Math.pow( color.g, gammaFactor );
|
|
this.b = Math.pow( color.b, gammaFactor );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.copyLinearToGamma = function copyLinearToGamma ( color, gammaFactor ) {
|
|
|
|
if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
|
|
|
|
var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
|
|
|
|
this.r = Math.pow( color.r, safeInverse );
|
|
this.g = Math.pow( color.g, safeInverse );
|
|
this.b = Math.pow( color.b, safeInverse );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.convertGammaToLinear = function convertGammaToLinear ( gammaFactor ) {
|
|
|
|
this.copyGammaToLinear( this, gammaFactor );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.convertLinearToGamma = function convertLinearToGamma ( gammaFactor ) {
|
|
|
|
this.copyLinearToGamma( this, gammaFactor );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.copySRGBToLinear = function copySRGBToLinear ( color ) {
|
|
|
|
this.r = SRGBToLinear( color.r );
|
|
this.g = SRGBToLinear( color.g );
|
|
this.b = SRGBToLinear( color.b );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.copyLinearToSRGB = function copyLinearToSRGB ( color ) {
|
|
|
|
this.r = LinearToSRGB( color.r );
|
|
this.g = LinearToSRGB( color.g );
|
|
this.b = LinearToSRGB( color.b );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.convertSRGBToLinear = function convertSRGBToLinear () {
|
|
|
|
this.copySRGBToLinear( this );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.convertLinearToSRGB = function convertLinearToSRGB () {
|
|
|
|
this.copyLinearToSRGB( this );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.getHex = function getHex () {
|
|
|
|
return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
|
|
|
|
};
|
|
|
|
Color.prototype.getHexString = function getHexString () {
|
|
|
|
return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
|
|
|
|
};
|
|
|
|
Color.prototype.getHSL = function getHSL ( target ) {
|
|
|
|
// h,s,l ranges are in 0.0 - 1.0
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Color: .getHSL() target is now required' );
|
|
target = { h: 0, s: 0, l: 0 };
|
|
|
|
}
|
|
|
|
var r = this.r, g = this.g, b = this.b;
|
|
|
|
var max = Math.max( r, g, b );
|
|
var min = Math.min( r, g, b );
|
|
|
|
var hue, saturation;
|
|
var lightness = ( min + max ) / 2.0;
|
|
|
|
if ( min === max ) {
|
|
|
|
hue = 0;
|
|
saturation = 0;
|
|
|
|
} else {
|
|
|
|
var delta = max - min;
|
|
|
|
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
|
|
|
|
switch ( max ) {
|
|
|
|
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
|
|
case g: hue = ( b - r ) / delta + 2; break;
|
|
case b: hue = ( r - g ) / delta + 4; break;
|
|
|
|
}
|
|
|
|
hue /= 6;
|
|
|
|
}
|
|
|
|
target.h = hue;
|
|
target.s = saturation;
|
|
target.l = lightness;
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
Color.prototype.getStyle = function getStyle () {
|
|
|
|
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
|
|
|
|
};
|
|
|
|
Color.prototype.offsetHSL = function offsetHSL ( h, s, l ) {
|
|
|
|
this.getHSL( _hslA );
|
|
|
|
_hslA.h += h; _hslA.s += s; _hslA.l += l;
|
|
|
|
this.setHSL( _hslA.h, _hslA.s, _hslA.l );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.add = function add ( color ) {
|
|
|
|
this.r += color.r;
|
|
this.g += color.g;
|
|
this.b += color.b;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.addColors = function addColors ( color1, color2 ) {
|
|
|
|
this.r = color1.r + color2.r;
|
|
this.g = color1.g + color2.g;
|
|
this.b = color1.b + color2.b;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.addScalar = function addScalar ( s ) {
|
|
|
|
this.r += s;
|
|
this.g += s;
|
|
this.b += s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.sub = function sub ( color ) {
|
|
|
|
this.r = Math.max( 0, this.r - color.r );
|
|
this.g = Math.max( 0, this.g - color.g );
|
|
this.b = Math.max( 0, this.b - color.b );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.multiply = function multiply ( color ) {
|
|
|
|
this.r *= color.r;
|
|
this.g *= color.g;
|
|
this.b *= color.b;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.multiplyScalar = function multiplyScalar ( s ) {
|
|
|
|
this.r *= s;
|
|
this.g *= s;
|
|
this.b *= s;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.lerp = function lerp ( color, alpha ) {
|
|
|
|
this.r += ( color.r - this.r ) * alpha;
|
|
this.g += ( color.g - this.g ) * alpha;
|
|
this.b += ( color.b - this.b ) * alpha;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.lerpHSL = function lerpHSL ( color, alpha ) {
|
|
|
|
this.getHSL( _hslA );
|
|
color.getHSL( _hslB );
|
|
|
|
var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
|
|
var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
|
|
var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
|
|
|
|
this.setHSL( h, s, l );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.equals = function equals ( c ) {
|
|
|
|
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
|
|
|
};
|
|
|
|
Color.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.r = array[ offset ];
|
|
this.g = array[ offset + 1 ];
|
|
this.b = array[ offset + 2 ];
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
array[ offset ] = this.r;
|
|
array[ offset + 1 ] = this.g;
|
|
array[ offset + 2 ] = this.b;
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
Color.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index ) {
|
|
|
|
this.r = attribute.getX( index );
|
|
this.g = attribute.getY( index );
|
|
this.b = attribute.getZ( index );
|
|
|
|
if ( attribute.normalized === true ) {
|
|
|
|
// assuming Uint8Array
|
|
|
|
this.r /= 255;
|
|
this.g /= 255;
|
|
this.b /= 255;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Color.prototype.toJSON = function toJSON () {
|
|
|
|
return this.getHex();
|
|
|
|
};
|
|
|
|
Color.NAMES = _colorKeywords;
|
|
Color.prototype.r = 1;
|
|
Color.prototype.g = 1;
|
|
Color.prototype.b = 1;
|
|
|
|
var Face3 = function Face3( a, b, c, normal, color, materialIndex ) {
|
|
|
|
this.a = a;
|
|
this.b = b;
|
|
this.c = c;
|
|
|
|
this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
|
|
this.vertexNormals = Array.isArray( normal ) ? normal : [];
|
|
|
|
this.color = ( color && color.isColor ) ? color : new Color();
|
|
this.vertexColors = Array.isArray( color ) ? color : [];
|
|
|
|
this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
|
|
|
|
};
|
|
|
|
Face3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Face3.prototype.copy = function copy ( source ) {
|
|
|
|
this.a = source.a;
|
|
this.b = source.b;
|
|
this.c = source.c;
|
|
|
|
this.normal.copy( source.normal );
|
|
this.color.copy( source.color );
|
|
|
|
this.materialIndex = source.materialIndex;
|
|
|
|
for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
|
|
|
|
this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
|
|
|
|
}
|
|
|
|
for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var materialId = 0;
|
|
|
|
function Material() {
|
|
|
|
Object.defineProperty( this, 'id', { value: materialId ++ } );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Material';
|
|
|
|
this.fog = true;
|
|
|
|
this.blending = NormalBlending;
|
|
this.side = FrontSide;
|
|
this.flatShading = false;
|
|
this.vertexColors = false;
|
|
|
|
this.opacity = 1;
|
|
this.transparent = false;
|
|
|
|
this.blendSrc = SrcAlphaFactor;
|
|
this.blendDst = OneMinusSrcAlphaFactor;
|
|
this.blendEquation = AddEquation;
|
|
this.blendSrcAlpha = null;
|
|
this.blendDstAlpha = null;
|
|
this.blendEquationAlpha = null;
|
|
|
|
this.depthFunc = LessEqualDepth;
|
|
this.depthTest = true;
|
|
this.depthWrite = true;
|
|
|
|
this.stencilWriteMask = 0xff;
|
|
this.stencilFunc = AlwaysStencilFunc;
|
|
this.stencilRef = 0;
|
|
this.stencilFuncMask = 0xff;
|
|
this.stencilFail = KeepStencilOp;
|
|
this.stencilZFail = KeepStencilOp;
|
|
this.stencilZPass = KeepStencilOp;
|
|
this.stencilWrite = false;
|
|
|
|
this.clippingPlanes = null;
|
|
this.clipIntersection = false;
|
|
this.clipShadows = false;
|
|
|
|
this.shadowSide = null;
|
|
|
|
this.colorWrite = true;
|
|
|
|
this.precision = null; // override the renderer's default precision for this material
|
|
|
|
this.polygonOffset = false;
|
|
this.polygonOffsetFactor = 0;
|
|
this.polygonOffsetUnits = 0;
|
|
|
|
this.dithering = false;
|
|
|
|
this.alphaTest = 0;
|
|
this.premultipliedAlpha = false;
|
|
|
|
this.visible = true;
|
|
|
|
this.toneMapped = true;
|
|
|
|
this.userData = {};
|
|
|
|
this.version = 0;
|
|
|
|
}
|
|
|
|
Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: Material,
|
|
|
|
isMaterial: true,
|
|
|
|
onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
|
|
|
|
customProgramCacheKey: function () {
|
|
|
|
return this.onBeforeCompile.toString();
|
|
|
|
},
|
|
|
|
setValues: function ( values ) {
|
|
|
|
if ( values === undefined ) { return; }
|
|
|
|
for ( var key in values ) {
|
|
|
|
var newValue = values[ key ];
|
|
|
|
if ( newValue === undefined ) {
|
|
|
|
console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
|
|
continue;
|
|
|
|
}
|
|
|
|
// for backward compatability if shading is set in the constructor
|
|
if ( key === 'shading' ) {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
|
|
this.flatShading = ( newValue === FlatShading ) ? true : false;
|
|
continue;
|
|
|
|
}
|
|
|
|
var currentValue = this[ key ];
|
|
|
|
if ( currentValue === undefined ) {
|
|
|
|
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( currentValue && currentValue.isColor ) {
|
|
|
|
currentValue.set( newValue );
|
|
|
|
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
|
|
|
|
currentValue.copy( newValue );
|
|
|
|
} else {
|
|
|
|
this[ key ] = newValue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var isRoot = ( meta === undefined || typeof meta === 'string' );
|
|
|
|
if ( isRoot ) {
|
|
|
|
meta = {
|
|
textures: {},
|
|
images: {}
|
|
};
|
|
|
|
}
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.5,
|
|
type: 'Material',
|
|
generator: 'Material.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard Material serialization
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
|
|
if ( this.name !== '' ) { data.name = this.name; }
|
|
|
|
if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
|
|
|
|
if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
|
|
if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
|
|
|
|
if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
|
|
if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
|
|
if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
|
|
|
|
if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
|
|
if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
|
|
if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
|
|
if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
|
|
|
|
if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
|
|
|
|
data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
|
|
|
|
}
|
|
|
|
if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
|
|
|
|
data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
|
|
|
|
}
|
|
|
|
if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
|
|
|
|
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
|
|
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
|
|
|
|
}
|
|
|
|
if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
|
|
if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
|
|
if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
|
|
if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
|
|
|
|
if ( this.aoMap && this.aoMap.isTexture ) {
|
|
|
|
data.aoMap = this.aoMap.toJSON( meta ).uuid;
|
|
data.aoMapIntensity = this.aoMapIntensity;
|
|
|
|
}
|
|
|
|
if ( this.bumpMap && this.bumpMap.isTexture ) {
|
|
|
|
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
|
|
data.bumpScale = this.bumpScale;
|
|
|
|
}
|
|
|
|
if ( this.normalMap && this.normalMap.isTexture ) {
|
|
|
|
data.normalMap = this.normalMap.toJSON( meta ).uuid;
|
|
data.normalMapType = this.normalMapType;
|
|
data.normalScale = this.normalScale.toArray();
|
|
|
|
}
|
|
|
|
if ( this.displacementMap && this.displacementMap.isTexture ) {
|
|
|
|
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
|
|
data.displacementScale = this.displacementScale;
|
|
data.displacementBias = this.displacementBias;
|
|
|
|
}
|
|
|
|
if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
|
|
if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
|
|
|
|
if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
|
|
if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
|
|
|
|
if ( this.envMap && this.envMap.isTexture ) {
|
|
|
|
data.envMap = this.envMap.toJSON( meta ).uuid;
|
|
data.reflectivity = this.reflectivity; // Scale behind envMap
|
|
data.refractionRatio = this.refractionRatio;
|
|
|
|
if ( this.combine !== undefined ) { data.combine = this.combine; }
|
|
if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
|
|
|
|
}
|
|
|
|
if ( this.gradientMap && this.gradientMap.isTexture ) {
|
|
|
|
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
|
|
|
|
}
|
|
|
|
if ( this.size !== undefined ) { data.size = this.size; }
|
|
if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
|
|
|
|
if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
|
|
if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
|
|
if ( this.side !== FrontSide ) { data.side = this.side; }
|
|
if ( this.vertexColors ) { data.vertexColors = true; }
|
|
|
|
if ( this.opacity < 1 ) { data.opacity = this.opacity; }
|
|
if ( this.transparent === true ) { data.transparent = this.transparent; }
|
|
|
|
data.depthFunc = this.depthFunc;
|
|
data.depthTest = this.depthTest;
|
|
data.depthWrite = this.depthWrite;
|
|
|
|
data.stencilWrite = this.stencilWrite;
|
|
data.stencilWriteMask = this.stencilWriteMask;
|
|
data.stencilFunc = this.stencilFunc;
|
|
data.stencilRef = this.stencilRef;
|
|
data.stencilFuncMask = this.stencilFuncMask;
|
|
data.stencilFail = this.stencilFail;
|
|
data.stencilZFail = this.stencilZFail;
|
|
data.stencilZPass = this.stencilZPass;
|
|
|
|
// rotation (SpriteMaterial)
|
|
if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
|
|
|
|
if ( this.polygonOffset === true ) { data.polygonOffset = true; }
|
|
if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
|
|
if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
|
|
|
|
if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
|
|
if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
|
|
if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
|
|
if ( this.scale !== undefined ) { data.scale = this.scale; }
|
|
|
|
if ( this.dithering === true ) { data.dithering = true; }
|
|
|
|
if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
|
|
if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
|
|
|
|
if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
|
|
if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
|
|
if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
|
|
if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
|
|
|
|
if ( this.morphTargets === true ) { data.morphTargets = true; }
|
|
if ( this.morphNormals === true ) { data.morphNormals = true; }
|
|
if ( this.skinning === true ) { data.skinning = true; }
|
|
|
|
if ( this.visible === false ) { data.visible = false; }
|
|
|
|
if ( this.toneMapped === false ) { data.toneMapped = false; }
|
|
|
|
if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
|
|
|
|
// TODO: Copied from Object3D.toJSON
|
|
|
|
function extractFromCache( cache ) {
|
|
|
|
var values = [];
|
|
|
|
for ( var key in cache ) {
|
|
|
|
var data = cache[ key ];
|
|
delete data.metadata;
|
|
values.push( data );
|
|
|
|
}
|
|
|
|
return values;
|
|
|
|
}
|
|
|
|
if ( isRoot ) {
|
|
|
|
var textures = extractFromCache( meta.textures );
|
|
var images = extractFromCache( meta.images );
|
|
|
|
if ( textures.length > 0 ) { data.textures = textures; }
|
|
if ( images.length > 0 ) { data.images = images; }
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.name = source.name;
|
|
|
|
this.fog = source.fog;
|
|
|
|
this.blending = source.blending;
|
|
this.side = source.side;
|
|
this.flatShading = source.flatShading;
|
|
this.vertexColors = source.vertexColors;
|
|
|
|
this.opacity = source.opacity;
|
|
this.transparent = source.transparent;
|
|
|
|
this.blendSrc = source.blendSrc;
|
|
this.blendDst = source.blendDst;
|
|
this.blendEquation = source.blendEquation;
|
|
this.blendSrcAlpha = source.blendSrcAlpha;
|
|
this.blendDstAlpha = source.blendDstAlpha;
|
|
this.blendEquationAlpha = source.blendEquationAlpha;
|
|
|
|
this.depthFunc = source.depthFunc;
|
|
this.depthTest = source.depthTest;
|
|
this.depthWrite = source.depthWrite;
|
|
|
|
this.stencilWriteMask = source.stencilWriteMask;
|
|
this.stencilFunc = source.stencilFunc;
|
|
this.stencilRef = source.stencilRef;
|
|
this.stencilFuncMask = source.stencilFuncMask;
|
|
this.stencilFail = source.stencilFail;
|
|
this.stencilZFail = source.stencilZFail;
|
|
this.stencilZPass = source.stencilZPass;
|
|
this.stencilWrite = source.stencilWrite;
|
|
|
|
var srcPlanes = source.clippingPlanes;
|
|
var dstPlanes = null;
|
|
|
|
if ( srcPlanes !== null ) {
|
|
|
|
var n = srcPlanes.length;
|
|
dstPlanes = new Array( n );
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
dstPlanes[ i ] = srcPlanes[ i ].clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.clippingPlanes = dstPlanes;
|
|
this.clipIntersection = source.clipIntersection;
|
|
this.clipShadows = source.clipShadows;
|
|
|
|
this.shadowSide = source.shadowSide;
|
|
|
|
this.colorWrite = source.colorWrite;
|
|
|
|
this.precision = source.precision;
|
|
|
|
this.polygonOffset = source.polygonOffset;
|
|
this.polygonOffsetFactor = source.polygonOffsetFactor;
|
|
this.polygonOffsetUnits = source.polygonOffsetUnits;
|
|
|
|
this.dithering = source.dithering;
|
|
|
|
this.alphaTest = source.alphaTest;
|
|
this.premultipliedAlpha = source.premultipliedAlpha;
|
|
|
|
this.visible = source.visible;
|
|
|
|
this.toneMapped = source.toneMapped;
|
|
|
|
this.userData = JSON.parse( JSON.stringify( source.userData ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperty( Material.prototype, 'needsUpdate', {
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value === true ) { this.version ++; }
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.Multiply,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* depthTest: <bool>,
|
|
* depthWrite: <bool>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshBasicMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshBasicMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // emissive
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshBasicMaterial.prototype = Object.create( Material.prototype );
|
|
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
|
|
|
|
MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
|
|
|
|
MeshBasicMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _vector$3 = new Vector3();
|
|
var _vector2$1 = new Vector2();
|
|
|
|
function BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
if ( Array.isArray( array ) ) {
|
|
|
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
|
|
|
}
|
|
|
|
this.name = '';
|
|
|
|
this.array = array;
|
|
this.itemSize = itemSize;
|
|
this.count = array !== undefined ? array.length / itemSize : 0;
|
|
this.normalized = normalized === true;
|
|
|
|
this.usage = StaticDrawUsage;
|
|
this.updateRange = { offset: 0, count: - 1 };
|
|
|
|
this.version = 0;
|
|
|
|
}
|
|
|
|
Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value === true ) { this.version ++; }
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( BufferAttribute.prototype, {
|
|
|
|
isBufferAttribute: true,
|
|
|
|
onUploadCallback: function () {},
|
|
|
|
setUsage: function ( value ) {
|
|
|
|
this.usage = value;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.name = source.name;
|
|
this.array = new source.array.constructor( source.array );
|
|
this.itemSize = source.itemSize;
|
|
this.count = source.count;
|
|
this.normalized = source.normalized;
|
|
|
|
this.usage = source.usage;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyAt: function ( index1, attribute, index2 ) {
|
|
|
|
index1 *= this.itemSize;
|
|
index2 *= attribute.itemSize;
|
|
|
|
for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
|
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyArray: function ( array ) {
|
|
|
|
this.array.set( array );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyColorsArray: function ( colors ) {
|
|
|
|
var array = this.array;
|
|
var offset = 0;
|
|
|
|
for ( var i = 0, l = colors.length; i < l; i ++ ) {
|
|
|
|
var color = colors[ i ];
|
|
|
|
if ( color === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
|
|
color = new Color();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = color.r;
|
|
array[ offset ++ ] = color.g;
|
|
array[ offset ++ ] = color.b;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector2sArray: function ( vectors ) {
|
|
|
|
var array = this.array;
|
|
var offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
|
|
vector = new Vector2();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector3sArray: function ( vectors ) {
|
|
|
|
var array = this.array;
|
|
var offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
|
|
vector = new Vector3();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
array[ offset ++ ] = vector.z;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyVector4sArray: function ( vectors ) {
|
|
|
|
var array = this.array;
|
|
var offset = 0;
|
|
|
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
|
|
|
var vector = vectors[ i ];
|
|
|
|
if ( vector === undefined ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
|
|
vector = new Vector4();
|
|
|
|
}
|
|
|
|
array[ offset ++ ] = vector.x;
|
|
array[ offset ++ ] = vector.y;
|
|
array[ offset ++ ] = vector.z;
|
|
array[ offset ++ ] = vector.w;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix3: function ( m ) {
|
|
|
|
if ( this.itemSize === 2 ) {
|
|
|
|
for ( var i = 0, l = this.count; i < l; i ++ ) {
|
|
|
|
_vector2$1.fromBufferAttribute( this, i );
|
|
_vector2$1.applyMatrix3( m );
|
|
|
|
this.setXY( i, _vector2$1.x, _vector2$1.y );
|
|
|
|
}
|
|
|
|
} else if ( this.itemSize === 3 ) {
|
|
|
|
for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
|
|
|
|
_vector$3.fromBufferAttribute( this, i$1 );
|
|
_vector$3.applyMatrix3( m );
|
|
|
|
this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
for ( var i = 0, l = this.count; i < l; i ++ ) {
|
|
|
|
_vector$3.x = this.getX( i );
|
|
_vector$3.y = this.getY( i );
|
|
_vector$3.z = this.getZ( i );
|
|
|
|
_vector$3.applyMatrix4( m );
|
|
|
|
this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
applyNormalMatrix: function ( m ) {
|
|
|
|
for ( var i = 0, l = this.count; i < l; i ++ ) {
|
|
|
|
_vector$3.x = this.getX( i );
|
|
_vector$3.y = this.getY( i );
|
|
_vector$3.z = this.getZ( i );
|
|
|
|
_vector$3.applyNormalMatrix( m );
|
|
|
|
this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
transformDirection: function ( m ) {
|
|
|
|
for ( var i = 0, l = this.count; i < l; i ++ ) {
|
|
|
|
_vector$3.x = this.getX( i );
|
|
_vector$3.y = this.getY( i );
|
|
_vector$3.z = this.getZ( i );
|
|
|
|
_vector$3.transformDirection( m );
|
|
|
|
this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
set: function ( value, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.array.set( value, offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getX: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize ];
|
|
|
|
},
|
|
|
|
setX: function ( index, x ) {
|
|
|
|
this.array[ index * this.itemSize ] = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getY: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 1 ];
|
|
|
|
},
|
|
|
|
setY: function ( index, y ) {
|
|
|
|
this.array[ index * this.itemSize + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getZ: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 2 ];
|
|
|
|
},
|
|
|
|
setZ: function ( index, z ) {
|
|
|
|
this.array[ index * this.itemSize + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getW: function ( index ) {
|
|
|
|
return this.array[ index * this.itemSize + 3 ];
|
|
|
|
},
|
|
|
|
setW: function ( index, w ) {
|
|
|
|
this.array[ index * this.itemSize + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXY: function ( index, x, y ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZ: function ( index, x, y, z ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
this.array[ index + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZW: function ( index, x, y, z, w ) {
|
|
|
|
index *= this.itemSize;
|
|
|
|
this.array[ index + 0 ] = x;
|
|
this.array[ index + 1 ] = y;
|
|
this.array[ index + 2 ] = z;
|
|
this.array[ index + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
onUpload: function ( callback ) {
|
|
|
|
this.onUploadCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor( this.array, this.itemSize ).copy( this );
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
return {
|
|
itemSize: this.itemSize,
|
|
type: this.array.constructor.name,
|
|
array: Array.prototype.slice.call( this.array ),
|
|
normalized: this.normalized
|
|
};
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
function Int8BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
|
|
|
|
|
|
function Uint8BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
|
|
|
|
|
|
function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
|
|
|
|
|
|
function Int16BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
|
|
|
|
|
|
function Uint16BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
|
|
|
|
|
|
function Int32BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
|
|
|
|
|
|
function Uint32BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
|
|
|
|
|
|
function Float32BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
|
|
|
|
|
|
function Float64BufferAttribute( array, itemSize, normalized ) {
|
|
|
|
BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
|
|
|
|
}
|
|
|
|
Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
|
Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
|
|
|
|
var DirectGeometry = function DirectGeometry() {
|
|
|
|
this.vertices = [];
|
|
this.normals = [];
|
|
this.colors = [];
|
|
this.uvs = [];
|
|
this.uvs2 = [];
|
|
|
|
this.groups = [];
|
|
|
|
this.morphTargets = {};
|
|
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
|
|
// this.lineDistances = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// update flags
|
|
|
|
this.verticesNeedUpdate = false;
|
|
this.normalsNeedUpdate = false;
|
|
this.colorsNeedUpdate = false;
|
|
this.uvsNeedUpdate = false;
|
|
this.groupsNeedUpdate = false;
|
|
|
|
};
|
|
|
|
DirectGeometry.prototype.computeGroups = function computeGroups ( geometry ) {
|
|
|
|
var groups = [];
|
|
|
|
var group, i;
|
|
var materialIndex = undefined;
|
|
|
|
var faces = geometry.faces;
|
|
|
|
for ( i = 0; i < faces.length; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
// materials
|
|
|
|
if ( face.materialIndex !== materialIndex ) {
|
|
|
|
materialIndex = face.materialIndex;
|
|
|
|
if ( group !== undefined ) {
|
|
|
|
group.count = ( i * 3 ) - group.start;
|
|
groups.push( group );
|
|
|
|
}
|
|
|
|
group = {
|
|
start: i * 3,
|
|
materialIndex: materialIndex
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( group !== undefined ) {
|
|
|
|
group.count = ( i * 3 ) - group.start;
|
|
groups.push( group );
|
|
|
|
}
|
|
|
|
this.groups = groups;
|
|
|
|
};
|
|
|
|
DirectGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) {
|
|
|
|
var faces = geometry.faces;
|
|
var vertices = geometry.vertices;
|
|
var faceVertexUvs = geometry.faceVertexUvs;
|
|
|
|
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
|
|
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
|
|
|
|
// morphs
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
var morphTargetsLength = morphTargets.length;
|
|
|
|
var morphTargetsPosition;
|
|
|
|
if ( morphTargetsLength > 0 ) {
|
|
|
|
morphTargetsPosition = [];
|
|
|
|
for ( var i = 0; i < morphTargetsLength; i ++ ) {
|
|
|
|
morphTargetsPosition[ i ] = {
|
|
name: morphTargets[ i ].name,
|
|
data: []
|
|
};
|
|
|
|
}
|
|
|
|
this.morphTargets.position = morphTargetsPosition;
|
|
|
|
}
|
|
|
|
var morphNormals = geometry.morphNormals;
|
|
var morphNormalsLength = morphNormals.length;
|
|
|
|
var morphTargetsNormal;
|
|
|
|
if ( morphNormalsLength > 0 ) {
|
|
|
|
morphTargetsNormal = [];
|
|
|
|
for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
|
|
|
|
morphTargetsNormal[ i$1 ] = {
|
|
name: morphNormals[ i$1 ].name,
|
|
data: []
|
|
};
|
|
|
|
}
|
|
|
|
this.morphTargets.normal = morphTargetsNormal;
|
|
|
|
}
|
|
|
|
// skins
|
|
|
|
var skinIndices = geometry.skinIndices;
|
|
var skinWeights = geometry.skinWeights;
|
|
|
|
var hasSkinIndices = skinIndices.length === vertices.length;
|
|
var hasSkinWeights = skinWeights.length === vertices.length;
|
|
|
|
//
|
|
|
|
if ( vertices.length > 0 && faces.length === 0 ) {
|
|
|
|
console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
|
|
|
|
}
|
|
|
|
for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
|
|
|
|
var face = faces[ i$2 ];
|
|
|
|
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
|
|
|
|
} else {
|
|
|
|
var normal = face.normal;
|
|
|
|
this.normals.push( normal, normal, normal );
|
|
|
|
}
|
|
|
|
var vertexColors = face.vertexColors;
|
|
|
|
if ( vertexColors.length === 3 ) {
|
|
|
|
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
|
|
|
|
} else {
|
|
|
|
var color = face.color;
|
|
|
|
this.colors.push( color, color, color );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexUv === true ) {
|
|
|
|
var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
|
|
|
|
if ( vertexUvs !== undefined ) {
|
|
|
|
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
|
|
|
|
this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexUv2 === true ) {
|
|
|
|
var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
|
|
|
|
if ( vertexUvs$1 !== undefined ) {
|
|
|
|
this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
|
|
|
|
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// morphs
|
|
|
|
for ( var j = 0; j < morphTargetsLength; j ++ ) {
|
|
|
|
var morphTarget = morphTargets[ j ].vertices;
|
|
|
|
morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
|
|
|
|
}
|
|
|
|
for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
|
|
|
|
var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
|
|
|
|
morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
|
|
|
|
}
|
|
|
|
// skins
|
|
|
|
if ( hasSkinIndices ) {
|
|
|
|
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
|
|
|
|
}
|
|
|
|
if ( hasSkinWeights ) {
|
|
|
|
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.computeGroups( geometry );
|
|
|
|
this.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
|
this.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
|
this.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
|
this.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
|
this.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function arrayMax( array ) {
|
|
|
|
if ( array.length === 0 ) { return - Infinity; }
|
|
|
|
var max = array[ 0 ];
|
|
|
|
for ( var i = 1, l = array.length; i < l; ++ i ) {
|
|
|
|
if ( array[ i ] > max ) { max = array[ i ]; }
|
|
|
|
}
|
|
|
|
return max;
|
|
|
|
}
|
|
|
|
var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
|
|
|
|
var _m1$2 = new Matrix4();
|
|
var _obj = new Object3D();
|
|
var _offset = new Vector3();
|
|
var _box$2 = new Box3();
|
|
var _boxMorphTargets = new Box3();
|
|
var _vector$4 = new Vector3();
|
|
|
|
function BufferGeometry() {
|
|
|
|
Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'BufferGeometry';
|
|
|
|
this.index = null;
|
|
this.attributes = {};
|
|
|
|
this.morphAttributes = {};
|
|
this.morphTargetsRelative = false;
|
|
|
|
this.groups = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
this.drawRange = { start: 0, count: Infinity };
|
|
|
|
this.userData = {};
|
|
|
|
}
|
|
|
|
BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: BufferGeometry,
|
|
|
|
isBufferGeometry: true,
|
|
|
|
getIndex: function () {
|
|
|
|
return this.index;
|
|
|
|
},
|
|
|
|
setIndex: function ( index ) {
|
|
|
|
if ( Array.isArray( index ) ) {
|
|
|
|
this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
|
|
|
|
} else {
|
|
|
|
this.index = index;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getAttribute: function ( name ) {
|
|
|
|
return this.attributes[ name ];
|
|
|
|
},
|
|
|
|
setAttribute: function ( name, attribute ) {
|
|
|
|
this.attributes[ name ] = attribute;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
deleteAttribute: function ( name ) {
|
|
|
|
delete this.attributes[ name ];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addGroup: function ( start, count, materialIndex ) {
|
|
|
|
this.groups.push( {
|
|
|
|
start: start,
|
|
count: count,
|
|
materialIndex: materialIndex !== undefined ? materialIndex : 0
|
|
|
|
} );
|
|
|
|
},
|
|
|
|
clearGroups: function () {
|
|
|
|
this.groups = [];
|
|
|
|
},
|
|
|
|
setDrawRange: function ( start, count ) {
|
|
|
|
this.drawRange.start = start;
|
|
this.drawRange.count = count;
|
|
|
|
},
|
|
|
|
applyMatrix4: function ( matrix ) {
|
|
|
|
var position = this.attributes.position;
|
|
|
|
if ( position !== undefined ) {
|
|
|
|
position.applyMatrix4( matrix );
|
|
|
|
position.needsUpdate = true;
|
|
|
|
}
|
|
|
|
var normal = this.attributes.normal;
|
|
|
|
if ( normal !== undefined ) {
|
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
normal.applyNormalMatrix( normalMatrix );
|
|
|
|
normal.needsUpdate = true;
|
|
|
|
}
|
|
|
|
var tangent = this.attributes.tangent;
|
|
|
|
if ( tangent !== undefined ) {
|
|
|
|
tangent.transformDirection( matrix );
|
|
|
|
tangent.needsUpdate = true;
|
|
|
|
}
|
|
|
|
if ( this.boundingBox !== null ) {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
}
|
|
|
|
if ( this.boundingSphere !== null ) {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateX: function ( angle ) {
|
|
|
|
// rotate geometry around world x-axis
|
|
|
|
_m1$2.makeRotationX( angle );
|
|
|
|
this.applyMatrix4( _m1$2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateY: function ( angle ) {
|
|
|
|
// rotate geometry around world y-axis
|
|
|
|
_m1$2.makeRotationY( angle );
|
|
|
|
this.applyMatrix4( _m1$2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateZ: function ( angle ) {
|
|
|
|
// rotate geometry around world z-axis
|
|
|
|
_m1$2.makeRotationZ( angle );
|
|
|
|
this.applyMatrix4( _m1$2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translate: function ( x, y, z ) {
|
|
|
|
// translate geometry
|
|
|
|
_m1$2.makeTranslation( x, y, z );
|
|
|
|
this.applyMatrix4( _m1$2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
scale: function ( x, y, z ) {
|
|
|
|
// scale geometry
|
|
|
|
_m1$2.makeScale( x, y, z );
|
|
|
|
this.applyMatrix4( _m1$2 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lookAt: function ( vector ) {
|
|
|
|
_obj.lookAt( vector );
|
|
|
|
_obj.updateMatrix();
|
|
|
|
this.applyMatrix4( _obj.matrix );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
center: function () {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
this.boundingBox.getCenter( _offset ).negate();
|
|
|
|
this.translate( _offset.x, _offset.y, _offset.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromObject: function ( object ) {
|
|
|
|
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( object.isPoints || object.isLine ) {
|
|
|
|
var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
|
|
var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
|
|
|
|
this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
|
|
this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
|
|
|
|
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
|
|
|
|
var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
|
|
|
|
this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
|
|
|
|
}
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
} else if ( object.isMesh ) {
|
|
|
|
if ( geometry && geometry.isGeometry ) {
|
|
|
|
this.fromGeometry( geometry );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setFromPoints: function ( points ) {
|
|
|
|
var position = [];
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
var point = points[ i ];
|
|
position.push( point.x, point.y, point.z || 0 );
|
|
|
|
}
|
|
|
|
this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
updateFromObject: function ( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( object.isMesh ) {
|
|
|
|
var direct = geometry.__directGeometry;
|
|
|
|
if ( geometry.elementsNeedUpdate === true ) {
|
|
|
|
direct = undefined;
|
|
geometry.elementsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( direct === undefined ) {
|
|
|
|
return this.fromGeometry( geometry );
|
|
|
|
}
|
|
|
|
direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
|
direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
|
direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
|
direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
|
direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
|
|
|
geometry.verticesNeedUpdate = false;
|
|
geometry.normalsNeedUpdate = false;
|
|
geometry.colorsNeedUpdate = false;
|
|
geometry.uvsNeedUpdate = false;
|
|
geometry.groupsNeedUpdate = false;
|
|
|
|
geometry = direct;
|
|
|
|
}
|
|
|
|
if ( geometry.verticesNeedUpdate === true ) {
|
|
|
|
var attribute = this.attributes.position;
|
|
|
|
if ( attribute !== undefined ) {
|
|
|
|
attribute.copyVector3sArray( geometry.vertices );
|
|
attribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.verticesNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.normalsNeedUpdate === true ) {
|
|
|
|
var attribute$1 = this.attributes.normal;
|
|
|
|
if ( attribute$1 !== undefined ) {
|
|
|
|
attribute$1.copyVector3sArray( geometry.normals );
|
|
attribute$1.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.normalsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.colorsNeedUpdate === true ) {
|
|
|
|
var attribute$2 = this.attributes.color;
|
|
|
|
if ( attribute$2 !== undefined ) {
|
|
|
|
attribute$2.copyColorsArray( geometry.colors );
|
|
attribute$2.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.colorsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.uvsNeedUpdate ) {
|
|
|
|
var attribute$3 = this.attributes.uv;
|
|
|
|
if ( attribute$3 !== undefined ) {
|
|
|
|
attribute$3.copyVector2sArray( geometry.uvs );
|
|
attribute$3.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.uvsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.lineDistancesNeedUpdate ) {
|
|
|
|
var attribute$4 = this.attributes.lineDistance;
|
|
|
|
if ( attribute$4 !== undefined ) {
|
|
|
|
attribute$4.copyArray( geometry.lineDistances );
|
|
attribute$4.needsUpdate = true;
|
|
|
|
}
|
|
|
|
geometry.lineDistancesNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( geometry.groupsNeedUpdate ) {
|
|
|
|
geometry.computeGroups( object.geometry );
|
|
this.groups = geometry.groups;
|
|
|
|
geometry.groupsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromGeometry: function ( geometry ) {
|
|
|
|
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
|
|
|
|
return this.fromDirectGeometry( geometry.__directGeometry );
|
|
|
|
},
|
|
|
|
fromDirectGeometry: function ( geometry ) {
|
|
|
|
var positions = new Float32Array( geometry.vertices.length * 3 );
|
|
this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
|
|
|
|
if ( geometry.normals.length > 0 ) {
|
|
|
|
var normals = new Float32Array( geometry.normals.length * 3 );
|
|
this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
|
|
|
|
}
|
|
|
|
if ( geometry.colors.length > 0 ) {
|
|
|
|
var colors = new Float32Array( geometry.colors.length * 3 );
|
|
this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
|
|
|
|
}
|
|
|
|
if ( geometry.uvs.length > 0 ) {
|
|
|
|
var uvs = new Float32Array( geometry.uvs.length * 2 );
|
|
this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
|
|
|
|
}
|
|
|
|
if ( geometry.uvs2.length > 0 ) {
|
|
|
|
var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
|
|
this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
|
|
|
|
}
|
|
|
|
// groups
|
|
|
|
this.groups = geometry.groups;
|
|
|
|
// morphs
|
|
|
|
for ( var name in geometry.morphTargets ) {
|
|
|
|
var array = [];
|
|
var morphTargets = geometry.morphTargets[ name ];
|
|
|
|
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
|
|
|
|
var morphTarget = morphTargets[ i ];
|
|
|
|
var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
|
|
attribute.name = morphTarget.name;
|
|
|
|
array.push( attribute.copyVector3sArray( morphTarget.data ) );
|
|
|
|
}
|
|
|
|
this.morphAttributes[ name ] = array;
|
|
|
|
}
|
|
|
|
// skinning
|
|
|
|
if ( geometry.skinIndices.length > 0 ) {
|
|
|
|
var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
|
|
this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
|
|
|
|
}
|
|
|
|
if ( geometry.skinWeights.length > 0 ) {
|
|
|
|
var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
|
|
this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
computeBoundingBox: function () {
|
|
|
|
if ( this.boundingBox === null ) {
|
|
|
|
this.boundingBox = new Box3();
|
|
|
|
}
|
|
|
|
var position = this.attributes.position;
|
|
var morphAttributesPosition = this.morphAttributes.position;
|
|
|
|
if ( position && position.isGLBufferAttribute ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );
|
|
|
|
this.boundingBox.set(
|
|
new Vector3( - Infinity, - Infinity, - Infinity ),
|
|
new Vector3( + Infinity, + Infinity, + Infinity )
|
|
);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( position !== undefined ) {
|
|
|
|
this.boundingBox.setFromBufferAttribute( position );
|
|
|
|
// process morph attributes if present
|
|
|
|
if ( morphAttributesPosition ) {
|
|
|
|
for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
|
|
|
|
var morphAttribute = morphAttributesPosition[ i ];
|
|
_box$2.setFromBufferAttribute( morphAttribute );
|
|
|
|
if ( this.morphTargetsRelative ) {
|
|
|
|
_vector$4.addVectors( this.boundingBox.min, _box$2.min );
|
|
this.boundingBox.expandByPoint( _vector$4 );
|
|
|
|
_vector$4.addVectors( this.boundingBox.max, _box$2.max );
|
|
this.boundingBox.expandByPoint( _vector$4 );
|
|
|
|
} else {
|
|
|
|
this.boundingBox.expandByPoint( _box$2.min );
|
|
this.boundingBox.expandByPoint( _box$2.max );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
this.boundingBox.makeEmpty();
|
|
|
|
}
|
|
|
|
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeBoundingSphere: function () {
|
|
|
|
if ( this.boundingSphere === null ) {
|
|
|
|
this.boundingSphere = new Sphere();
|
|
|
|
}
|
|
|
|
var position = this.attributes.position;
|
|
var morphAttributesPosition = this.morphAttributes.position;
|
|
|
|
if ( position && position.isGLBufferAttribute ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );
|
|
|
|
this.boundingSphere.set( new Vector3(), Infinity );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( position ) {
|
|
|
|
// first, find the center of the bounding sphere
|
|
|
|
var center = this.boundingSphere.center;
|
|
|
|
_box$2.setFromBufferAttribute( position );
|
|
|
|
// process morph attributes if present
|
|
|
|
if ( morphAttributesPosition ) {
|
|
|
|
for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
|
|
|
|
var morphAttribute = morphAttributesPosition[ i ];
|
|
_boxMorphTargets.setFromBufferAttribute( morphAttribute );
|
|
|
|
if ( this.morphTargetsRelative ) {
|
|
|
|
_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
|
|
_box$2.expandByPoint( _vector$4 );
|
|
|
|
_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
|
|
_box$2.expandByPoint( _vector$4 );
|
|
|
|
} else {
|
|
|
|
_box$2.expandByPoint( _boxMorphTargets.min );
|
|
_box$2.expandByPoint( _boxMorphTargets.max );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_box$2.getCenter( center );
|
|
|
|
// second, try to find a boundingSphere with a radius smaller than the
|
|
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
|
|
|
|
var maxRadiusSq = 0;
|
|
|
|
for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
|
|
|
|
_vector$4.fromBufferAttribute( position, i$1 );
|
|
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
|
|
|
|
}
|
|
|
|
// process morph attributes if present
|
|
|
|
if ( morphAttributesPosition ) {
|
|
|
|
for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
var morphAttribute$1 = morphAttributesPosition[ i$2 ];
|
|
var morphTargetsRelative = this.morphTargetsRelative;
|
|
|
|
for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
|
|
|
|
_vector$4.fromBufferAttribute( morphAttribute$1, j );
|
|
|
|
if ( morphTargetsRelative ) {
|
|
|
|
_offset.fromBufferAttribute( position, j );
|
|
_vector$4.add( _offset );
|
|
|
|
}
|
|
|
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
|
|
|
if ( isNaN( this.boundingSphere.radius ) ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeFaceNormals: function () {
|
|
|
|
// backwards compatibility
|
|
|
|
},
|
|
|
|
computeVertexNormals: function () {
|
|
|
|
var index = this.index;
|
|
var positionAttribute = this.getAttribute( 'position' );
|
|
|
|
if ( positionAttribute !== undefined ) {
|
|
|
|
var normalAttribute = this.getAttribute( 'normal' );
|
|
|
|
if ( normalAttribute === undefined ) {
|
|
|
|
normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
|
|
this.setAttribute( 'normal', normalAttribute );
|
|
|
|
} else {
|
|
|
|
// reset existing normals to zero
|
|
|
|
for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
|
|
|
|
normalAttribute.setXYZ( i, 0, 0, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
|
|
var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
// indexed elements
|
|
|
|
if ( index ) {
|
|
|
|
for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
|
|
|
|
var vA = index.getX( i$1 + 0 );
|
|
var vB = index.getX( i$1 + 1 );
|
|
var vC = index.getX( i$1 + 2 );
|
|
|
|
pA.fromBufferAttribute( positionAttribute, vA );
|
|
pB.fromBufferAttribute( positionAttribute, vB );
|
|
pC.fromBufferAttribute( positionAttribute, vC );
|
|
|
|
cb.subVectors( pC, pB );
|
|
ab.subVectors( pA, pB );
|
|
cb.cross( ab );
|
|
|
|
nA.fromBufferAttribute( normalAttribute, vA );
|
|
nB.fromBufferAttribute( normalAttribute, vB );
|
|
nC.fromBufferAttribute( normalAttribute, vC );
|
|
|
|
nA.add( cb );
|
|
nB.add( cb );
|
|
nC.add( cb );
|
|
|
|
normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
|
|
normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
|
|
normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed elements (unconnected triangle soup)
|
|
|
|
for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
|
|
|
|
pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
|
|
pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
|
|
pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
|
|
|
|
cb.subVectors( pC, pB );
|
|
ab.subVectors( pA, pB );
|
|
cb.cross( ab );
|
|
|
|
normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
|
|
normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
|
|
normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.normalizeNormals();
|
|
|
|
normalAttribute.needsUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
merge: function ( geometry, offset ) {
|
|
|
|
if ( ! ( geometry && geometry.isBufferGeometry ) ) {
|
|
|
|
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( offset === undefined ) {
|
|
|
|
offset = 0;
|
|
|
|
console.warn(
|
|
'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
|
|
+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
|
|
);
|
|
|
|
}
|
|
|
|
var attributes = this.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
if ( geometry.attributes[ key ] === undefined ) { continue; }
|
|
|
|
var attribute1 = attributes[ key ];
|
|
var attributeArray1 = attribute1.array;
|
|
|
|
var attribute2 = geometry.attributes[ key ];
|
|
var attributeArray2 = attribute2.array;
|
|
|
|
var attributeOffset = attribute2.itemSize * offset;
|
|
var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
|
|
|
|
for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
|
|
|
|
attributeArray1[ j ] = attributeArray2[ i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
normalizeNormals: function () {
|
|
|
|
var normals = this.attributes.normal;
|
|
|
|
for ( var i = 0, il = normals.count; i < il; i ++ ) {
|
|
|
|
_vector$4.fromBufferAttribute( normals, i );
|
|
|
|
_vector$4.normalize();
|
|
|
|
normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toNonIndexed: function () {
|
|
|
|
function convertBufferAttribute( attribute, indices ) {
|
|
|
|
var array = attribute.array;
|
|
var itemSize = attribute.itemSize;
|
|
var normalized = attribute.normalized;
|
|
|
|
var array2 = new array.constructor( indices.length * itemSize );
|
|
|
|
var index = 0, index2 = 0;
|
|
|
|
for ( var i = 0, l = indices.length; i < l; i ++ ) {
|
|
|
|
index = indices[ i ] * itemSize;
|
|
|
|
for ( var j = 0; j < itemSize; j ++ ) {
|
|
|
|
array2[ index2 ++ ] = array[ index ++ ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return new BufferAttribute( array2, itemSize, normalized );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( this.index === null ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
|
|
return this;
|
|
|
|
}
|
|
|
|
var geometry2 = new BufferGeometry();
|
|
|
|
var indices = this.index.array;
|
|
var attributes = this.attributes;
|
|
|
|
// attributes
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
var attribute = attributes[ name ];
|
|
|
|
var newAttribute = convertBufferAttribute( attribute, indices );
|
|
|
|
geometry2.setAttribute( name, newAttribute );
|
|
|
|
}
|
|
|
|
// morph attributes
|
|
|
|
var morphAttributes = this.morphAttributes;
|
|
|
|
for ( var name$1 in morphAttributes ) {
|
|
|
|
var morphArray = [];
|
|
var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
|
|
|
|
for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
|
|
|
|
var attribute$1 = morphAttribute[ i ];
|
|
|
|
var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
|
|
|
|
morphArray.push( newAttribute$1 );
|
|
|
|
}
|
|
|
|
geometry2.morphAttributes[ name$1 ] = morphArray;
|
|
|
|
}
|
|
|
|
geometry2.morphTargetsRelative = this.morphTargetsRelative;
|
|
|
|
// groups
|
|
|
|
var groups = this.groups;
|
|
|
|
for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
|
|
|
|
var group = groups[ i$1 ];
|
|
geometry2.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
return geometry2;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.5,
|
|
type: 'BufferGeometry',
|
|
generator: 'BufferGeometry.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard BufferGeometry serialization
|
|
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
if ( this.name !== '' ) { data.name = this.name; }
|
|
if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
|
|
|
|
if ( this.parameters !== undefined ) {
|
|
|
|
var parameters = this.parameters;
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
data.data = { attributes: {} };
|
|
|
|
var index = this.index;
|
|
|
|
if ( index !== null ) {
|
|
|
|
data.data.index = {
|
|
type: index.array.constructor.name,
|
|
array: Array.prototype.slice.call( index.array )
|
|
};
|
|
|
|
}
|
|
|
|
var attributes = this.attributes;
|
|
|
|
for ( var key$1 in attributes ) {
|
|
|
|
var attribute = attributes[ key$1 ];
|
|
|
|
var attributeData = attribute.toJSON( data.data );
|
|
|
|
if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
|
|
|
|
data.data.attributes[ key$1 ] = attributeData;
|
|
|
|
}
|
|
|
|
var morphAttributes = {};
|
|
var hasMorphAttributes = false;
|
|
|
|
for ( var key$2 in this.morphAttributes ) {
|
|
|
|
var attributeArray = this.morphAttributes[ key$2 ];
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
|
|
|
|
var attribute$1 = attributeArray[ i ];
|
|
|
|
var attributeData$1 = attribute$1.toJSON( data.data );
|
|
|
|
if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
|
|
|
|
array.push( attributeData$1 );
|
|
|
|
}
|
|
|
|
if ( array.length > 0 ) {
|
|
|
|
morphAttributes[ key$2 ] = array;
|
|
|
|
hasMorphAttributes = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hasMorphAttributes ) {
|
|
|
|
data.data.morphAttributes = morphAttributes;
|
|
data.data.morphTargetsRelative = this.morphTargetsRelative;
|
|
|
|
}
|
|
|
|
var groups = this.groups;
|
|
|
|
if ( groups.length > 0 ) {
|
|
|
|
data.data.groups = JSON.parse( JSON.stringify( groups ) );
|
|
|
|
}
|
|
|
|
var boundingSphere = this.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
data.data.boundingSphere = {
|
|
center: boundingSphere.center.toArray(),
|
|
radius: boundingSphere.radius
|
|
};
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
/*
|
|
// Handle primitives
|
|
|
|
const parameters = this.parameters;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
const values = [];
|
|
|
|
for ( const key in parameters ) {
|
|
|
|
values.push( parameters[ key ] );
|
|
|
|
}
|
|
|
|
const geometry = Object.create( this.constructor.prototype );
|
|
this.constructor.apply( geometry, values );
|
|
return geometry;
|
|
|
|
}
|
|
|
|
return new this.constructor().copy( this );
|
|
*/
|
|
|
|
return new BufferGeometry().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
// reset
|
|
|
|
this.index = null;
|
|
this.attributes = {};
|
|
this.morphAttributes = {};
|
|
this.groups = [];
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// used for storing cloned, shared data
|
|
|
|
var data = {};
|
|
|
|
// name
|
|
|
|
this.name = source.name;
|
|
|
|
// index
|
|
|
|
var index = source.index;
|
|
|
|
if ( index !== null ) {
|
|
|
|
this.setIndex( index.clone( data ) );
|
|
|
|
}
|
|
|
|
// attributes
|
|
|
|
var attributes = source.attributes;
|
|
|
|
for ( var name in attributes ) {
|
|
|
|
var attribute = attributes[ name ];
|
|
this.setAttribute( name, attribute.clone( data ) );
|
|
|
|
}
|
|
|
|
// morph attributes
|
|
|
|
var morphAttributes = source.morphAttributes;
|
|
|
|
for ( var name$1 in morphAttributes ) {
|
|
|
|
var array = [];
|
|
var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
|
|
|
|
for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
|
|
|
|
array.push( morphAttribute[ i ].clone( data ) );
|
|
|
|
}
|
|
|
|
this.morphAttributes[ name$1 ] = array;
|
|
|
|
}
|
|
|
|
this.morphTargetsRelative = source.morphTargetsRelative;
|
|
|
|
// groups
|
|
|
|
var groups = source.groups;
|
|
|
|
for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
|
|
|
|
var group = groups[ i$1 ];
|
|
this.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
// bounding box
|
|
|
|
var boundingBox = source.boundingBox;
|
|
|
|
if ( boundingBox !== null ) {
|
|
|
|
this.boundingBox = boundingBox.clone();
|
|
|
|
}
|
|
|
|
// bounding sphere
|
|
|
|
var boundingSphere = source.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = boundingSphere.clone();
|
|
|
|
}
|
|
|
|
// draw range
|
|
|
|
this.drawRange.start = source.drawRange.start;
|
|
this.drawRange.count = source.drawRange.count;
|
|
|
|
// user data
|
|
|
|
this.userData = source.userData;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _inverseMatrix = new Matrix4();
|
|
var _ray = new Ray();
|
|
var _sphere = new Sphere();
|
|
|
|
var _vA = new Vector3();
|
|
var _vB = new Vector3();
|
|
var _vC = new Vector3();
|
|
|
|
var _tempA = new Vector3();
|
|
var _tempB = new Vector3();
|
|
var _tempC = new Vector3();
|
|
|
|
var _morphA = new Vector3();
|
|
var _morphB = new Vector3();
|
|
var _morphC = new Vector3();
|
|
|
|
var _uvA = new Vector2();
|
|
var _uvB = new Vector2();
|
|
var _uvC = new Vector2();
|
|
|
|
var _intersectionPoint = new Vector3();
|
|
var _intersectionPointWorld = new Vector3();
|
|
|
|
function Mesh( geometry, material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Mesh';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new MeshBasicMaterial();
|
|
|
|
this.updateMorphTargets();
|
|
|
|
}
|
|
|
|
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Mesh,
|
|
|
|
isMesh: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
if ( source.morphTargetInfluences !== undefined ) {
|
|
|
|
this.morphTargetInfluences = source.morphTargetInfluences.slice();
|
|
|
|
}
|
|
|
|
if ( source.morphTargetDictionary !== undefined ) {
|
|
|
|
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
|
|
|
|
}
|
|
|
|
this.material = source.material;
|
|
this.geometry = source.geometry;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
updateMorphTargets: function () {
|
|
|
|
var geometry = this.geometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
var keys = Object.keys( morphAttributes );
|
|
|
|
if ( keys.length > 0 ) {
|
|
|
|
var morphAttribute = morphAttributes[ keys[ 0 ] ];
|
|
|
|
if ( morphAttribute !== undefined ) {
|
|
|
|
this.morphTargetInfluences = [];
|
|
this.morphTargetDictionary = {};
|
|
|
|
for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
|
|
|
|
var name = morphAttribute[ m ].name || String( m );
|
|
|
|
this.morphTargetInfluences.push( 0 );
|
|
this.morphTargetDictionary[ name ] = m;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
|
|
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
|
|
|
|
console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
var geometry = this.geometry;
|
|
var material = this.material;
|
|
var matrixWorld = this.matrixWorld;
|
|
|
|
if ( material === undefined ) { return; }
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
|
|
|
|
_sphere.copy( geometry.boundingSphere );
|
|
_sphere.applyMatrix4( matrixWorld );
|
|
|
|
if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
|
|
|
|
//
|
|
|
|
_inverseMatrix.getInverse( matrixWorld );
|
|
_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
|
|
|
|
// Check boundingBox before continuing
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
|
|
|
|
}
|
|
|
|
var intersection;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var index = geometry.index;
|
|
var position = geometry.attributes.position;
|
|
var morphPosition = geometry.morphAttributes.position;
|
|
var morphTargetsRelative = geometry.morphTargetsRelative;
|
|
var uv = geometry.attributes.uv;
|
|
var uv2 = geometry.attributes.uv2;
|
|
var groups = geometry.groups;
|
|
var drawRange = geometry.drawRange;
|
|
|
|
if ( index !== null ) {
|
|
|
|
// indexed buffer geometry
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
for ( var i = 0, il = groups.length; i < il; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
var groupMaterial = material[ group.materialIndex ];
|
|
|
|
var start = Math.max( group.start, drawRange.start );
|
|
var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
|
|
|
|
for ( var j = start, jl = end; j < jl; j += 3 ) {
|
|
|
|
var a = index.getX( j );
|
|
var b = index.getX( j + 1 );
|
|
var c = index.getX( j + 2 );
|
|
|
|
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
|
|
intersection.face.materialIndex = group.materialIndex;
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var start$1 = Math.max( 0, drawRange.start );
|
|
var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
|
|
|
|
for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
|
|
|
|
var a$1 = index.getX( i$1 );
|
|
var b$1 = index.getX( i$1 + 1 );
|
|
var c$1 = index.getX( i$1 + 2 );
|
|
|
|
intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( position !== undefined ) {
|
|
|
|
// non-indexed buffer geometry
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
var group$1 = groups[ i$2 ];
|
|
var groupMaterial$1 = material[ group$1.materialIndex ];
|
|
|
|
var start$2 = Math.max( group$1.start, drawRange.start );
|
|
var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
|
|
|
|
for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
|
|
|
|
var a$2 = j$1;
|
|
var b$2 = j$1 + 1;
|
|
var c$2 = j$1 + 2;
|
|
|
|
intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
|
|
intersection.face.materialIndex = group$1.materialIndex;
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var start$3 = Math.max( 0, drawRange.start );
|
|
var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
|
|
|
|
for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
|
|
|
|
var a$3 = i$3;
|
|
var b$3 = i$3 + 1;
|
|
var c$3 = i$3 + 2;
|
|
|
|
intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
|
|
|
|
if ( intersection ) {
|
|
|
|
intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var isMultiMaterial = Array.isArray( material );
|
|
|
|
var vertices = geometry.vertices;
|
|
var faces = geometry.faces;
|
|
var uvs;
|
|
|
|
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
|
|
if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
|
|
|
|
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
|
|
|
var face = faces[ f ];
|
|
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
|
|
|
|
if ( faceMaterial === undefined ) { continue; }
|
|
|
|
var fvA = vertices[ face.a ];
|
|
var fvB = vertices[ face.b ];
|
|
var fvC = vertices[ face.c ];
|
|
|
|
intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
|
|
|
|
if ( intersection ) {
|
|
|
|
if ( uvs && uvs[ f ] ) {
|
|
|
|
var uvs_f = uvs[ f ];
|
|
_uvA.copy( uvs_f[ 0 ] );
|
|
_uvB.copy( uvs_f[ 1 ] );
|
|
_uvC.copy( uvs_f[ 2 ] );
|
|
|
|
intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
|
|
|
|
}
|
|
|
|
intersection.face = face;
|
|
intersection.faceIndex = f;
|
|
intersects.push( intersection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
|
|
|
|
var intersect;
|
|
|
|
if ( material.side === BackSide ) {
|
|
|
|
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
|
|
|
|
} else {
|
|
|
|
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
|
|
|
|
}
|
|
|
|
if ( intersect === null ) { return null; }
|
|
|
|
_intersectionPointWorld.copy( point );
|
|
_intersectionPointWorld.applyMatrix4( object.matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
|
|
|
|
return {
|
|
distance: distance,
|
|
point: _intersectionPointWorld.clone(),
|
|
object: object
|
|
};
|
|
|
|
}
|
|
|
|
function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
|
|
|
|
_vA.fromBufferAttribute( position, a );
|
|
_vB.fromBufferAttribute( position, b );
|
|
_vC.fromBufferAttribute( position, c );
|
|
|
|
var morphInfluences = object.morphTargetInfluences;
|
|
|
|
if ( material.morphTargets && morphPosition && morphInfluences ) {
|
|
|
|
_morphA.set( 0, 0, 0 );
|
|
_morphB.set( 0, 0, 0 );
|
|
_morphC.set( 0, 0, 0 );
|
|
|
|
for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
|
|
|
|
var influence = morphInfluences[ i ];
|
|
var morphAttribute = morphPosition[ i ];
|
|
|
|
if ( influence === 0 ) { continue; }
|
|
|
|
_tempA.fromBufferAttribute( morphAttribute, a );
|
|
_tempB.fromBufferAttribute( morphAttribute, b );
|
|
_tempC.fromBufferAttribute( morphAttribute, c );
|
|
|
|
if ( morphTargetsRelative ) {
|
|
|
|
_morphA.addScaledVector( _tempA, influence );
|
|
_morphB.addScaledVector( _tempB, influence );
|
|
_morphC.addScaledVector( _tempC, influence );
|
|
|
|
} else {
|
|
|
|
_morphA.addScaledVector( _tempA.sub( _vA ), influence );
|
|
_morphB.addScaledVector( _tempB.sub( _vB ), influence );
|
|
_morphC.addScaledVector( _tempC.sub( _vC ), influence );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_vA.add( _morphA );
|
|
_vB.add( _morphB );
|
|
_vC.add( _morphC );
|
|
|
|
}
|
|
|
|
if ( object.isSkinnedMesh ) {
|
|
|
|
object.boneTransform( a, _vA );
|
|
object.boneTransform( b, _vB );
|
|
object.boneTransform( c, _vC );
|
|
|
|
}
|
|
|
|
var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
|
|
|
|
if ( intersection ) {
|
|
|
|
if ( uv ) {
|
|
|
|
_uvA.fromBufferAttribute( uv, a );
|
|
_uvB.fromBufferAttribute( uv, b );
|
|
_uvC.fromBufferAttribute( uv, c );
|
|
|
|
intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
|
|
|
|
}
|
|
|
|
if ( uv2 ) {
|
|
|
|
_uvA.fromBufferAttribute( uv2, a );
|
|
_uvB.fromBufferAttribute( uv2, b );
|
|
_uvC.fromBufferAttribute( uv2, c );
|
|
|
|
intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
|
|
|
|
}
|
|
|
|
var face = new Face3( a, b, c );
|
|
Triangle.getNormal( _vA, _vB, _vC, face.normal );
|
|
|
|
intersection.face = face;
|
|
|
|
}
|
|
|
|
return intersection;
|
|
|
|
}
|
|
|
|
var _geometryId = 0; // Geometry uses even numbers as Id
|
|
var _m1$3 = new Matrix4();
|
|
var _obj$1 = new Object3D();
|
|
var _offset$1 = new Vector3();
|
|
|
|
function Geometry() {
|
|
|
|
Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.name = '';
|
|
this.type = 'Geometry';
|
|
|
|
this.vertices = [];
|
|
this.colors = [];
|
|
this.faces = [];
|
|
this.faceVertexUvs = [[]];
|
|
|
|
this.morphTargets = [];
|
|
this.morphNormals = [];
|
|
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
|
|
this.lineDistances = [];
|
|
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// update flags
|
|
|
|
this.elementsNeedUpdate = false;
|
|
this.verticesNeedUpdate = false;
|
|
this.uvsNeedUpdate = false;
|
|
this.normalsNeedUpdate = false;
|
|
this.colorsNeedUpdate = false;
|
|
this.lineDistancesNeedUpdate = false;
|
|
this.groupsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: Geometry,
|
|
|
|
isGeometry: true,
|
|
|
|
applyMatrix4: function ( matrix ) {
|
|
|
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
|
var vertex = this.vertices[ i ];
|
|
vertex.applyMatrix4( matrix );
|
|
|
|
}
|
|
|
|
for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
var face = this.faces[ i$1 ];
|
|
face.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
|
|
|
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.boundingBox !== null ) {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
}
|
|
|
|
if ( this.boundingSphere !== null ) {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
}
|
|
|
|
this.verticesNeedUpdate = true;
|
|
this.normalsNeedUpdate = true;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateX: function ( angle ) {
|
|
|
|
// rotate geometry around world x-axis
|
|
|
|
_m1$3.makeRotationX( angle );
|
|
|
|
this.applyMatrix4( _m1$3 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateY: function ( angle ) {
|
|
|
|
// rotate geometry around world y-axis
|
|
|
|
_m1$3.makeRotationY( angle );
|
|
|
|
this.applyMatrix4( _m1$3 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
rotateZ: function ( angle ) {
|
|
|
|
// rotate geometry around world z-axis
|
|
|
|
_m1$3.makeRotationZ( angle );
|
|
|
|
this.applyMatrix4( _m1$3 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
translate: function ( x, y, z ) {
|
|
|
|
// translate geometry
|
|
|
|
_m1$3.makeTranslation( x, y, z );
|
|
|
|
this.applyMatrix4( _m1$3 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
scale: function ( x, y, z ) {
|
|
|
|
// scale geometry
|
|
|
|
_m1$3.makeScale( x, y, z );
|
|
|
|
this.applyMatrix4( _m1$3 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lookAt: function ( vector ) {
|
|
|
|
_obj$1.lookAt( vector );
|
|
|
|
_obj$1.updateMatrix();
|
|
|
|
this.applyMatrix4( _obj$1.matrix );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromBufferGeometry: function ( geometry ) {
|
|
|
|
var scope = this;
|
|
|
|
var index = geometry.index !== null ? geometry.index : undefined;
|
|
var attributes = geometry.attributes;
|
|
|
|
if ( attributes.position === undefined ) {
|
|
|
|
console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
|
|
return this;
|
|
|
|
}
|
|
|
|
var position = attributes.position;
|
|
var normal = attributes.normal;
|
|
var color = attributes.color;
|
|
var uv = attributes.uv;
|
|
var uv2 = attributes.uv2;
|
|
|
|
if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
|
|
|
|
for ( var i = 0; i < position.count; i ++ ) {
|
|
|
|
scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
|
|
|
|
if ( color !== undefined ) {
|
|
|
|
scope.colors.push( new Color().fromBufferAttribute( color, i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function addFace( a, b, c, materialIndex ) {
|
|
|
|
var vertexColors = ( color === undefined ) ? [] : [
|
|
scope.colors[ a ].clone(),
|
|
scope.colors[ b ].clone(),
|
|
scope.colors[ c ].clone()
|
|
];
|
|
|
|
var vertexNormals = ( normal === undefined ) ? [] : [
|
|
new Vector3().fromBufferAttribute( normal, a ),
|
|
new Vector3().fromBufferAttribute( normal, b ),
|
|
new Vector3().fromBufferAttribute( normal, c )
|
|
];
|
|
|
|
var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
|
|
|
|
scope.faces.push( face );
|
|
|
|
if ( uv !== undefined ) {
|
|
|
|
scope.faceVertexUvs[ 0 ].push( [
|
|
new Vector2().fromBufferAttribute( uv, a ),
|
|
new Vector2().fromBufferAttribute( uv, b ),
|
|
new Vector2().fromBufferAttribute( uv, c )
|
|
] );
|
|
|
|
}
|
|
|
|
if ( uv2 !== undefined ) {
|
|
|
|
scope.faceVertexUvs[ 1 ].push( [
|
|
new Vector2().fromBufferAttribute( uv2, a ),
|
|
new Vector2().fromBufferAttribute( uv2, b ),
|
|
new Vector2().fromBufferAttribute( uv2, c )
|
|
] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var groups = geometry.groups;
|
|
|
|
if ( groups.length > 0 ) {
|
|
|
|
for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
|
|
|
|
var group = groups[ i$1 ];
|
|
|
|
var start = group.start;
|
|
var count = group.count;
|
|
|
|
for ( var j = start, jl = start + count; j < jl; j += 3 ) {
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
|
|
|
|
} else {
|
|
|
|
addFace( j, j + 1, j + 2, group.materialIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
|
|
|
|
addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
|
|
|
|
addFace( i$3, i$3 + 1, i$3 + 2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.computeFaceNormals();
|
|
|
|
if ( geometry.boundingBox !== null ) {
|
|
|
|
this.boundingBox = geometry.boundingBox.clone();
|
|
|
|
}
|
|
|
|
if ( geometry.boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = geometry.boundingSphere.clone();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
center: function () {
|
|
|
|
this.computeBoundingBox();
|
|
|
|
this.boundingBox.getCenter( _offset$1 ).negate();
|
|
|
|
this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
normalize: function () {
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
var center = this.boundingSphere.center;
|
|
var radius = this.boundingSphere.radius;
|
|
|
|
var s = radius === 0 ? 1 : 1.0 / radius;
|
|
|
|
var matrix = new Matrix4();
|
|
matrix.set(
|
|
s, 0, 0, - s * center.x,
|
|
0, s, 0, - s * center.y,
|
|
0, 0, s, - s * center.z,
|
|
0, 0, 0, 1
|
|
);
|
|
|
|
this.applyMatrix4( matrix );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
computeFaceNormals: function () {
|
|
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
var face = this.faces[ f ];
|
|
|
|
var vA = this.vertices[ face.a ];
|
|
var vB = this.vertices[ face.b ];
|
|
var vC = this.vertices[ face.c ];
|
|
|
|
cb.subVectors( vC, vB );
|
|
ab.subVectors( vA, vB );
|
|
cb.cross( ab );
|
|
|
|
cb.normalize();
|
|
|
|
face.normal.copy( cb );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeVertexNormals: function ( areaWeighted ) {
|
|
|
|
if ( areaWeighted === undefined ) { areaWeighted = true; }
|
|
|
|
var vertices = new Array( this.vertices.length );
|
|
|
|
for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
|
vertices[ v ] = new Vector3();
|
|
|
|
}
|
|
|
|
if ( areaWeighted ) {
|
|
|
|
// vertex normals weighted by triangle areas
|
|
// http://www.iquilezles.org/www/articles/normals/normals.htm
|
|
|
|
var cb = new Vector3(), ab = new Vector3();
|
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
var face = this.faces[ f ];
|
|
|
|
var vA = this.vertices[ face.a ];
|
|
var vB = this.vertices[ face.b ];
|
|
var vC = this.vertices[ face.c ];
|
|
|
|
cb.subVectors( vC, vB );
|
|
ab.subVectors( vA, vB );
|
|
cb.cross( ab );
|
|
|
|
vertices[ face.a ].add( cb );
|
|
vertices[ face.b ].add( cb );
|
|
vertices[ face.c ].add( cb );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
this.computeFaceNormals();
|
|
|
|
for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
|
|
|
|
var face$1 = this.faces[ f$1 ];
|
|
|
|
vertices[ face$1.a ].add( face$1.normal );
|
|
vertices[ face$1.b ].add( face$1.normal );
|
|
vertices[ face$1.c ].add( face$1.normal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
|
|
|
|
vertices[ v$1 ].normalize();
|
|
|
|
}
|
|
|
|
for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
|
|
|
|
var face$2 = this.faces[ f$2 ];
|
|
|
|
var vertexNormals = face$2.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
|
|
vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
|
|
vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
|
|
|
|
} else {
|
|
|
|
vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
|
|
vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
|
|
vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.faces.length > 0 ) {
|
|
|
|
this.normalsNeedUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeFlatVertexNormals: function () {
|
|
|
|
this.computeFaceNormals();
|
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
var face = this.faces[ f ];
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
if ( vertexNormals.length === 3 ) {
|
|
|
|
vertexNormals[ 0 ].copy( face.normal );
|
|
vertexNormals[ 1 ].copy( face.normal );
|
|
vertexNormals[ 2 ].copy( face.normal );
|
|
|
|
} else {
|
|
|
|
vertexNormals[ 0 ] = face.normal.clone();
|
|
vertexNormals[ 1 ] = face.normal.clone();
|
|
vertexNormals[ 2 ] = face.normal.clone();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.faces.length > 0 ) {
|
|
|
|
this.normalsNeedUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeMorphNormals: function () {
|
|
|
|
// save original normals
|
|
// - create temp variables on first access
|
|
// otherwise just copy (for faster repeated calls)
|
|
|
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
|
var face = this.faces[ f ];
|
|
|
|
if ( ! face.__originalFaceNormal ) {
|
|
|
|
face.__originalFaceNormal = face.normal.clone();
|
|
|
|
} else {
|
|
|
|
face.__originalFaceNormal.copy( face.normal );
|
|
|
|
}
|
|
|
|
if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
|
|
|
|
for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
|
|
|
|
if ( ! face.__originalVertexNormals[ i ] ) {
|
|
|
|
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
|
|
|
|
} else {
|
|
|
|
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// use temp geometry to compute face and vertex normals for each morph
|
|
|
|
var tmpGeo = new Geometry();
|
|
tmpGeo.faces = this.faces;
|
|
|
|
for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
// create on first access
|
|
|
|
if ( ! this.morphNormals[ i$1 ] ) {
|
|
|
|
this.morphNormals[ i$1 ] = {};
|
|
this.morphNormals[ i$1 ].faceNormals = [];
|
|
this.morphNormals[ i$1 ].vertexNormals = [];
|
|
|
|
var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
|
|
var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
|
|
|
|
for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
|
|
|
|
var faceNormal = new Vector3();
|
|
var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
|
|
|
|
dstNormalsFace.push( faceNormal );
|
|
dstNormalsVertex.push( vertexNormals );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var morphNormals = this.morphNormals[ i$1 ];
|
|
|
|
// set vertices to morph target
|
|
|
|
tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
|
|
|
|
// compute morph normals
|
|
|
|
tmpGeo.computeFaceNormals();
|
|
tmpGeo.computeVertexNormals();
|
|
|
|
// store morph normals
|
|
|
|
for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
|
|
|
|
var face$1 = this.faces[ f$2 ];
|
|
|
|
var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
|
|
var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
|
|
|
|
faceNormal$1.copy( face$1.normal );
|
|
|
|
vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
|
|
vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
|
|
vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// restore original normals
|
|
|
|
for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
|
|
|
|
var face$2 = this.faces[ f$3 ];
|
|
|
|
face$2.normal = face$2.__originalFaceNormal;
|
|
face$2.vertexNormals = face$2.__originalVertexNormals;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
computeBoundingBox: function () {
|
|
|
|
if ( this.boundingBox === null ) {
|
|
|
|
this.boundingBox = new Box3();
|
|
|
|
}
|
|
|
|
this.boundingBox.setFromPoints( this.vertices );
|
|
|
|
},
|
|
|
|
computeBoundingSphere: function () {
|
|
|
|
if ( this.boundingSphere === null ) {
|
|
|
|
this.boundingSphere = new Sphere();
|
|
|
|
}
|
|
|
|
this.boundingSphere.setFromPoints( this.vertices );
|
|
|
|
},
|
|
|
|
merge: function ( geometry, matrix, materialIndexOffset ) {
|
|
|
|
if ( ! ( geometry && geometry.isGeometry ) ) {
|
|
|
|
console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
|
|
return;
|
|
|
|
}
|
|
|
|
var normalMatrix;
|
|
var vertexOffset = this.vertices.length,
|
|
vertices1 = this.vertices,
|
|
vertices2 = geometry.vertices,
|
|
faces1 = this.faces,
|
|
faces2 = geometry.faces,
|
|
colors1 = this.colors,
|
|
colors2 = geometry.colors;
|
|
|
|
if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
|
|
|
|
if ( matrix !== undefined ) {
|
|
|
|
normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
|
|
|
}
|
|
|
|
// vertices
|
|
|
|
for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
|
|
|
|
var vertex = vertices2[ i ];
|
|
|
|
var vertexCopy = vertex.clone();
|
|
|
|
if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
|
|
|
|
vertices1.push( vertexCopy );
|
|
|
|
}
|
|
|
|
// colors
|
|
|
|
for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
colors1.push( colors2[ i$1 ].clone() );
|
|
|
|
}
|
|
|
|
// faces
|
|
|
|
for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
var face = faces2[ i$2 ];
|
|
var normal = (void 0), color = (void 0);
|
|
var faceVertexNormals = face.vertexNormals,
|
|
faceVertexColors = face.vertexColors;
|
|
|
|
var faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
|
|
faceCopy.normal.copy( face.normal );
|
|
|
|
if ( normalMatrix !== undefined ) {
|
|
|
|
faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
|
|
|
|
normal = faceVertexNormals[ j ].clone();
|
|
|
|
if ( normalMatrix !== undefined ) {
|
|
|
|
normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
|
}
|
|
|
|
faceCopy.vertexNormals.push( normal );
|
|
|
|
}
|
|
|
|
faceCopy.color.copy( face.color );
|
|
|
|
for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
|
|
|
|
color = faceVertexColors[ j$1 ];
|
|
faceCopy.vertexColors.push( color.clone() );
|
|
|
|
}
|
|
|
|
faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
|
|
|
|
faces1.push( faceCopy );
|
|
|
|
}
|
|
|
|
// uvs
|
|
|
|
for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
|
|
|
|
var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
|
|
|
|
if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
|
|
|
|
for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
|
|
|
|
var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
|
|
|
|
for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
|
|
|
|
uvsCopy.push( uvs2[ k ].clone() );
|
|
|
|
}
|
|
|
|
this.faceVertexUvs[ i$3 ].push( uvsCopy );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
mergeMesh: function ( mesh ) {
|
|
|
|
if ( ! ( mesh && mesh.isMesh ) ) {
|
|
|
|
console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
|
|
|
|
this.merge( mesh.geometry, mesh.matrix );
|
|
|
|
},
|
|
|
|
/*
|
|
* Checks for duplicate vertices with hashmap.
|
|
* Duplicated vertices are removed
|
|
* and faces' vertices are updated.
|
|
*/
|
|
|
|
mergeVertices: function () {
|
|
|
|
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
|
|
var unique = [], changes = [];
|
|
|
|
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
|
|
var precision = Math.pow( 10, precisionPoints );
|
|
|
|
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
|
var v = this.vertices[ i ];
|
|
var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
|
|
|
|
if ( verticesMap[ key ] === undefined ) {
|
|
|
|
verticesMap[ key ] = i;
|
|
unique.push( this.vertices[ i ] );
|
|
changes[ i ] = unique.length - 1;
|
|
|
|
} else {
|
|
|
|
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
|
|
changes[ i ] = changes[ verticesMap[ key ] ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// if faces are completely degenerate after merging vertices, we
|
|
// have to remove them from the geometry.
|
|
var faceIndicesToRemove = [];
|
|
|
|
for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
var face = this.faces[ i$1 ];
|
|
|
|
face.a = changes[ face.a ];
|
|
face.b = changes[ face.b ];
|
|
face.c = changes[ face.c ];
|
|
|
|
var indices = [ face.a, face.b, face.c ];
|
|
|
|
// if any duplicate vertices are found in a Face3
|
|
// we have to remove the face as nothing can be saved
|
|
for ( var n = 0; n < 3; n ++ ) {
|
|
|
|
if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
|
|
|
|
faceIndicesToRemove.push( i$1 );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
|
|
|
|
var idx = faceIndicesToRemove[ i$2 ];
|
|
|
|
this.faces.splice( idx, 1 );
|
|
|
|
for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
|
this.faceVertexUvs[ j ].splice( idx, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Use unique set of vertices
|
|
|
|
var diff = this.vertices.length - unique.length;
|
|
this.vertices = unique;
|
|
return diff;
|
|
|
|
},
|
|
|
|
setFromPoints: function ( points ) {
|
|
|
|
this.vertices = [];
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
var point = points[ i ];
|
|
this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
sortFacesByMaterialIndex: function () {
|
|
|
|
var faces = this.faces;
|
|
var length = faces.length;
|
|
|
|
// tag faces
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
|
|
faces[ i ]._id = i;
|
|
|
|
}
|
|
|
|
// sort faces
|
|
|
|
function materialIndexSort( a, b ) {
|
|
|
|
return a.materialIndex - b.materialIndex;
|
|
|
|
}
|
|
|
|
faces.sort( materialIndexSort );
|
|
|
|
// sort uvs
|
|
|
|
var uvs1 = this.faceVertexUvs[ 0 ];
|
|
var uvs2 = this.faceVertexUvs[ 1 ];
|
|
|
|
var newUvs1, newUvs2;
|
|
|
|
if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
|
|
if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
|
|
|
|
for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
|
|
|
|
var id = faces[ i$1 ]._id;
|
|
|
|
if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
|
|
if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
|
|
|
|
}
|
|
|
|
if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
|
|
if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.5,
|
|
type: 'Geometry',
|
|
generator: 'Geometry.toJSON'
|
|
}
|
|
};
|
|
|
|
// standard Geometry serialization
|
|
|
|
data.uuid = this.uuid;
|
|
data.type = this.type;
|
|
if ( this.name !== '' ) { data.name = this.name; }
|
|
|
|
if ( this.parameters !== undefined ) {
|
|
|
|
var parameters = this.parameters;
|
|
|
|
for ( var key in parameters ) {
|
|
|
|
if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
var vertices = [];
|
|
|
|
for ( var i = 0; i < this.vertices.length; i ++ ) {
|
|
|
|
var vertex = this.vertices[ i ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
var faces = [];
|
|
var normals = [];
|
|
var normalsHash = {};
|
|
var colors = [];
|
|
var colorsHash = {};
|
|
var uvs = [];
|
|
var uvsHash = {};
|
|
|
|
for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
|
|
|
|
var face = this.faces[ i$1 ];
|
|
|
|
var hasMaterial = true;
|
|
var hasFaceUv = false; // deprecated
|
|
var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
|
|
var hasFaceNormal = face.normal.length() > 0;
|
|
var hasFaceVertexNormal = face.vertexNormals.length > 0;
|
|
var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
|
|
var hasFaceVertexColor = face.vertexColors.length > 0;
|
|
|
|
var faceType = 0;
|
|
|
|
faceType = setBit( faceType, 0, 0 ); // isQuad
|
|
faceType = setBit( faceType, 1, hasMaterial );
|
|
faceType = setBit( faceType, 2, hasFaceUv );
|
|
faceType = setBit( faceType, 3, hasFaceVertexUv );
|
|
faceType = setBit( faceType, 4, hasFaceNormal );
|
|
faceType = setBit( faceType, 5, hasFaceVertexNormal );
|
|
faceType = setBit( faceType, 6, hasFaceColor );
|
|
faceType = setBit( faceType, 7, hasFaceVertexColor );
|
|
|
|
faces.push( faceType );
|
|
faces.push( face.a, face.b, face.c );
|
|
faces.push( face.materialIndex );
|
|
|
|
if ( hasFaceVertexUv ) {
|
|
|
|
var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
|
|
|
|
faces.push(
|
|
getUvIndex( faceVertexUvs[ 0 ] ),
|
|
getUvIndex( faceVertexUvs[ 1 ] ),
|
|
getUvIndex( faceVertexUvs[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
if ( hasFaceNormal ) {
|
|
|
|
faces.push( getNormalIndex( face.normal ) );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexNormal ) {
|
|
|
|
var vertexNormals = face.vertexNormals;
|
|
|
|
faces.push(
|
|
getNormalIndex( vertexNormals[ 0 ] ),
|
|
getNormalIndex( vertexNormals[ 1 ] ),
|
|
getNormalIndex( vertexNormals[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
if ( hasFaceColor ) {
|
|
|
|
faces.push( getColorIndex( face.color ) );
|
|
|
|
}
|
|
|
|
if ( hasFaceVertexColor ) {
|
|
|
|
var vertexColors = face.vertexColors;
|
|
|
|
faces.push(
|
|
getColorIndex( vertexColors[ 0 ] ),
|
|
getColorIndex( vertexColors[ 1 ] ),
|
|
getColorIndex( vertexColors[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setBit( value, position, enabled ) {
|
|
|
|
return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
|
|
|
|
}
|
|
|
|
function getNormalIndex( normal ) {
|
|
|
|
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
|
|
|
|
if ( normalsHash[ hash ] !== undefined ) {
|
|
|
|
return normalsHash[ hash ];
|
|
|
|
}
|
|
|
|
normalsHash[ hash ] = normals.length / 3;
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
return normalsHash[ hash ];
|
|
|
|
}
|
|
|
|
function getColorIndex( color ) {
|
|
|
|
var hash = color.r.toString() + color.g.toString() + color.b.toString();
|
|
|
|
if ( colorsHash[ hash ] !== undefined ) {
|
|
|
|
return colorsHash[ hash ];
|
|
|
|
}
|
|
|
|
colorsHash[ hash ] = colors.length;
|
|
colors.push( color.getHex() );
|
|
|
|
return colorsHash[ hash ];
|
|
|
|
}
|
|
|
|
function getUvIndex( uv ) {
|
|
|
|
var hash = uv.x.toString() + uv.y.toString();
|
|
|
|
if ( uvsHash[ hash ] !== undefined ) {
|
|
|
|
return uvsHash[ hash ];
|
|
|
|
}
|
|
|
|
uvsHash[ hash ] = uvs.length / 2;
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
return uvsHash[ hash ];
|
|
|
|
}
|
|
|
|
data.data = {};
|
|
|
|
data.data.vertices = vertices;
|
|
data.data.normals = normals;
|
|
if ( colors.length > 0 ) { data.data.colors = colors; }
|
|
if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
|
|
data.data.faces = faces;
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
/*
|
|
// Handle primitives
|
|
|
|
const parameters = this.parameters;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
const values = [];
|
|
|
|
for ( const key in parameters ) {
|
|
|
|
values.push( parameters[ key ] );
|
|
|
|
}
|
|
|
|
const geometry = Object.create( this.constructor.prototype );
|
|
this.constructor.apply( geometry, values );
|
|
return geometry;
|
|
|
|
}
|
|
|
|
return new this.constructor().copy( this );
|
|
*/
|
|
|
|
return new Geometry().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
// reset
|
|
|
|
this.vertices = [];
|
|
this.colors = [];
|
|
this.faces = [];
|
|
this.faceVertexUvs = [[]];
|
|
this.morphTargets = [];
|
|
this.morphNormals = [];
|
|
this.skinWeights = [];
|
|
this.skinIndices = [];
|
|
this.lineDistances = [];
|
|
this.boundingBox = null;
|
|
this.boundingSphere = null;
|
|
|
|
// name
|
|
|
|
this.name = source.name;
|
|
|
|
// vertices
|
|
|
|
var vertices = source.vertices;
|
|
|
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
|
this.vertices.push( vertices[ i ].clone() );
|
|
|
|
}
|
|
|
|
// colors
|
|
|
|
var colors = source.colors;
|
|
|
|
for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
this.colors.push( colors[ i$1 ].clone() );
|
|
|
|
}
|
|
|
|
// faces
|
|
|
|
var faces = source.faces;
|
|
|
|
for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
this.faces.push( faces[ i$2 ].clone() );
|
|
|
|
}
|
|
|
|
// face vertex uvs
|
|
|
|
for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
|
|
|
|
var faceVertexUvs = source.faceVertexUvs[ i$3 ];
|
|
|
|
if ( this.faceVertexUvs[ i$3 ] === undefined ) {
|
|
|
|
this.faceVertexUvs[ i$3 ] = [];
|
|
|
|
}
|
|
|
|
for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
|
var uvs = faceVertexUvs[ j ], uvsCopy = [];
|
|
|
|
for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
|
|
|
|
var uv = uvs[ k ];
|
|
|
|
uvsCopy.push( uv.clone() );
|
|
|
|
}
|
|
|
|
this.faceVertexUvs[ i$3 ].push( uvsCopy );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// morph targets
|
|
|
|
var morphTargets = source.morphTargets;
|
|
|
|
for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
|
|
|
|
var morphTarget = {};
|
|
morphTarget.name = morphTargets[ i$4 ].name;
|
|
|
|
// vertices
|
|
|
|
if ( morphTargets[ i$4 ].vertices !== undefined ) {
|
|
|
|
morphTarget.vertices = [];
|
|
|
|
for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
|
|
|
|
morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// normals
|
|
|
|
if ( morphTargets[ i$4 ].normals !== undefined ) {
|
|
|
|
morphTarget.normals = [];
|
|
|
|
for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
|
|
|
|
morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.morphTargets.push( morphTarget );
|
|
|
|
}
|
|
|
|
// morph normals
|
|
|
|
var morphNormals = source.morphNormals;
|
|
|
|
for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
|
|
|
|
var morphNormal = {};
|
|
|
|
// vertex normals
|
|
|
|
if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
|
|
|
|
morphNormal.vertexNormals = [];
|
|
|
|
for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
|
|
|
|
var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
|
|
var destVertexNormal = {};
|
|
|
|
destVertexNormal.a = srcVertexNormal.a.clone();
|
|
destVertexNormal.b = srcVertexNormal.b.clone();
|
|
destVertexNormal.c = srcVertexNormal.c.clone();
|
|
|
|
morphNormal.vertexNormals.push( destVertexNormal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// face normals
|
|
|
|
if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
|
|
|
|
morphNormal.faceNormals = [];
|
|
|
|
for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
|
|
|
|
morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.morphNormals.push( morphNormal );
|
|
|
|
}
|
|
|
|
// skin weights
|
|
|
|
var skinWeights = source.skinWeights;
|
|
|
|
for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
|
|
|
|
this.skinWeights.push( skinWeights[ i$6 ].clone() );
|
|
|
|
}
|
|
|
|
// skin indices
|
|
|
|
var skinIndices = source.skinIndices;
|
|
|
|
for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
|
|
|
|
this.skinIndices.push( skinIndices[ i$7 ].clone() );
|
|
|
|
}
|
|
|
|
// line distances
|
|
|
|
var lineDistances = source.lineDistances;
|
|
|
|
for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
|
|
|
|
this.lineDistances.push( lineDistances[ i$8 ] );
|
|
|
|
}
|
|
|
|
// bounding box
|
|
|
|
var boundingBox = source.boundingBox;
|
|
|
|
if ( boundingBox !== null ) {
|
|
|
|
this.boundingBox = boundingBox.clone();
|
|
|
|
}
|
|
|
|
// bounding sphere
|
|
|
|
var boundingSphere = source.boundingSphere;
|
|
|
|
if ( boundingSphere !== null ) {
|
|
|
|
this.boundingSphere = boundingSphere.clone();
|
|
|
|
}
|
|
|
|
// update flags
|
|
|
|
this.elementsNeedUpdate = source.elementsNeedUpdate;
|
|
this.verticesNeedUpdate = source.verticesNeedUpdate;
|
|
this.uvsNeedUpdate = source.uvsNeedUpdate;
|
|
this.normalsNeedUpdate = source.normalsNeedUpdate;
|
|
this.colorsNeedUpdate = source.colorsNeedUpdate;
|
|
this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
|
|
this.groupsNeedUpdate = source.groupsNeedUpdate;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
dispose: function () {
|
|
|
|
this.dispatchEvent( { type: 'dispose' } );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
// BoxGeometry
|
|
|
|
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'BoxGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
depth: depth,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
depthSegments: depthSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
BoxGeometry.prototype = Object.create( Geometry.prototype );
|
|
BoxGeometry.prototype.constructor = BoxGeometry;
|
|
|
|
// BoxBufferGeometry
|
|
|
|
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
|
if ( width === void 0 ) width = 1;
|
|
if ( height === void 0 ) height = 1;
|
|
if ( depth === void 0 ) depth = 1;
|
|
if ( widthSegments === void 0 ) widthSegments = 1;
|
|
if ( heightSegments === void 0 ) heightSegments = 1;
|
|
if ( depthSegments === void 0 ) depthSegments = 1;
|
|
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'BoxBufferGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
depth: depth,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
depthSegments: depthSegments
|
|
};
|
|
|
|
var scope = this;
|
|
|
|
// segments
|
|
|
|
widthSegments = Math.floor( widthSegments );
|
|
heightSegments = Math.floor( heightSegments );
|
|
depthSegments = Math.floor( depthSegments );
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var numberOfVertices = 0;
|
|
var groupStart = 0;
|
|
|
|
// build each side of the box geometry
|
|
|
|
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
|
|
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
|
|
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
|
|
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
|
|
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
|
|
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
|
|
|
|
var segmentWidth = width / gridX;
|
|
var segmentHeight = height / gridY;
|
|
|
|
var widthHalf = width / 2;
|
|
var heightHalf = height / 2;
|
|
var depthHalf = depth / 2;
|
|
|
|
var gridX1 = gridX + 1;
|
|
var gridY1 = gridY + 1;
|
|
|
|
var vertexCounter = 0;
|
|
var groupCount = 0;
|
|
|
|
var vector = new Vector3();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var iy = 0; iy < gridY1; iy ++ ) {
|
|
|
|
var y = iy * segmentHeight - heightHalf;
|
|
|
|
for ( var ix = 0; ix < gridX1; ix ++ ) {
|
|
|
|
var x = ix * segmentWidth - widthHalf;
|
|
|
|
// set values to correct vector component
|
|
|
|
vector[ u ] = x * udir;
|
|
vector[ v ] = y * vdir;
|
|
vector[ w ] = depthHalf;
|
|
|
|
// now apply vector to vertex buffer
|
|
|
|
vertices.push( vector.x, vector.y, vector.z );
|
|
|
|
// set values to correct vector component
|
|
|
|
vector[ u ] = 0;
|
|
vector[ v ] = 0;
|
|
vector[ w ] = depth > 0 ? 1 : - 1;
|
|
|
|
// now apply vector to normal buffer
|
|
|
|
normals.push( vector.x, vector.y, vector.z );
|
|
|
|
// uvs
|
|
|
|
uvs.push( ix / gridX );
|
|
uvs.push( 1 - ( iy / gridY ) );
|
|
|
|
// counters
|
|
|
|
vertexCounter += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
// 1. you need three indices to draw a single face
|
|
// 2. a single segment consists of two faces
|
|
// 3. so we need to generate six (2*3) indices per segment
|
|
|
|
for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
|
|
|
|
for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
|
|
|
|
var a = numberOfVertices + ix$1 + gridX1 * iy$1;
|
|
var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
|
|
var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
|
|
var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
// increase counter
|
|
|
|
groupCount += 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, materialIndex );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
// update total number of vertices
|
|
|
|
numberOfVertices += vertexCounter;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
|
|
|
|
/**
|
|
* Uniform Utilities
|
|
*/
|
|
|
|
function cloneUniforms( src ) {
|
|
|
|
var dst = {};
|
|
|
|
for ( var u in src ) {
|
|
|
|
dst[ u ] = {};
|
|
|
|
for ( var p in src[ u ] ) {
|
|
|
|
var property = src[ u ][ p ];
|
|
|
|
if ( property && ( property.isColor ||
|
|
property.isMatrix3 || property.isMatrix4 ||
|
|
property.isVector2 || property.isVector3 || property.isVector4 ||
|
|
property.isTexture ) ) {
|
|
|
|
dst[ u ][ p ] = property.clone();
|
|
|
|
} else if ( Array.isArray( property ) ) {
|
|
|
|
dst[ u ][ p ] = property.slice();
|
|
|
|
} else {
|
|
|
|
dst[ u ][ p ] = property;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return dst;
|
|
|
|
}
|
|
|
|
function mergeUniforms( uniforms ) {
|
|
|
|
var merged = {};
|
|
|
|
for ( var u = 0; u < uniforms.length; u ++ ) {
|
|
|
|
var tmp = cloneUniforms( uniforms[ u ] );
|
|
|
|
for ( var p in tmp ) {
|
|
|
|
merged[ p ] = tmp[ p ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return merged;
|
|
|
|
}
|
|
|
|
// Legacy
|
|
|
|
var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
|
|
|
|
var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
|
|
|
|
var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
|
|
|
|
/**
|
|
* parameters = {
|
|
* defines: { "label" : "value" },
|
|
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
|
|
*
|
|
* fragmentShader: <string>,
|
|
* vertexShader: <string>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* lights: <bool>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function ShaderMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'ShaderMaterial';
|
|
|
|
this.defines = {};
|
|
this.uniforms = {};
|
|
|
|
this.vertexShader = default_vertex;
|
|
this.fragmentShader = default_fragment;
|
|
|
|
this.linewidth = 1;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false; // set to use scene fog
|
|
this.lights = false; // set to use scene lights
|
|
this.clipping = false; // set to use user-defined clipping planes
|
|
|
|
this.skinning = false; // set to use skinning attribute streams
|
|
this.morphTargets = false; // set to use morph targets
|
|
this.morphNormals = false; // set to use morph normals
|
|
|
|
this.extensions = {
|
|
derivatives: false, // set to use derivatives
|
|
fragDepth: false, // set to use fragment depth values
|
|
drawBuffers: false, // set to use draw buffers
|
|
shaderTextureLOD: false // set to use shader texture LOD
|
|
};
|
|
|
|
// When rendered geometry doesn't include these attributes but the material does,
|
|
// use these default values in WebGL. This avoids errors when buffer data is missing.
|
|
this.defaultAttributeValues = {
|
|
'color': [ 1, 1, 1 ],
|
|
'uv': [ 0, 0 ],
|
|
'uv2': [ 0, 0 ]
|
|
};
|
|
|
|
this.index0AttributeName = undefined;
|
|
this.uniformsNeedUpdate = false;
|
|
|
|
this.glslVersion = null;
|
|
|
|
if ( parameters !== undefined ) {
|
|
|
|
if ( parameters.attributes !== undefined ) {
|
|
|
|
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ShaderMaterial.prototype = Object.create( Material.prototype );
|
|
ShaderMaterial.prototype.constructor = ShaderMaterial;
|
|
|
|
ShaderMaterial.prototype.isShaderMaterial = true;
|
|
|
|
ShaderMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.fragmentShader = source.fragmentShader;
|
|
this.vertexShader = source.vertexShader;
|
|
|
|
this.uniforms = cloneUniforms( source.uniforms );
|
|
|
|
this.defines = Object.assign( {}, source.defines );
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
this.lights = source.lights;
|
|
this.clipping = source.clipping;
|
|
|
|
this.skinning = source.skinning;
|
|
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
this.extensions = Object.assign( {}, source.extensions );
|
|
|
|
this.glslVersion = source.glslVersion;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
ShaderMaterial.prototype.toJSON = function ( meta ) {
|
|
|
|
var data = Material.prototype.toJSON.call( this, meta );
|
|
|
|
data.glslVersion = this.glslVersion;
|
|
data.uniforms = {};
|
|
|
|
for ( var name in this.uniforms ) {
|
|
|
|
var uniform = this.uniforms[ name ];
|
|
var value = uniform.value;
|
|
|
|
if ( value && value.isTexture ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 't',
|
|
value: value.toJSON( meta ).uuid
|
|
};
|
|
|
|
} else if ( value && value.isColor ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'c',
|
|
value: value.getHex()
|
|
};
|
|
|
|
} else if ( value && value.isVector2 ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'v2',
|
|
value: value.toArray()
|
|
};
|
|
|
|
} else if ( value && value.isVector3 ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'v3',
|
|
value: value.toArray()
|
|
};
|
|
|
|
} else if ( value && value.isVector4 ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'v4',
|
|
value: value.toArray()
|
|
};
|
|
|
|
} else if ( value && value.isMatrix3 ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'm3',
|
|
value: value.toArray()
|
|
};
|
|
|
|
} else if ( value && value.isMatrix4 ) {
|
|
|
|
data.uniforms[ name ] = {
|
|
type: 'm4',
|
|
value: value.toArray()
|
|
};
|
|
|
|
} else {
|
|
|
|
data.uniforms[ name ] = {
|
|
value: value
|
|
};
|
|
|
|
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
|
|
|
|
data.vertexShader = this.vertexShader;
|
|
data.fragmentShader = this.fragmentShader;
|
|
|
|
var extensions = {};
|
|
|
|
for ( var key in this.extensions ) {
|
|
|
|
if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
|
|
|
|
}
|
|
|
|
if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
function Camera() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Camera';
|
|
|
|
this.matrixWorldInverse = new Matrix4();
|
|
|
|
this.projectionMatrix = new Matrix4();
|
|
this.projectionMatrixInverse = new Matrix4();
|
|
|
|
}
|
|
|
|
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Camera,
|
|
|
|
isCamera: true,
|
|
|
|
copy: function ( source, recursive ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, recursive );
|
|
|
|
this.matrixWorldInverse.copy( source.matrixWorldInverse );
|
|
|
|
this.projectionMatrix.copy( source.projectionMatrix );
|
|
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getWorldDirection: function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
var e = this.matrixWorld.elements;
|
|
|
|
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
|
|
|
|
},
|
|
|
|
updateMatrixWorld: function ( force ) {
|
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
this.matrixWorldInverse.getInverse( this.matrixWorld );
|
|
|
|
},
|
|
|
|
updateWorldMatrix: function ( updateParents, updateChildren ) {
|
|
|
|
Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
|
|
|
|
this.matrixWorldInverse.getInverse( this.matrixWorld );
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function PerspectiveCamera( fov, aspect, near, far ) {
|
|
|
|
Camera.call( this );
|
|
|
|
this.type = 'PerspectiveCamera';
|
|
|
|
this.fov = fov !== undefined ? fov : 50;
|
|
this.zoom = 1;
|
|
|
|
this.near = near !== undefined ? near : 0.1;
|
|
this.far = far !== undefined ? far : 2000;
|
|
this.focus = 10;
|
|
|
|
this.aspect = aspect !== undefined ? aspect : 1;
|
|
this.view = null;
|
|
|
|
this.filmGauge = 35; // width of the film (default in millimeters)
|
|
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
|
|
|
constructor: PerspectiveCamera,
|
|
|
|
isPerspectiveCamera: true,
|
|
|
|
copy: function ( source, recursive ) {
|
|
|
|
Camera.prototype.copy.call( this, source, recursive );
|
|
|
|
this.fov = source.fov;
|
|
this.zoom = source.zoom;
|
|
|
|
this.near = source.near;
|
|
this.far = source.far;
|
|
this.focus = source.focus;
|
|
|
|
this.aspect = source.aspect;
|
|
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
|
|
|
this.filmGauge = source.filmGauge;
|
|
this.filmOffset = source.filmOffset;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the FOV by focal length in respect to the current .filmGauge.
|
|
*
|
|
* The default film gauge is 35, so that the focal length can be specified for
|
|
* a 35mm (full frame) camera.
|
|
*
|
|
* Values for focal length and film gauge must have the same unit.
|
|
*/
|
|
setFocalLength: function ( focalLength ) {
|
|
|
|
// see http://www.bobatkins.com/photography/technical/field_of_view.html
|
|
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
|
|
|
|
this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the focal length from the current .fov and .filmGauge.
|
|
*/
|
|
getFocalLength: function () {
|
|
|
|
var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
|
|
|
|
return 0.5 * this.getFilmHeight() / vExtentSlope;
|
|
|
|
},
|
|
|
|
getEffectiveFOV: function () {
|
|
|
|
return MathUtils.RAD2DEG * 2 * Math.atan(
|
|
Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
|
|
|
|
},
|
|
|
|
getFilmWidth: function () {
|
|
|
|
// film not completely covered in portrait format (aspect < 1)
|
|
return this.filmGauge * Math.min( this.aspect, 1 );
|
|
|
|
},
|
|
|
|
getFilmHeight: function () {
|
|
|
|
// film not completely covered in landscape format (aspect > 1)
|
|
return this.filmGauge / Math.max( this.aspect, 1 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets an offset in a larger frustum. This is useful for multi-window or
|
|
* multi-monitor/multi-machine setups.
|
|
*
|
|
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
|
|
* the monitors are in grid like this
|
|
*
|
|
* +---+---+---+
|
|
* | A | B | C |
|
|
* +---+---+---+
|
|
* | D | E | F |
|
|
* +---+---+---+
|
|
*
|
|
* then for each monitor you would call it like this
|
|
*
|
|
* const w = 1920;
|
|
* const h = 1080;
|
|
* const fullWidth = w * 3;
|
|
* const fullHeight = h * 2;
|
|
*
|
|
* --A--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
|
|
* --B--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
|
|
* --C--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
|
|
* --D--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
|
|
* --E--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
|
|
* --F--
|
|
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
|
|
*
|
|
* Note there is no reason monitors have to be the same size or in a grid.
|
|
*/
|
|
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
|
|
|
|
this.aspect = fullWidth / fullHeight;
|
|
|
|
if ( this.view === null ) {
|
|
|
|
this.view = {
|
|
enabled: true,
|
|
fullWidth: 1,
|
|
fullHeight: 1,
|
|
offsetX: 0,
|
|
offsetY: 0,
|
|
width: 1,
|
|
height: 1
|
|
};
|
|
|
|
}
|
|
|
|
this.view.enabled = true;
|
|
this.view.fullWidth = fullWidth;
|
|
this.view.fullHeight = fullHeight;
|
|
this.view.offsetX = x;
|
|
this.view.offsetY = y;
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
clearViewOffset: function () {
|
|
|
|
if ( this.view !== null ) {
|
|
|
|
this.view.enabled = false;
|
|
|
|
}
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
updateProjectionMatrix: function () {
|
|
|
|
var near = this.near;
|
|
var top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;
|
|
var height = 2 * top;
|
|
var width = this.aspect * height;
|
|
var left = - 0.5 * width;
|
|
var view = this.view;
|
|
|
|
if ( this.view !== null && this.view.enabled ) {
|
|
|
|
var fullWidth = view.fullWidth,
|
|
fullHeight = view.fullHeight;
|
|
|
|
left += view.offsetX * width / fullWidth;
|
|
top -= view.offsetY * height / fullHeight;
|
|
width *= view.width / fullWidth;
|
|
height *= view.height / fullHeight;
|
|
|
|
}
|
|
|
|
var skew = this.filmOffset;
|
|
if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
|
|
|
|
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
|
|
|
|
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.fov = this.fov;
|
|
data.object.zoom = this.zoom;
|
|
|
|
data.object.near = this.near;
|
|
data.object.far = this.far;
|
|
data.object.focus = this.focus;
|
|
|
|
data.object.aspect = this.aspect;
|
|
|
|
if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
|
|
|
|
data.object.filmGauge = this.filmGauge;
|
|
data.object.filmOffset = this.filmOffset;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var fov = 90, aspect = 1;
|
|
|
|
function CubeCamera( near, far, renderTarget ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'CubeCamera';
|
|
|
|
if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
|
|
|
|
console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.renderTarget = renderTarget;
|
|
|
|
var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPX.layers = this.layers;
|
|
cameraPX.up.set( 0, - 1, 0 );
|
|
cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
|
|
this.add( cameraPX );
|
|
|
|
var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNX.layers = this.layers;
|
|
cameraNX.up.set( 0, - 1, 0 );
|
|
cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
|
|
this.add( cameraNX );
|
|
|
|
var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPY.layers = this.layers;
|
|
cameraPY.up.set( 0, 0, 1 );
|
|
cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
|
|
this.add( cameraPY );
|
|
|
|
var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNY.layers = this.layers;
|
|
cameraNY.up.set( 0, 0, - 1 );
|
|
cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
|
|
this.add( cameraNY );
|
|
|
|
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraPZ.layers = this.layers;
|
|
cameraPZ.up.set( 0, - 1, 0 );
|
|
cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
|
|
this.add( cameraPZ );
|
|
|
|
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
|
|
cameraNZ.layers = this.layers;
|
|
cameraNZ.up.set( 0, - 1, 0 );
|
|
cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
|
|
this.add( cameraNZ );
|
|
|
|
this.update = function ( renderer, scene ) {
|
|
|
|
if ( this.parent === null ) { this.updateMatrixWorld(); }
|
|
|
|
var currentXrEnabled = renderer.xr.enabled;
|
|
var currentRenderTarget = renderer.getRenderTarget();
|
|
|
|
renderer.xr.enabled = false;
|
|
|
|
var generateMipmaps = renderTarget.texture.generateMipmaps;
|
|
|
|
renderTarget.texture.generateMipmaps = false;
|
|
|
|
renderer.setRenderTarget( renderTarget, 0 );
|
|
renderer.render( scene, cameraPX );
|
|
|
|
renderer.setRenderTarget( renderTarget, 1 );
|
|
renderer.render( scene, cameraNX );
|
|
|
|
renderer.setRenderTarget( renderTarget, 2 );
|
|
renderer.render( scene, cameraPY );
|
|
|
|
renderer.setRenderTarget( renderTarget, 3 );
|
|
renderer.render( scene, cameraNY );
|
|
|
|
renderer.setRenderTarget( renderTarget, 4 );
|
|
renderer.render( scene, cameraPZ );
|
|
|
|
renderTarget.texture.generateMipmaps = generateMipmaps;
|
|
|
|
renderer.setRenderTarget( renderTarget, 5 );
|
|
renderer.render( scene, cameraNZ );
|
|
|
|
renderer.setRenderTarget( currentRenderTarget );
|
|
|
|
renderer.xr.enabled = currentXrEnabled;
|
|
|
|
};
|
|
|
|
this.clear = function ( renderer, color, depth, stencil ) {
|
|
|
|
var currentRenderTarget = renderer.getRenderTarget();
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
renderer.setRenderTarget( renderTarget, i );
|
|
|
|
renderer.clear( color, depth, stencil );
|
|
|
|
}
|
|
|
|
renderer.setRenderTarget( currentRenderTarget );
|
|
|
|
};
|
|
|
|
}
|
|
|
|
CubeCamera.prototype = Object.create( Object3D.prototype );
|
|
CubeCamera.prototype.constructor = CubeCamera;
|
|
|
|
function WebGLCubeRenderTarget( size, options, dummy ) {
|
|
|
|
if ( Number.isInteger( options ) ) {
|
|
|
|
console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
|
|
|
|
options = dummy;
|
|
|
|
}
|
|
|
|
WebGLRenderTarget.call( this, size, size, options );
|
|
|
|
this.texture.isWebGLCubeRenderTargetTexture = true; // HACK Why is texture not a CubeTexture?
|
|
|
|
}
|
|
|
|
WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
|
|
WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
|
|
|
|
WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
|
|
|
|
WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
|
|
|
|
this.texture.type = texture.type;
|
|
this.texture.format = RGBAFormat; // see #18859
|
|
this.texture.encoding = texture.encoding;
|
|
|
|
this.texture.generateMipmaps = texture.generateMipmaps;
|
|
this.texture.minFilter = texture.minFilter;
|
|
this.texture.magFilter = texture.magFilter;
|
|
|
|
var shader = {
|
|
|
|
uniforms: {
|
|
tEquirect: { value: null },
|
|
},
|
|
|
|
vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
|
|
|
|
fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
|
|
};
|
|
|
|
var geometry = new BoxBufferGeometry( 5, 5, 5 );
|
|
|
|
var material = new ShaderMaterial( {
|
|
|
|
name: 'CubemapFromEquirect',
|
|
|
|
uniforms: cloneUniforms( shader.uniforms ),
|
|
vertexShader: shader.vertexShader,
|
|
fragmentShader: shader.fragmentShader,
|
|
side: BackSide,
|
|
blending: NoBlending
|
|
|
|
} );
|
|
|
|
material.uniforms.tEquirect.value = texture;
|
|
|
|
var mesh = new Mesh( geometry, material );
|
|
|
|
var currentMinFilter = texture.minFilter;
|
|
|
|
// Avoid blurred poles
|
|
if ( texture.minFilter === LinearMipmapLinearFilter ) { texture.minFilter = LinearFilter; }
|
|
|
|
var camera = new CubeCamera( 1, 10, this );
|
|
camera.update( renderer, mesh );
|
|
|
|
texture.minFilter = currentMinFilter;
|
|
|
|
mesh.geometry.dispose();
|
|
mesh.material.dispose();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.image = { data: data || null, width: width || 1, height: height || 1 };
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
|
|
|
|
this.generateMipmaps = false;
|
|
this.flipY = false;
|
|
this.unpackAlignment = 1;
|
|
|
|
this.needsUpdate = true;
|
|
|
|
}
|
|
|
|
DataTexture.prototype = Object.create( Texture.prototype );
|
|
DataTexture.prototype.constructor = DataTexture;
|
|
|
|
DataTexture.prototype.isDataTexture = true;
|
|
|
|
var _sphere$1 = new Sphere();
|
|
var _vector$5 = new Vector3();
|
|
|
|
var Frustum = function Frustum( p0, p1, p2, p3, p4, p5 ) {
|
|
|
|
this.planes = [
|
|
|
|
( p0 !== undefined ) ? p0 : new Plane(),
|
|
( p1 !== undefined ) ? p1 : new Plane(),
|
|
( p2 !== undefined ) ? p2 : new Plane(),
|
|
( p3 !== undefined ) ? p3 : new Plane(),
|
|
( p4 !== undefined ) ? p4 : new Plane(),
|
|
( p5 !== undefined ) ? p5 : new Plane()
|
|
|
|
];
|
|
|
|
};
|
|
|
|
Frustum.prototype.set = function set ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
planes[ 0 ].copy( p0 );
|
|
planes[ 1 ].copy( p1 );
|
|
planes[ 2 ].copy( p2 );
|
|
planes[ 3 ].copy( p3 );
|
|
planes[ 4 ].copy( p4 );
|
|
planes[ 5 ].copy( p5 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Frustum.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Frustum.prototype.copy = function copy ( frustum ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
planes[ i ].copy( frustum.planes[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Frustum.prototype.setFromProjectionMatrix = function setFromProjectionMatrix ( m ) {
|
|
|
|
var planes = this.planes;
|
|
var me = m.elements;
|
|
var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
|
|
var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
|
|
var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
|
|
var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
|
|
|
|
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
|
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
|
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
|
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
|
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
|
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Frustum.prototype.intersectsObject = function intersectsObject ( object ) {
|
|
|
|
var geometry = object.geometry;
|
|
|
|
if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
|
|
|
|
_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
|
|
|
|
return this.intersectsSphere( _sphere$1 );
|
|
|
|
};
|
|
|
|
Frustum.prototype.intersectsSprite = function intersectsSprite ( sprite ) {
|
|
|
|
_sphere$1.center.set( 0, 0, 0 );
|
|
_sphere$1.radius = 0.7071067811865476;
|
|
_sphere$1.applyMatrix4( sprite.matrixWorld );
|
|
|
|
return this.intersectsSphere( _sphere$1 );
|
|
|
|
};
|
|
|
|
Frustum.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
|
|
|
|
var planes = this.planes;
|
|
var center = sphere.center;
|
|
var negRadius = - sphere.radius;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
var distance = planes[ i ].distanceToPoint( center );
|
|
|
|
if ( distance < negRadius ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
Frustum.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
var plane = planes[ i ];
|
|
|
|
// corner at max distance
|
|
|
|
_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
|
|
_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
|
|
_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
|
|
|
|
if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
Frustum.prototype.containsPoint = function containsPoint ( point ) {
|
|
|
|
var planes = this.planes;
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
function WebGLAnimation() {
|
|
|
|
var context = null;
|
|
var isAnimating = false;
|
|
var animationLoop = null;
|
|
var requestId = null;
|
|
|
|
function onAnimationFrame( time, frame ) {
|
|
|
|
animationLoop( time, frame );
|
|
|
|
requestId = context.requestAnimationFrame( onAnimationFrame );
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
start: function () {
|
|
|
|
if ( isAnimating === true ) { return; }
|
|
if ( animationLoop === null ) { return; }
|
|
|
|
requestId = context.requestAnimationFrame( onAnimationFrame );
|
|
|
|
isAnimating = true;
|
|
|
|
},
|
|
|
|
stop: function () {
|
|
|
|
context.cancelAnimationFrame( requestId );
|
|
|
|
isAnimating = false;
|
|
|
|
},
|
|
|
|
setAnimationLoop: function ( callback ) {
|
|
|
|
animationLoop = callback;
|
|
|
|
},
|
|
|
|
setContext: function ( value ) {
|
|
|
|
context = value;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLAttributes( gl, capabilities ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
|
|
var buffers = new WeakMap();
|
|
|
|
function createBuffer( attribute, bufferType ) {
|
|
|
|
var array = attribute.array;
|
|
var usage = attribute.usage;
|
|
|
|
var buffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer( bufferType, buffer );
|
|
gl.bufferData( bufferType, array, usage );
|
|
|
|
attribute.onUploadCallback();
|
|
|
|
var type = 5126;
|
|
|
|
if ( array instanceof Float32Array ) {
|
|
|
|
type = 5126;
|
|
|
|
} else if ( array instanceof Float64Array ) {
|
|
|
|
console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
|
|
|
|
} else if ( array instanceof Uint16Array ) {
|
|
|
|
type = 5123;
|
|
|
|
} else if ( array instanceof Int16Array ) {
|
|
|
|
type = 5122;
|
|
|
|
} else if ( array instanceof Uint32Array ) {
|
|
|
|
type = 5125;
|
|
|
|
} else if ( array instanceof Int32Array ) {
|
|
|
|
type = 5124;
|
|
|
|
} else if ( array instanceof Int8Array ) {
|
|
|
|
type = 5120;
|
|
|
|
} else if ( array instanceof Uint8Array ) {
|
|
|
|
type = 5121;
|
|
|
|
}
|
|
|
|
return {
|
|
buffer: buffer,
|
|
type: type,
|
|
bytesPerElement: array.BYTES_PER_ELEMENT,
|
|
version: attribute.version
|
|
};
|
|
|
|
}
|
|
|
|
function updateBuffer( buffer, attribute, bufferType ) {
|
|
|
|
var array = attribute.array;
|
|
var updateRange = attribute.updateRange;
|
|
|
|
gl.bindBuffer( bufferType, buffer );
|
|
|
|
if ( updateRange.count === - 1 ) {
|
|
|
|
// Not using update ranges
|
|
|
|
gl.bufferSubData( bufferType, 0, array );
|
|
|
|
} else {
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
|
|
array, updateRange.offset, updateRange.count );
|
|
|
|
} else {
|
|
|
|
gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
|
|
array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
|
|
|
|
}
|
|
|
|
updateRange.count = - 1; // reset range
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function get( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
|
|
|
|
return buffers.get( attribute );
|
|
|
|
}
|
|
|
|
function remove( attribute ) {
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
|
|
|
|
var data = buffers.get( attribute );
|
|
|
|
if ( data ) {
|
|
|
|
gl.deleteBuffer( data.buffer );
|
|
|
|
buffers.delete( attribute );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function update( attribute, bufferType ) {
|
|
|
|
if ( attribute.isGLBufferAttribute ) {
|
|
|
|
var cached = buffers.get( attribute );
|
|
|
|
if ( ! cached || cached.version < attribute.version ) {
|
|
|
|
buffers.set( attribute, {
|
|
buffer: attribute.buffer,
|
|
type: attribute.type,
|
|
bytesPerElement: attribute.elementSize,
|
|
version: attribute.version
|
|
} );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
|
|
|
|
var data = buffers.get( attribute );
|
|
|
|
if ( data === undefined ) {
|
|
|
|
buffers.set( attribute, createBuffer( attribute, bufferType ) );
|
|
|
|
} else if ( data.version < attribute.version ) {
|
|
|
|
updateBuffer( data.buffer, attribute, bufferType );
|
|
|
|
data.version = attribute.version;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
get: get,
|
|
remove: remove,
|
|
update: update
|
|
|
|
};
|
|
|
|
}
|
|
|
|
// PlaneGeometry
|
|
|
|
function PlaneGeometry( width, height, widthSegments, heightSegments ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'PlaneGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
PlaneGeometry.prototype = Object.create( Geometry.prototype );
|
|
PlaneGeometry.prototype.constructor = PlaneGeometry;
|
|
|
|
// PlaneBufferGeometry
|
|
|
|
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'PlaneBufferGeometry';
|
|
|
|
this.parameters = {
|
|
width: width,
|
|
height: height,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments
|
|
};
|
|
|
|
width = width || 1;
|
|
height = height || 1;
|
|
|
|
var width_half = width / 2;
|
|
var height_half = height / 2;
|
|
|
|
var gridX = Math.floor( widthSegments ) || 1;
|
|
var gridY = Math.floor( heightSegments ) || 1;
|
|
|
|
var gridX1 = gridX + 1;
|
|
var gridY1 = gridY + 1;
|
|
|
|
var segment_width = width / gridX;
|
|
var segment_height = height / gridY;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var iy = 0; iy < gridY1; iy ++ ) {
|
|
|
|
var y = iy * segment_height - height_half;
|
|
|
|
for ( var ix = 0; ix < gridX1; ix ++ ) {
|
|
|
|
var x = ix * segment_width - width_half;
|
|
|
|
vertices.push( x, - y, 0 );
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
uvs.push( ix / gridX );
|
|
uvs.push( 1 - ( iy / gridY ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
|
|
|
|
for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
|
|
|
|
var a = ix$1 + gridX1 * iy$1;
|
|
var b = ix$1 + gridX1 * ( iy$1 + 1 );
|
|
var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
|
|
var d = ( ix$1 + 1 ) + gridX1 * iy$1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
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PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
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var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
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var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
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var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
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var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
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var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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var begin_vertex = "vec3 transformed = vec3( position );";
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var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
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var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
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var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
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var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
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var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
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var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
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var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
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var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
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var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
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var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
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var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
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var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
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var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
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var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
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var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
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var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
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var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
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var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
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var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
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var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
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var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
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var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
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var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
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var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
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var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
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var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
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var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
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var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
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var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
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var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
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var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
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var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
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var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
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var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
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var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
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var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
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var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
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var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
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var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
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var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
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var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
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var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
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var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
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var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
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var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
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var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
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var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
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var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
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var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
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var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
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var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
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var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
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var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
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var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
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var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
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var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
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var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
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var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
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var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
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var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
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var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
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var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
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var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
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var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
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var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
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var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
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var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
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var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
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var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
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var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
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var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
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var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
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var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
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var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
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var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
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var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
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var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
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var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
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var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
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var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
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var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
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var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
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var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
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var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
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var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
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var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
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var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
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var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
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var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
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var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
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var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
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var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
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var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
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var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
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var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
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var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
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var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
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var ShaderChunk = {
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|
alphamap_fragment: alphamap_fragment,
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|
alphamap_pars_fragment: alphamap_pars_fragment,
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|
alphatest_fragment: alphatest_fragment,
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|
aomap_fragment: aomap_fragment,
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|
aomap_pars_fragment: aomap_pars_fragment,
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|
begin_vertex: begin_vertex,
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|
beginnormal_vertex: beginnormal_vertex,
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|
bsdfs: bsdfs,
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|
bumpmap_pars_fragment: bumpmap_pars_fragment,
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|
clipping_planes_fragment: clipping_planes_fragment,
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|
clipping_planes_pars_fragment: clipping_planes_pars_fragment,
|
|
clipping_planes_pars_vertex: clipping_planes_pars_vertex,
|
|
clipping_planes_vertex: clipping_planes_vertex,
|
|
color_fragment: color_fragment,
|
|
color_pars_fragment: color_pars_fragment,
|
|
color_pars_vertex: color_pars_vertex,
|
|
color_vertex: color_vertex,
|
|
common: common,
|
|
cube_uv_reflection_fragment: cube_uv_reflection_fragment,
|
|
defaultnormal_vertex: defaultnormal_vertex,
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|
displacementmap_pars_vertex: displacementmap_pars_vertex,
|
|
displacementmap_vertex: displacementmap_vertex,
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|
emissivemap_fragment: emissivemap_fragment,
|
|
emissivemap_pars_fragment: emissivemap_pars_fragment,
|
|
encodings_fragment: encodings_fragment,
|
|
encodings_pars_fragment: encodings_pars_fragment,
|
|
envmap_fragment: envmap_fragment,
|
|
envmap_common_pars_fragment: envmap_common_pars_fragment,
|
|
envmap_pars_fragment: envmap_pars_fragment,
|
|
envmap_pars_vertex: envmap_pars_vertex,
|
|
envmap_physical_pars_fragment: envmap_physical_pars_fragment,
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|
envmap_vertex: envmap_vertex,
|
|
fog_vertex: fog_vertex,
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|
fog_pars_vertex: fog_pars_vertex,
|
|
fog_fragment: fog_fragment,
|
|
fog_pars_fragment: fog_pars_fragment,
|
|
gradientmap_pars_fragment: gradientmap_pars_fragment,
|
|
lightmap_fragment: lightmap_fragment,
|
|
lightmap_pars_fragment: lightmap_pars_fragment,
|
|
lights_lambert_vertex: lights_lambert_vertex,
|
|
lights_pars_begin: lights_pars_begin,
|
|
lights_toon_fragment: lights_toon_fragment,
|
|
lights_toon_pars_fragment: lights_toon_pars_fragment,
|
|
lights_phong_fragment: lights_phong_fragment,
|
|
lights_phong_pars_fragment: lights_phong_pars_fragment,
|
|
lights_physical_fragment: lights_physical_fragment,
|
|
lights_physical_pars_fragment: lights_physical_pars_fragment,
|
|
lights_fragment_begin: lights_fragment_begin,
|
|
lights_fragment_maps: lights_fragment_maps,
|
|
lights_fragment_end: lights_fragment_end,
|
|
logdepthbuf_fragment: logdepthbuf_fragment,
|
|
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
|
|
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
|
|
logdepthbuf_vertex: logdepthbuf_vertex,
|
|
map_fragment: map_fragment,
|
|
map_pars_fragment: map_pars_fragment,
|
|
map_particle_fragment: map_particle_fragment,
|
|
map_particle_pars_fragment: map_particle_pars_fragment,
|
|
metalnessmap_fragment: metalnessmap_fragment,
|
|
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
|
|
morphnormal_vertex: morphnormal_vertex,
|
|
morphtarget_pars_vertex: morphtarget_pars_vertex,
|
|
morphtarget_vertex: morphtarget_vertex,
|
|
normal_fragment_begin: normal_fragment_begin,
|
|
normal_fragment_maps: normal_fragment_maps,
|
|
normalmap_pars_fragment: normalmap_pars_fragment,
|
|
clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
|
|
clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
|
|
clearcoat_pars_fragment: clearcoat_pars_fragment,
|
|
packing: packing,
|
|
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
|
|
project_vertex: project_vertex,
|
|
dithering_fragment: dithering_fragment,
|
|
dithering_pars_fragment: dithering_pars_fragment,
|
|
roughnessmap_fragment: roughnessmap_fragment,
|
|
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
|
|
shadowmap_pars_fragment: shadowmap_pars_fragment,
|
|
shadowmap_pars_vertex: shadowmap_pars_vertex,
|
|
shadowmap_vertex: shadowmap_vertex,
|
|
shadowmask_pars_fragment: shadowmask_pars_fragment,
|
|
skinbase_vertex: skinbase_vertex,
|
|
skinning_pars_vertex: skinning_pars_vertex,
|
|
skinning_vertex: skinning_vertex,
|
|
skinnormal_vertex: skinnormal_vertex,
|
|
specularmap_fragment: specularmap_fragment,
|
|
specularmap_pars_fragment: specularmap_pars_fragment,
|
|
tonemapping_fragment: tonemapping_fragment,
|
|
tonemapping_pars_fragment: tonemapping_pars_fragment,
|
|
transmissionmap_fragment: transmissionmap_fragment,
|
|
transmissionmap_pars_fragment: transmissionmap_pars_fragment,
|
|
uv_pars_fragment: uv_pars_fragment,
|
|
uv_pars_vertex: uv_pars_vertex,
|
|
uv_vertex: uv_vertex,
|
|
uv2_pars_fragment: uv2_pars_fragment,
|
|
uv2_pars_vertex: uv2_pars_vertex,
|
|
uv2_vertex: uv2_vertex,
|
|
worldpos_vertex: worldpos_vertex,
|
|
|
|
background_frag: background_frag,
|
|
background_vert: background_vert,
|
|
cube_frag: cube_frag,
|
|
cube_vert: cube_vert,
|
|
depth_frag: depth_frag,
|
|
depth_vert: depth_vert,
|
|
distanceRGBA_frag: distanceRGBA_frag,
|
|
distanceRGBA_vert: distanceRGBA_vert,
|
|
equirect_frag: equirect_frag,
|
|
equirect_vert: equirect_vert,
|
|
linedashed_frag: linedashed_frag,
|
|
linedashed_vert: linedashed_vert,
|
|
meshbasic_frag: meshbasic_frag,
|
|
meshbasic_vert: meshbasic_vert,
|
|
meshlambert_frag: meshlambert_frag,
|
|
meshlambert_vert: meshlambert_vert,
|
|
meshmatcap_frag: meshmatcap_frag,
|
|
meshmatcap_vert: meshmatcap_vert,
|
|
meshtoon_frag: meshtoon_frag,
|
|
meshtoon_vert: meshtoon_vert,
|
|
meshphong_frag: meshphong_frag,
|
|
meshphong_vert: meshphong_vert,
|
|
meshphysical_frag: meshphysical_frag,
|
|
meshphysical_vert: meshphysical_vert,
|
|
normal_frag: normal_frag,
|
|
normal_vert: normal_vert,
|
|
points_frag: points_frag,
|
|
points_vert: points_vert,
|
|
shadow_frag: shadow_frag,
|
|
shadow_vert: shadow_vert,
|
|
sprite_frag: sprite_frag,
|
|
sprite_vert: sprite_vert
|
|
};
|
|
|
|
/**
|
|
* Uniforms library for shared webgl shaders
|
|
*/
|
|
|
|
var UniformsLib = {
|
|
|
|
common: {
|
|
|
|
diffuse: { value: new Color( 0xeeeeee ) },
|
|
opacity: { value: 1.0 },
|
|
|
|
map: { value: null },
|
|
uvTransform: { value: new Matrix3() },
|
|
uv2Transform: { value: new Matrix3() },
|
|
|
|
alphaMap: { value: null },
|
|
|
|
},
|
|
|
|
specularmap: {
|
|
|
|
specularMap: { value: null },
|
|
|
|
},
|
|
|
|
envmap: {
|
|
|
|
envMap: { value: null },
|
|
flipEnvMap: { value: - 1 },
|
|
reflectivity: { value: 1.0 },
|
|
refractionRatio: { value: 0.98 },
|
|
maxMipLevel: { value: 0 }
|
|
|
|
},
|
|
|
|
aomap: {
|
|
|
|
aoMap: { value: null },
|
|
aoMapIntensity: { value: 1 }
|
|
|
|
},
|
|
|
|
lightmap: {
|
|
|
|
lightMap: { value: null },
|
|
lightMapIntensity: { value: 1 }
|
|
|
|
},
|
|
|
|
emissivemap: {
|
|
|
|
emissiveMap: { value: null }
|
|
|
|
},
|
|
|
|
bumpmap: {
|
|
|
|
bumpMap: { value: null },
|
|
bumpScale: { value: 1 }
|
|
|
|
},
|
|
|
|
normalmap: {
|
|
|
|
normalMap: { value: null },
|
|
normalScale: { value: new Vector2( 1, 1 ) }
|
|
|
|
},
|
|
|
|
displacementmap: {
|
|
|
|
displacementMap: { value: null },
|
|
displacementScale: { value: 1 },
|
|
displacementBias: { value: 0 }
|
|
|
|
},
|
|
|
|
roughnessmap: {
|
|
|
|
roughnessMap: { value: null }
|
|
|
|
},
|
|
|
|
metalnessmap: {
|
|
|
|
metalnessMap: { value: null }
|
|
|
|
},
|
|
|
|
gradientmap: {
|
|
|
|
gradientMap: { value: null }
|
|
|
|
},
|
|
|
|
fog: {
|
|
|
|
fogDensity: { value: 0.00025 },
|
|
fogNear: { value: 1 },
|
|
fogFar: { value: 2000 },
|
|
fogColor: { value: new Color( 0xffffff ) }
|
|
|
|
},
|
|
|
|
lights: {
|
|
|
|
ambientLightColor: { value: [] },
|
|
|
|
lightProbe: { value: [] },
|
|
|
|
directionalLights: { value: [], properties: {
|
|
direction: {},
|
|
color: {}
|
|
} },
|
|
|
|
directionalLightShadows: { value: [], properties: {
|
|
shadowBias: {},
|
|
shadowNormalBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {}
|
|
} },
|
|
|
|
directionalShadowMap: { value: [] },
|
|
directionalShadowMatrix: { value: [] },
|
|
|
|
spotLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
direction: {},
|
|
distance: {},
|
|
coneCos: {},
|
|
penumbraCos: {},
|
|
decay: {}
|
|
} },
|
|
|
|
spotLightShadows: { value: [], properties: {
|
|
shadowBias: {},
|
|
shadowNormalBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {}
|
|
} },
|
|
|
|
spotShadowMap: { value: [] },
|
|
spotShadowMatrix: { value: [] },
|
|
|
|
pointLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
decay: {},
|
|
distance: {}
|
|
} },
|
|
|
|
pointLightShadows: { value: [], properties: {
|
|
shadowBias: {},
|
|
shadowNormalBias: {},
|
|
shadowRadius: {},
|
|
shadowMapSize: {},
|
|
shadowCameraNear: {},
|
|
shadowCameraFar: {}
|
|
} },
|
|
|
|
pointShadowMap: { value: [] },
|
|
pointShadowMatrix: { value: [] },
|
|
|
|
hemisphereLights: { value: [], properties: {
|
|
direction: {},
|
|
skyColor: {},
|
|
groundColor: {}
|
|
} },
|
|
|
|
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
|
|
rectAreaLights: { value: [], properties: {
|
|
color: {},
|
|
position: {},
|
|
width: {},
|
|
height: {}
|
|
} },
|
|
|
|
ltc_1: { value: null },
|
|
ltc_2: { value: null }
|
|
|
|
},
|
|
|
|
points: {
|
|
|
|
diffuse: { value: new Color( 0xeeeeee ) },
|
|
opacity: { value: 1.0 },
|
|
size: { value: 1.0 },
|
|
scale: { value: 1.0 },
|
|
map: { value: null },
|
|
alphaMap: { value: null },
|
|
uvTransform: { value: new Matrix3() }
|
|
|
|
},
|
|
|
|
sprite: {
|
|
|
|
diffuse: { value: new Color( 0xeeeeee ) },
|
|
opacity: { value: 1.0 },
|
|
center: { value: new Vector2( 0.5, 0.5 ) },
|
|
rotation: { value: 0.0 },
|
|
map: { value: null },
|
|
alphaMap: { value: null },
|
|
uvTransform: { value: new Matrix3() }
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var ShaderLib = {
|
|
|
|
basic: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshbasic_vert,
|
|
fragmentShader: ShaderChunk.meshbasic_frag
|
|
|
|
},
|
|
|
|
lambert: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshlambert_vert,
|
|
fragmentShader: ShaderChunk.meshlambert_frag
|
|
|
|
},
|
|
|
|
phong: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
specular: { value: new Color( 0x111111 ) },
|
|
shininess: { value: 30 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphong_vert,
|
|
fragmentShader: ShaderChunk.meshphong_frag
|
|
|
|
},
|
|
|
|
standard: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.roughnessmap,
|
|
UniformsLib.metalnessmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
roughness: { value: 1.0 },
|
|
metalness: { value: 0.0 },
|
|
envMapIntensity: { value: 1 } // temporary
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
},
|
|
|
|
toon: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.gradientmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshtoon_vert,
|
|
fragmentShader: ShaderChunk.meshtoon_frag
|
|
|
|
},
|
|
|
|
matcap: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.fog,
|
|
{
|
|
matcap: { value: null }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshmatcap_vert,
|
|
fragmentShader: ShaderChunk.meshmatcap_frag
|
|
|
|
},
|
|
|
|
points: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.points,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.points_vert,
|
|
fragmentShader: ShaderChunk.points_frag
|
|
|
|
},
|
|
|
|
dashed: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.fog,
|
|
{
|
|
scale: { value: 1 },
|
|
dashSize: { value: 1 },
|
|
totalSize: { value: 2 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.linedashed_vert,
|
|
fragmentShader: ShaderChunk.linedashed_frag
|
|
|
|
},
|
|
|
|
depth: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.displacementmap
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.depth_vert,
|
|
fragmentShader: ShaderChunk.depth_frag
|
|
|
|
},
|
|
|
|
normal: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
{
|
|
opacity: { value: 1.0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.normal_vert,
|
|
fragmentShader: ShaderChunk.normal_frag
|
|
|
|
},
|
|
|
|
sprite: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.sprite,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.sprite_vert,
|
|
fragmentShader: ShaderChunk.sprite_frag
|
|
|
|
},
|
|
|
|
background: {
|
|
|
|
uniforms: {
|
|
uvTransform: { value: new Matrix3() },
|
|
t2D: { value: null },
|
|
},
|
|
|
|
vertexShader: ShaderChunk.background_vert,
|
|
fragmentShader: ShaderChunk.background_frag
|
|
|
|
},
|
|
/* -------------------------------------------------------------------------
|
|
// Cube map shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
cube: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.envmap,
|
|
{
|
|
opacity: { value: 1.0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.cube_vert,
|
|
fragmentShader: ShaderChunk.cube_frag
|
|
|
|
},
|
|
|
|
equirect: {
|
|
|
|
uniforms: {
|
|
tEquirect: { value: null },
|
|
},
|
|
|
|
vertexShader: ShaderChunk.equirect_vert,
|
|
fragmentShader: ShaderChunk.equirect_frag
|
|
|
|
},
|
|
|
|
distanceRGBA: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.common,
|
|
UniformsLib.displacementmap,
|
|
{
|
|
referencePosition: { value: new Vector3() },
|
|
nearDistance: { value: 1 },
|
|
farDistance: { value: 1000 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.distanceRGBA_vert,
|
|
fragmentShader: ShaderChunk.distanceRGBA_frag
|
|
|
|
},
|
|
|
|
shadow: {
|
|
|
|
uniforms: mergeUniforms( [
|
|
UniformsLib.lights,
|
|
UniformsLib.fog,
|
|
{
|
|
color: { value: new Color( 0x00000 ) },
|
|
opacity: { value: 1.0 }
|
|
} ] ),
|
|
|
|
vertexShader: ShaderChunk.shadow_vert,
|
|
fragmentShader: ShaderChunk.shadow_frag
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ShaderLib.physical = {
|
|
|
|
uniforms: mergeUniforms( [
|
|
ShaderLib.standard.uniforms,
|
|
{
|
|
clearcoat: { value: 0 },
|
|
clearcoatMap: { value: null },
|
|
clearcoatRoughness: { value: 0 },
|
|
clearcoatRoughnessMap: { value: null },
|
|
clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
|
|
clearcoatNormalMap: { value: null },
|
|
sheen: { value: new Color( 0x000000 ) },
|
|
transmission: { value: 0 },
|
|
transmissionMap: { value: null },
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
};
|
|
|
|
function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {
|
|
|
|
var clearColor = new Color( 0x000000 );
|
|
var clearAlpha = 0;
|
|
|
|
var planeMesh;
|
|
var boxMesh;
|
|
|
|
var currentBackground = null;
|
|
var currentBackgroundVersion = 0;
|
|
var currentTonemapping = null;
|
|
|
|
function render( renderList, scene, camera, forceClear ) {
|
|
|
|
var background = scene.isScene === true ? scene.background : null;
|
|
|
|
if ( background && background.isTexture ) {
|
|
|
|
background = cubemaps.get( background );
|
|
|
|
}
|
|
|
|
// Ignore background in AR
|
|
// TODO: Reconsider this.
|
|
|
|
var xr = renderer.xr;
|
|
var session = xr.getSession && xr.getSession();
|
|
|
|
if ( session && session.environmentBlendMode === 'additive' ) {
|
|
|
|
background = null;
|
|
|
|
}
|
|
|
|
if ( background === null ) {
|
|
|
|
setClear( clearColor, clearAlpha );
|
|
|
|
} else if ( background && background.isColor ) {
|
|
|
|
setClear( background, 1 );
|
|
forceClear = true;
|
|
|
|
}
|
|
|
|
if ( renderer.autoClear || forceClear ) {
|
|
|
|
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
|
|
|
}
|
|
|
|
if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.isWebGLCubeRenderTargetTexture || background.mapping === CubeUVReflectionMapping ) ) {
|
|
|
|
if ( boxMesh === undefined ) {
|
|
|
|
boxMesh = new Mesh(
|
|
new BoxBufferGeometry( 1, 1, 1 ),
|
|
new ShaderMaterial( {
|
|
name: 'BackgroundCubeMaterial',
|
|
uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
|
|
vertexShader: ShaderLib.cube.vertexShader,
|
|
fragmentShader: ShaderLib.cube.fragmentShader,
|
|
side: BackSide,
|
|
depthTest: false,
|
|
depthWrite: false,
|
|
fog: false
|
|
} )
|
|
);
|
|
|
|
boxMesh.geometry.deleteAttribute( 'normal' );
|
|
boxMesh.geometry.deleteAttribute( 'uv' );
|
|
|
|
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
|
|
|
|
this.matrixWorld.copyPosition( camera.matrixWorld );
|
|
|
|
};
|
|
|
|
// enable code injection for non-built-in material
|
|
Object.defineProperty( boxMesh.material, 'envMap', {
|
|
|
|
get: function () {
|
|
|
|
return this.uniforms.envMap.value;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
objects.update( boxMesh );
|
|
|
|
}
|
|
|
|
if ( background.isWebGLCubeRenderTarget ) {
|
|
|
|
// TODO Deprecate
|
|
|
|
background = background.texture;
|
|
|
|
}
|
|
|
|
boxMesh.material.uniforms.envMap.value = background;
|
|
boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture ? - 1 : 1;
|
|
|
|
if ( currentBackground !== background ||
|
|
currentBackgroundVersion !== background.version ||
|
|
currentTonemapping !== renderer.toneMapping ) {
|
|
|
|
boxMesh.material.needsUpdate = true;
|
|
|
|
currentBackground = background;
|
|
currentBackgroundVersion = background.version;
|
|
currentTonemapping = renderer.toneMapping;
|
|
|
|
}
|
|
|
|
// push to the pre-sorted opaque render list
|
|
renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
|
|
|
|
} else if ( background && background.isTexture ) {
|
|
|
|
if ( planeMesh === undefined ) {
|
|
|
|
planeMesh = new Mesh(
|
|
new PlaneBufferGeometry( 2, 2 ),
|
|
new ShaderMaterial( {
|
|
name: 'BackgroundMaterial',
|
|
uniforms: cloneUniforms( ShaderLib.background.uniforms ),
|
|
vertexShader: ShaderLib.background.vertexShader,
|
|
fragmentShader: ShaderLib.background.fragmentShader,
|
|
side: FrontSide,
|
|
depthTest: false,
|
|
depthWrite: false,
|
|
fog: false
|
|
} )
|
|
);
|
|
|
|
planeMesh.geometry.deleteAttribute( 'normal' );
|
|
|
|
// enable code injection for non-built-in material
|
|
Object.defineProperty( planeMesh.material, 'map', {
|
|
|
|
get: function () {
|
|
|
|
return this.uniforms.t2D.value;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
objects.update( planeMesh );
|
|
|
|
}
|
|
|
|
planeMesh.material.uniforms.t2D.value = background;
|
|
|
|
if ( background.matrixAutoUpdate === true ) {
|
|
|
|
background.updateMatrix();
|
|
|
|
}
|
|
|
|
planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
|
|
|
|
if ( currentBackground !== background ||
|
|
currentBackgroundVersion !== background.version ||
|
|
currentTonemapping !== renderer.toneMapping ) {
|
|
|
|
planeMesh.material.needsUpdate = true;
|
|
|
|
currentBackground = background;
|
|
currentBackgroundVersion = background.version;
|
|
currentTonemapping = renderer.toneMapping;
|
|
|
|
}
|
|
|
|
|
|
// push to the pre-sorted opaque render list
|
|
renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setClear( color, alpha ) {
|
|
|
|
state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
getClearColor: function () {
|
|
|
|
return clearColor;
|
|
|
|
},
|
|
setClearColor: function ( color, alpha ) {
|
|
|
|
clearColor.set( color );
|
|
clearAlpha = alpha !== undefined ? alpha : 1;
|
|
setClear( clearColor, clearAlpha );
|
|
|
|
},
|
|
getClearAlpha: function () {
|
|
|
|
return clearAlpha;
|
|
|
|
},
|
|
setClearAlpha: function ( alpha ) {
|
|
|
|
clearAlpha = alpha;
|
|
setClear( clearColor, clearAlpha );
|
|
|
|
},
|
|
render: render
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
|
|
|
|
var maxVertexAttributes = gl.getParameter( 34921 );
|
|
|
|
var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
|
|
var vaoAvailable = capabilities.isWebGL2 || extension !== null;
|
|
|
|
var bindingStates = {};
|
|
|
|
var defaultState = createBindingState( null );
|
|
var currentState = defaultState;
|
|
|
|
function setup( object, material, program, geometry, index ) {
|
|
|
|
var updateBuffers = false;
|
|
|
|
if ( vaoAvailable ) {
|
|
|
|
var state = getBindingState( geometry, program, material );
|
|
|
|
if ( currentState !== state ) {
|
|
|
|
currentState = state;
|
|
bindVertexArrayObject( currentState.object );
|
|
|
|
}
|
|
|
|
updateBuffers = needsUpdate( geometry, index );
|
|
|
|
if ( updateBuffers ) { saveCache( geometry, index ); }
|
|
|
|
} else {
|
|
|
|
var wireframe = ( material.wireframe === true );
|
|
|
|
if ( currentState.geometry !== geometry.id ||
|
|
currentState.program !== program.id ||
|
|
currentState.wireframe !== wireframe ) {
|
|
|
|
currentState.geometry = geometry.id;
|
|
currentState.program = program.id;
|
|
currentState.wireframe = wireframe;
|
|
|
|
updateBuffers = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( object.isInstancedMesh === true ) {
|
|
|
|
updateBuffers = true;
|
|
|
|
}
|
|
|
|
if ( index !== null ) {
|
|
|
|
attributes.update( index, 34963 );
|
|
|
|
}
|
|
|
|
if ( updateBuffers ) {
|
|
|
|
setupVertexAttributes( object, material, program, geometry );
|
|
|
|
if ( index !== null ) {
|
|
|
|
gl.bindBuffer( 34963, attributes.get( index ).buffer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function createVertexArrayObject() {
|
|
|
|
if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
|
|
|
|
return extension.createVertexArrayOES();
|
|
|
|
}
|
|
|
|
function bindVertexArrayObject( vao ) {
|
|
|
|
if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
|
|
|
|
return extension.bindVertexArrayOES( vao );
|
|
|
|
}
|
|
|
|
function deleteVertexArrayObject( vao ) {
|
|
|
|
if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
|
|
|
|
return extension.deleteVertexArrayOES( vao );
|
|
|
|
}
|
|
|
|
function getBindingState( geometry, program, material ) {
|
|
|
|
var wireframe = ( material.wireframe === true );
|
|
|
|
var programMap = bindingStates[ geometry.id ];
|
|
|
|
if ( programMap === undefined ) {
|
|
|
|
programMap = {};
|
|
bindingStates[ geometry.id ] = programMap;
|
|
|
|
}
|
|
|
|
var stateMap = programMap[ program.id ];
|
|
|
|
if ( stateMap === undefined ) {
|
|
|
|
stateMap = {};
|
|
programMap[ program.id ] = stateMap;
|
|
|
|
}
|
|
|
|
var state = stateMap[ wireframe ];
|
|
|
|
if ( state === undefined ) {
|
|
|
|
state = createBindingState( createVertexArrayObject() );
|
|
stateMap[ wireframe ] = state;
|
|
|
|
}
|
|
|
|
return state;
|
|
|
|
}
|
|
|
|
function createBindingState( vao ) {
|
|
|
|
var newAttributes = [];
|
|
var enabledAttributes = [];
|
|
var attributeDivisors = [];
|
|
|
|
for ( var i = 0; i < maxVertexAttributes; i ++ ) {
|
|
|
|
newAttributes[ i ] = 0;
|
|
enabledAttributes[ i ] = 0;
|
|
attributeDivisors[ i ] = 0;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
// for backward compatibility on non-VAO support browser
|
|
geometry: null,
|
|
program: null,
|
|
wireframe: false,
|
|
|
|
newAttributes: newAttributes,
|
|
enabledAttributes: enabledAttributes,
|
|
attributeDivisors: attributeDivisors,
|
|
object: vao,
|
|
attributes: {},
|
|
index: null
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function needsUpdate( geometry, index ) {
|
|
|
|
var cachedAttributes = currentState.attributes;
|
|
var geometryAttributes = geometry.attributes;
|
|
|
|
if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
|
|
|
|
for ( var key in geometryAttributes ) {
|
|
|
|
var cachedAttribute = cachedAttributes[ key ];
|
|
var geometryAttribute = geometryAttributes[ key ];
|
|
|
|
if ( cachedAttribute === undefined ) { return true; }
|
|
|
|
if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
|
|
|
|
if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
|
|
|
|
}
|
|
|
|
if ( currentState.index !== index ) { return true; }
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
function saveCache( geometry, index ) {
|
|
|
|
var cache = {};
|
|
var attributes = geometry.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
var attribute = attributes[ key ];
|
|
|
|
var data = {};
|
|
data.attribute = attribute;
|
|
|
|
if ( attribute.data ) {
|
|
|
|
data.data = attribute.data;
|
|
|
|
}
|
|
|
|
cache[ key ] = data;
|
|
|
|
}
|
|
|
|
currentState.attributes = cache;
|
|
|
|
currentState.index = index;
|
|
|
|
}
|
|
|
|
function initAttributes() {
|
|
|
|
var newAttributes = currentState.newAttributes;
|
|
|
|
for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
|
|
|
|
newAttributes[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function enableAttribute( attribute ) {
|
|
|
|
enableAttributeAndDivisor( attribute, 0 );
|
|
|
|
}
|
|
|
|
function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
|
|
|
|
var newAttributes = currentState.newAttributes;
|
|
var enabledAttributes = currentState.enabledAttributes;
|
|
var attributeDivisors = currentState.attributeDivisors;
|
|
|
|
newAttributes[ attribute ] = 1;
|
|
|
|
if ( enabledAttributes[ attribute ] === 0 ) {
|
|
|
|
gl.enableVertexAttribArray( attribute );
|
|
enabledAttributes[ attribute ] = 1;
|
|
|
|
}
|
|
|
|
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
|
|
|
|
var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
|
|
attributeDivisors[ attribute ] = meshPerAttribute;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function disableUnusedAttributes() {
|
|
|
|
var newAttributes = currentState.newAttributes;
|
|
var enabledAttributes = currentState.enabledAttributes;
|
|
|
|
for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
|
|
|
|
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
|
|
|
|
gl.disableVertexAttribArray( i );
|
|
enabledAttributes[ i ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
|
|
|
|
if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
|
|
|
|
gl.vertexAttribIPointer( index, size, type, stride, offset );
|
|
|
|
} else {
|
|
|
|
gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setupVertexAttributes( object, material, program, geometry ) {
|
|
|
|
if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
|
|
|
|
if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
|
|
|
|
}
|
|
|
|
initAttributes();
|
|
|
|
var geometryAttributes = geometry.attributes;
|
|
|
|
var programAttributes = program.getAttributes();
|
|
|
|
var materialDefaultAttributeValues = material.defaultAttributeValues;
|
|
|
|
for ( var name in programAttributes ) {
|
|
|
|
var programAttribute = programAttributes[ name ];
|
|
|
|
if ( programAttribute >= 0 ) {
|
|
|
|
var geometryAttribute = geometryAttributes[ name ];
|
|
|
|
if ( geometryAttribute !== undefined ) {
|
|
|
|
var normalized = geometryAttribute.normalized;
|
|
var size = geometryAttribute.itemSize;
|
|
|
|
var attribute = attributes.get( geometryAttribute );
|
|
|
|
// TODO Attribute may not be available on context restore
|
|
|
|
if ( attribute === undefined ) { continue; }
|
|
|
|
var buffer = attribute.buffer;
|
|
var type = attribute.type;
|
|
var bytesPerElement = attribute.bytesPerElement;
|
|
|
|
if ( geometryAttribute.isInterleavedBufferAttribute ) {
|
|
|
|
var data = geometryAttribute.data;
|
|
var stride = data.stride;
|
|
var offset = geometryAttribute.offset;
|
|
|
|
if ( data && data.isInstancedInterleavedBuffer ) {
|
|
|
|
enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
|
|
|
|
if ( geometry._maxInstanceCount === undefined ) {
|
|
|
|
geometry._maxInstanceCount = data.meshPerAttribute * data.count;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
enableAttribute( programAttribute );
|
|
|
|
}
|
|
|
|
gl.bindBuffer( 34962, buffer );
|
|
vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
|
|
|
|
} else {
|
|
|
|
if ( geometryAttribute.isInstancedBufferAttribute ) {
|
|
|
|
enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
|
|
|
|
if ( geometry._maxInstanceCount === undefined ) {
|
|
|
|
geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
enableAttribute( programAttribute );
|
|
|
|
}
|
|
|
|
gl.bindBuffer( 34962, buffer );
|
|
vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
|
|
|
|
}
|
|
|
|
} else if ( name === 'instanceMatrix' ) {
|
|
|
|
var attribute$1 = attributes.get( object.instanceMatrix );
|
|
|
|
// TODO Attribute may not be available on context restore
|
|
|
|
if ( attribute$1 === undefined ) { continue; }
|
|
|
|
var buffer$1 = attribute$1.buffer;
|
|
var type$1 = attribute$1.type;
|
|
|
|
enableAttributeAndDivisor( programAttribute + 0, 1 );
|
|
enableAttributeAndDivisor( programAttribute + 1, 1 );
|
|
enableAttributeAndDivisor( programAttribute + 2, 1 );
|
|
enableAttributeAndDivisor( programAttribute + 3, 1 );
|
|
|
|
gl.bindBuffer( 34962, buffer$1 );
|
|
|
|
gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
|
|
gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
|
|
gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
|
|
gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
|
|
|
|
} else if ( name === 'instanceColor' ) {
|
|
|
|
var attribute$2 = attributes.get( object.instanceColor );
|
|
|
|
// TODO Attribute may not be available on context restore
|
|
|
|
if ( attribute$2 === undefined ) { continue; }
|
|
|
|
var buffer$2 = attribute$2.buffer;
|
|
var type$2 = attribute$2.type;
|
|
|
|
enableAttributeAndDivisor( programAttribute, 1 );
|
|
|
|
gl.bindBuffer( 34962, buffer$2 );
|
|
|
|
gl.vertexAttribPointer( programAttribute, 3, type$2, false, 12, 0 );
|
|
|
|
} else if ( materialDefaultAttributeValues !== undefined ) {
|
|
|
|
var value = materialDefaultAttributeValues[ name ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
switch ( value.length ) {
|
|
|
|
case 2:
|
|
gl.vertexAttrib2fv( programAttribute, value );
|
|
break;
|
|
|
|
case 3:
|
|
gl.vertexAttrib3fv( programAttribute, value );
|
|
break;
|
|
|
|
case 4:
|
|
gl.vertexAttrib4fv( programAttribute, value );
|
|
break;
|
|
|
|
default:
|
|
gl.vertexAttrib1fv( programAttribute, value );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
disableUnusedAttributes();
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
reset();
|
|
|
|
for ( var geometryId in bindingStates ) {
|
|
|
|
var programMap = bindingStates[ geometryId ];
|
|
|
|
for ( var programId in programMap ) {
|
|
|
|
var stateMap = programMap[ programId ];
|
|
|
|
for ( var wireframe in stateMap ) {
|
|
|
|
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
|
|
delete stateMap[ wireframe ];
|
|
|
|
}
|
|
|
|
delete programMap[ programId ];
|
|
|
|
}
|
|
|
|
delete bindingStates[ geometryId ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function releaseStatesOfGeometry( geometry ) {
|
|
|
|
if ( bindingStates[ geometry.id ] === undefined ) { return; }
|
|
|
|
var programMap = bindingStates[ geometry.id ];
|
|
|
|
for ( var programId in programMap ) {
|
|
|
|
var stateMap = programMap[ programId ];
|
|
|
|
for ( var wireframe in stateMap ) {
|
|
|
|
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
|
|
delete stateMap[ wireframe ];
|
|
|
|
}
|
|
|
|
delete programMap[ programId ];
|
|
|
|
}
|
|
|
|
delete bindingStates[ geometry.id ];
|
|
|
|
}
|
|
|
|
function releaseStatesOfProgram( program ) {
|
|
|
|
for ( var geometryId in bindingStates ) {
|
|
|
|
var programMap = bindingStates[ geometryId ];
|
|
|
|
if ( programMap[ program.id ] === undefined ) { continue; }
|
|
|
|
var stateMap = programMap[ program.id ];
|
|
|
|
for ( var wireframe in stateMap ) {
|
|
|
|
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
|
|
delete stateMap[ wireframe ];
|
|
|
|
}
|
|
|
|
delete programMap[ program.id ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function reset() {
|
|
|
|
resetDefaultState();
|
|
|
|
if ( currentState === defaultState ) { return; }
|
|
|
|
currentState = defaultState;
|
|
bindVertexArrayObject( currentState.object );
|
|
|
|
}
|
|
|
|
// for backward-compatilibity
|
|
|
|
function resetDefaultState() {
|
|
|
|
defaultState.geometry = null;
|
|
defaultState.program = null;
|
|
defaultState.wireframe = false;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
setup: setup,
|
|
reset: reset,
|
|
resetDefaultState: resetDefaultState,
|
|
dispose: dispose,
|
|
releaseStatesOfGeometry: releaseStatesOfGeometry,
|
|
releaseStatesOfProgram: releaseStatesOfProgram,
|
|
|
|
initAttributes: initAttributes,
|
|
enableAttribute: enableAttribute,
|
|
disableUnusedAttributes: disableUnusedAttributes
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
|
|
var mode;
|
|
|
|
function setMode( value ) {
|
|
|
|
mode = value;
|
|
|
|
}
|
|
|
|
function render( start, count ) {
|
|
|
|
gl.drawArrays( mode, start, count );
|
|
|
|
info.update( count, mode, 1 );
|
|
|
|
}
|
|
|
|
function renderInstances( start, count, primcount ) {
|
|
|
|
if ( primcount === 0 ) { return; }
|
|
|
|
var extension, methodName;
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
extension = gl;
|
|
methodName = 'drawArraysInstanced';
|
|
|
|
} else {
|
|
|
|
extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
methodName = 'drawArraysInstancedANGLE';
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
extension[ methodName ]( mode, start, count, primcount );
|
|
|
|
info.update( count, mode, primcount );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
this.setMode = setMode;
|
|
this.render = render;
|
|
this.renderInstances = renderInstances;
|
|
|
|
}
|
|
|
|
function WebGLCapabilities( gl, extensions, parameters ) {
|
|
|
|
var maxAnisotropy;
|
|
|
|
function getMaxAnisotropy() {
|
|
|
|
if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
|
|
|
|
var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
|
|
|
|
} else {
|
|
|
|
maxAnisotropy = 0;
|
|
|
|
}
|
|
|
|
return maxAnisotropy;
|
|
|
|
}
|
|
|
|
function getMaxPrecision( precision ) {
|
|
|
|
if ( precision === 'highp' ) {
|
|
|
|
if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
|
|
gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
|
|
|
|
return 'highp';
|
|
|
|
}
|
|
|
|
precision = 'mediump';
|
|
|
|
}
|
|
|
|
if ( precision === 'mediump' ) {
|
|
|
|
if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
|
|
gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
|
|
|
|
return 'mediump';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 'lowp';
|
|
|
|
}
|
|
|
|
/* eslint-disable no-undef */
|
|
var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
|
|
( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
|
|
/* eslint-enable no-undef */
|
|
|
|
var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
|
|
var maxPrecision = getMaxPrecision( precision );
|
|
|
|
if ( maxPrecision !== precision ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
|
|
precision = maxPrecision;
|
|
|
|
}
|
|
|
|
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
|
|
|
|
var maxTextures = gl.getParameter( 34930 );
|
|
var maxVertexTextures = gl.getParameter( 35660 );
|
|
var maxTextureSize = gl.getParameter( 3379 );
|
|
var maxCubemapSize = gl.getParameter( 34076 );
|
|
|
|
var maxAttributes = gl.getParameter( 34921 );
|
|
var maxVertexUniforms = gl.getParameter( 36347 );
|
|
var maxVaryings = gl.getParameter( 36348 );
|
|
var maxFragmentUniforms = gl.getParameter( 36349 );
|
|
|
|
var vertexTextures = maxVertexTextures > 0;
|
|
var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
|
|
var floatVertexTextures = vertexTextures && floatFragmentTextures;
|
|
|
|
var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
|
|
|
|
return {
|
|
|
|
isWebGL2: isWebGL2,
|
|
|
|
getMaxAnisotropy: getMaxAnisotropy,
|
|
getMaxPrecision: getMaxPrecision,
|
|
|
|
precision: precision,
|
|
logarithmicDepthBuffer: logarithmicDepthBuffer,
|
|
|
|
maxTextures: maxTextures,
|
|
maxVertexTextures: maxVertexTextures,
|
|
maxTextureSize: maxTextureSize,
|
|
maxCubemapSize: maxCubemapSize,
|
|
|
|
maxAttributes: maxAttributes,
|
|
maxVertexUniforms: maxVertexUniforms,
|
|
maxVaryings: maxVaryings,
|
|
maxFragmentUniforms: maxFragmentUniforms,
|
|
|
|
vertexTextures: vertexTextures,
|
|
floatFragmentTextures: floatFragmentTextures,
|
|
floatVertexTextures: floatVertexTextures,
|
|
|
|
maxSamples: maxSamples
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLClipping( properties ) {
|
|
|
|
var scope = this;
|
|
|
|
var globalState = null,
|
|
numGlobalPlanes = 0,
|
|
localClippingEnabled = false,
|
|
renderingShadows = false;
|
|
|
|
var plane = new Plane(),
|
|
viewNormalMatrix = new Matrix3(),
|
|
|
|
uniform = { value: null, needsUpdate: false };
|
|
|
|
this.uniform = uniform;
|
|
this.numPlanes = 0;
|
|
this.numIntersection = 0;
|
|
|
|
this.init = function ( planes, enableLocalClipping, camera ) {
|
|
|
|
var enabled =
|
|
planes.length !== 0 ||
|
|
enableLocalClipping ||
|
|
// enable state of previous frame - the clipping code has to
|
|
// run another frame in order to reset the state:
|
|
numGlobalPlanes !== 0 ||
|
|
localClippingEnabled;
|
|
|
|
localClippingEnabled = enableLocalClipping;
|
|
|
|
globalState = projectPlanes( planes, camera, 0 );
|
|
numGlobalPlanes = planes.length;
|
|
|
|
return enabled;
|
|
|
|
};
|
|
|
|
this.beginShadows = function () {
|
|
|
|
renderingShadows = true;
|
|
projectPlanes( null );
|
|
|
|
};
|
|
|
|
this.endShadows = function () {
|
|
|
|
renderingShadows = false;
|
|
resetGlobalState();
|
|
|
|
};
|
|
|
|
this.setState = function ( material, camera, useCache ) {
|
|
|
|
var planes = material.clippingPlanes,
|
|
clipIntersection = material.clipIntersection,
|
|
clipShadows = material.clipShadows;
|
|
|
|
var materialProperties = properties.get( material );
|
|
|
|
if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
|
|
|
|
// there's no local clipping
|
|
|
|
if ( renderingShadows ) {
|
|
|
|
// there's no global clipping
|
|
|
|
projectPlanes( null );
|
|
|
|
} else {
|
|
|
|
resetGlobalState();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
|
|
lGlobal = nGlobal * 4;
|
|
|
|
var dstArray = materialProperties.clippingState || null;
|
|
|
|
uniform.value = dstArray; // ensure unique state
|
|
|
|
dstArray = projectPlanes( planes, camera, lGlobal, useCache );
|
|
|
|
for ( var i = 0; i !== lGlobal; ++ i ) {
|
|
|
|
dstArray[ i ] = globalState[ i ];
|
|
|
|
}
|
|
|
|
materialProperties.clippingState = dstArray;
|
|
this.numIntersection = clipIntersection ? this.numPlanes : 0;
|
|
this.numPlanes += nGlobal;
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
function resetGlobalState() {
|
|
|
|
if ( uniform.value !== globalState ) {
|
|
|
|
uniform.value = globalState;
|
|
uniform.needsUpdate = numGlobalPlanes > 0;
|
|
|
|
}
|
|
|
|
scope.numPlanes = numGlobalPlanes;
|
|
scope.numIntersection = 0;
|
|
|
|
}
|
|
|
|
function projectPlanes( planes, camera, dstOffset, skipTransform ) {
|
|
|
|
var nPlanes = planes !== null ? planes.length : 0;
|
|
var dstArray = null;
|
|
|
|
if ( nPlanes !== 0 ) {
|
|
|
|
dstArray = uniform.value;
|
|
|
|
if ( skipTransform !== true || dstArray === null ) {
|
|
|
|
var flatSize = dstOffset + nPlanes * 4,
|
|
viewMatrix = camera.matrixWorldInverse;
|
|
|
|
viewNormalMatrix.getNormalMatrix( viewMatrix );
|
|
|
|
if ( dstArray === null || dstArray.length < flatSize ) {
|
|
|
|
dstArray = new Float32Array( flatSize );
|
|
|
|
}
|
|
|
|
for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
|
|
|
|
plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
|
|
|
|
plane.normal.toArray( dstArray, i4 );
|
|
dstArray[ i4 + 3 ] = plane.constant;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
uniform.value = dstArray;
|
|
uniform.needsUpdate = true;
|
|
|
|
}
|
|
|
|
scope.numPlanes = nPlanes;
|
|
scope.numIntersection = 0;
|
|
|
|
return dstArray;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function WebGLCubeMaps( renderer ) {
|
|
|
|
var cubemaps = new WeakMap();
|
|
|
|
function mapTextureMapping( texture, mapping ) {
|
|
|
|
if ( mapping === EquirectangularReflectionMapping ) {
|
|
|
|
texture.mapping = CubeReflectionMapping;
|
|
|
|
} else if ( mapping === EquirectangularRefractionMapping ) {
|
|
|
|
texture.mapping = CubeRefractionMapping;
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
function get( texture ) {
|
|
|
|
if ( texture && texture.isTexture ) {
|
|
|
|
var mapping = texture.mapping;
|
|
|
|
if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
|
|
|
|
if ( cubemaps.has( texture ) ) {
|
|
|
|
var cubemap = cubemaps.get( texture ).texture;
|
|
return mapTextureMapping( cubemap, texture.mapping );
|
|
|
|
} else {
|
|
|
|
var image = texture.image;
|
|
|
|
if ( image && image.height > 0 ) {
|
|
|
|
var currentRenderList = renderer.getRenderList();
|
|
var currentRenderTarget = renderer.getRenderTarget();
|
|
var currentRenderState = renderer.getRenderState();
|
|
|
|
var renderTarget = new WebGLCubeRenderTarget( image.height / 2 );
|
|
renderTarget.fromEquirectangularTexture( renderer, texture );
|
|
cubemaps.set( texture, renderTarget );
|
|
|
|
renderer.setRenderTarget( currentRenderTarget );
|
|
renderer.setRenderList( currentRenderList );
|
|
renderer.setRenderState( currentRenderState );
|
|
|
|
return mapTextureMapping( renderTarget.texture, texture.mapping );
|
|
|
|
} else {
|
|
|
|
// image not yet ready. try the conversion next frame
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
cubemaps = new WeakMap();
|
|
|
|
}
|
|
|
|
return {
|
|
get: get,
|
|
dispose: dispose
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLExtensions( gl ) {
|
|
|
|
var extensions = {};
|
|
|
|
return {
|
|
|
|
has: function ( name ) {
|
|
|
|
if ( extensions[ name ] !== undefined ) {
|
|
|
|
return extensions[ name ] !== null;
|
|
|
|
}
|
|
|
|
var extension;
|
|
|
|
switch ( name ) {
|
|
|
|
case 'WEBGL_depth_texture':
|
|
extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
|
|
break;
|
|
|
|
case 'EXT_texture_filter_anisotropic':
|
|
extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
|
|
break;
|
|
|
|
case 'WEBGL_compressed_texture_s3tc':
|
|
extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
|
|
break;
|
|
|
|
case 'WEBGL_compressed_texture_pvrtc':
|
|
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
|
|
break;
|
|
|
|
default:
|
|
extension = gl.getExtension( name );
|
|
|
|
}
|
|
|
|
extensions[ name ] = extension;
|
|
|
|
return extension !== null;
|
|
|
|
},
|
|
|
|
get: function ( name ) {
|
|
|
|
if ( ! this.has( name ) ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
|
|
|
|
}
|
|
|
|
return extensions[ name ];
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLGeometries( gl, attributes, info, bindingStates ) {
|
|
|
|
var geometries = new WeakMap();
|
|
var wireframeAttributes = new WeakMap();
|
|
|
|
function onGeometryDispose( event ) {
|
|
|
|
var geometry = event.target;
|
|
var buffergeometry = geometries.get( geometry );
|
|
|
|
if ( buffergeometry.index !== null ) {
|
|
|
|
attributes.remove( buffergeometry.index );
|
|
|
|
}
|
|
|
|
for ( var name in buffergeometry.attributes ) {
|
|
|
|
attributes.remove( buffergeometry.attributes[ name ] );
|
|
|
|
}
|
|
|
|
geometry.removeEventListener( 'dispose', onGeometryDispose );
|
|
|
|
geometries.delete( geometry );
|
|
|
|
var attribute = wireframeAttributes.get( buffergeometry );
|
|
|
|
if ( attribute ) {
|
|
|
|
attributes.remove( attribute );
|
|
wireframeAttributes.delete( buffergeometry );
|
|
|
|
}
|
|
|
|
bindingStates.releaseStatesOfGeometry( geometry );
|
|
|
|
if ( geometry.isInstancedBufferGeometry === true ) {
|
|
|
|
delete geometry._maxInstanceCount;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
info.memory.geometries --;
|
|
|
|
}
|
|
|
|
function get( object, geometry ) {
|
|
|
|
var buffergeometry = geometries.get( geometry );
|
|
|
|
if ( buffergeometry ) { return buffergeometry; }
|
|
|
|
geometry.addEventListener( 'dispose', onGeometryDispose );
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
buffergeometry = geometry;
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
if ( geometry._bufferGeometry === undefined ) {
|
|
|
|
geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
|
|
|
|
}
|
|
|
|
buffergeometry = geometry._bufferGeometry;
|
|
|
|
}
|
|
|
|
geometries.set( geometry, buffergeometry );
|
|
|
|
info.memory.geometries ++;
|
|
|
|
return buffergeometry;
|
|
|
|
}
|
|
|
|
function update( geometry ) {
|
|
|
|
var geometryAttributes = geometry.attributes;
|
|
|
|
// Updating index buffer in VAO now. See WebGLBindingStates.
|
|
|
|
for ( var name in geometryAttributes ) {
|
|
|
|
attributes.update( geometryAttributes[ name ], 34962 );
|
|
|
|
}
|
|
|
|
// morph targets
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
|
|
for ( var name$1 in morphAttributes ) {
|
|
|
|
var array = morphAttributes[ name$1 ];
|
|
|
|
for ( var i = 0, l = array.length; i < l; i ++ ) {
|
|
|
|
attributes.update( array[ i ], 34962 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function updateWireframeAttribute( geometry ) {
|
|
|
|
var indices = [];
|
|
|
|
var geometryIndex = geometry.index;
|
|
var geometryPosition = geometry.attributes.position;
|
|
var version = 0;
|
|
|
|
if ( geometryIndex !== null ) {
|
|
|
|
var array = geometryIndex.array;
|
|
version = geometryIndex.version;
|
|
|
|
for ( var i = 0, l = array.length; i < l; i += 3 ) {
|
|
|
|
var a = array[ i + 0 ];
|
|
var b = array[ i + 1 ];
|
|
var c = array[ i + 2 ];
|
|
|
|
indices.push( a, b, b, c, c, a );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var array$1 = geometryPosition.array;
|
|
version = geometryPosition.version;
|
|
|
|
for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
|
|
|
|
var a$1 = i$1 + 0;
|
|
var b$1 = i$1 + 1;
|
|
var c$1 = i$1 + 2;
|
|
|
|
indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
|
|
attribute.version = version;
|
|
|
|
// Updating index buffer in VAO now. See WebGLBindingStates
|
|
|
|
//
|
|
|
|
var previousAttribute = wireframeAttributes.get( geometry );
|
|
|
|
if ( previousAttribute ) { attributes.remove( previousAttribute ); }
|
|
|
|
//
|
|
|
|
wireframeAttributes.set( geometry, attribute );
|
|
|
|
}
|
|
|
|
function getWireframeAttribute( geometry ) {
|
|
|
|
var currentAttribute = wireframeAttributes.get( geometry );
|
|
|
|
if ( currentAttribute ) {
|
|
|
|
var geometryIndex = geometry.index;
|
|
|
|
if ( geometryIndex !== null ) {
|
|
|
|
// if the attribute is obsolete, create a new one
|
|
|
|
if ( currentAttribute.version < geometryIndex.version ) {
|
|
|
|
updateWireframeAttribute( geometry );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
updateWireframeAttribute( geometry );
|
|
|
|
}
|
|
|
|
return wireframeAttributes.get( geometry );
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
get: get,
|
|
update: update,
|
|
|
|
getWireframeAttribute: getWireframeAttribute
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
|
|
var mode;
|
|
|
|
function setMode( value ) {
|
|
|
|
mode = value;
|
|
|
|
}
|
|
|
|
var type, bytesPerElement;
|
|
|
|
function setIndex( value ) {
|
|
|
|
type = value.type;
|
|
bytesPerElement = value.bytesPerElement;
|
|
|
|
}
|
|
|
|
function render( start, count ) {
|
|
|
|
gl.drawElements( mode, count, type, start * bytesPerElement );
|
|
|
|
info.update( count, mode, 1 );
|
|
|
|
}
|
|
|
|
function renderInstances( start, count, primcount ) {
|
|
|
|
if ( primcount === 0 ) { return; }
|
|
|
|
var extension, methodName;
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
extension = gl;
|
|
methodName = 'drawElementsInstanced';
|
|
|
|
} else {
|
|
|
|
extension = extensions.get( 'ANGLE_instanced_arrays' );
|
|
methodName = 'drawElementsInstancedANGLE';
|
|
|
|
if ( extension === null ) {
|
|
|
|
console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
|
|
|
|
info.update( count, mode, primcount );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
this.setMode = setMode;
|
|
this.setIndex = setIndex;
|
|
this.render = render;
|
|
this.renderInstances = renderInstances;
|
|
|
|
}
|
|
|
|
function WebGLInfo( gl ) {
|
|
|
|
var memory = {
|
|
geometries: 0,
|
|
textures: 0
|
|
};
|
|
|
|
var render = {
|
|
frame: 0,
|
|
calls: 0,
|
|
triangles: 0,
|
|
points: 0,
|
|
lines: 0
|
|
};
|
|
|
|
function update( count, mode, instanceCount ) {
|
|
|
|
render.calls ++;
|
|
|
|
switch ( mode ) {
|
|
|
|
case 4:
|
|
render.triangles += instanceCount * ( count / 3 );
|
|
break;
|
|
|
|
case 1:
|
|
render.lines += instanceCount * ( count / 2 );
|
|
break;
|
|
|
|
case 3:
|
|
render.lines += instanceCount * ( count - 1 );
|
|
break;
|
|
|
|
case 2:
|
|
render.lines += instanceCount * count;
|
|
break;
|
|
|
|
case 0:
|
|
render.points += instanceCount * count;
|
|
break;
|
|
|
|
default:
|
|
console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function reset() {
|
|
|
|
render.frame ++;
|
|
render.calls = 0;
|
|
render.triangles = 0;
|
|
render.points = 0;
|
|
render.lines = 0;
|
|
|
|
}
|
|
|
|
return {
|
|
memory: memory,
|
|
render: render,
|
|
programs: null,
|
|
autoReset: true,
|
|
reset: reset,
|
|
update: update
|
|
};
|
|
|
|
}
|
|
|
|
function numericalSort( a, b ) {
|
|
|
|
return a[ 0 ] - b[ 0 ];
|
|
|
|
}
|
|
|
|
function absNumericalSort( a, b ) {
|
|
|
|
return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
|
|
|
|
}
|
|
|
|
function WebGLMorphtargets( gl ) {
|
|
|
|
var influencesList = {};
|
|
var morphInfluences = new Float32Array( 8 );
|
|
|
|
var workInfluences = [];
|
|
|
|
for ( var i = 0; i < 8; i ++ ) {
|
|
|
|
workInfluences[ i ] = [ i, 0 ];
|
|
|
|
}
|
|
|
|
function update( object, geometry, material, program ) {
|
|
|
|
var objectInfluences = object.morphTargetInfluences;
|
|
|
|
// When object doesn't have morph target influences defined, we treat it as a 0-length array
|
|
// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
|
|
|
|
var length = objectInfluences === undefined ? 0 : objectInfluences.length;
|
|
|
|
var influences = influencesList[ geometry.id ];
|
|
|
|
if ( influences === undefined ) {
|
|
|
|
// initialise list
|
|
|
|
influences = [];
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
|
|
influences[ i ] = [ i, 0 ];
|
|
|
|
}
|
|
|
|
influencesList[ geometry.id ] = influences;
|
|
|
|
}
|
|
|
|
// Collect influences
|
|
|
|
for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
|
|
|
|
var influence = influences[ i$1 ];
|
|
|
|
influence[ 0 ] = i$1;
|
|
influence[ 1 ] = objectInfluences[ i$1 ];
|
|
|
|
}
|
|
|
|
influences.sort( absNumericalSort );
|
|
|
|
for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
|
|
|
|
if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
|
|
|
|
workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
|
|
workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
|
|
|
|
} else {
|
|
|
|
workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
|
|
workInfluences[ i$2 ][ 1 ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
workInfluences.sort( numericalSort );
|
|
|
|
var morphTargets = material.morphTargets && geometry.morphAttributes.position;
|
|
var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
|
|
|
|
var morphInfluencesSum = 0;
|
|
|
|
for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
|
|
|
|
var influence$1 = workInfluences[ i$3 ];
|
|
var index = influence$1[ 0 ];
|
|
var value = influence$1[ 1 ];
|
|
|
|
if ( index !== Number.MAX_SAFE_INTEGER && value ) {
|
|
|
|
if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
|
|
|
|
geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
|
|
|
|
}
|
|
|
|
if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
|
|
|
|
geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
|
|
|
|
}
|
|
|
|
morphInfluences[ i$3 ] = value;
|
|
morphInfluencesSum += value;
|
|
|
|
} else {
|
|
|
|
if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
|
|
|
|
geometry.deleteAttribute( 'morphTarget' + i$3 );
|
|
|
|
}
|
|
|
|
if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
|
|
|
|
geometry.deleteAttribute( 'morphNormal' + i$3 );
|
|
|
|
}
|
|
|
|
morphInfluences[ i$3 ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// GLSL shader uses formula baseinfluence * base + sum(target * influence)
|
|
// This allows us to switch between absolute morphs and relative morphs without changing shader code
|
|
// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
|
|
var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
|
|
|
|
program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
|
|
program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
update: update
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLObjects( gl, geometries, attributes, info ) {
|
|
|
|
var updateMap = new WeakMap();
|
|
|
|
function update( object ) {
|
|
|
|
var frame = info.render.frame;
|
|
|
|
var geometry = object.geometry;
|
|
var buffergeometry = geometries.get( object, geometry );
|
|
|
|
// Update once per frame
|
|
|
|
if ( updateMap.get( buffergeometry ) !== frame ) {
|
|
|
|
if ( geometry.isGeometry ) {
|
|
|
|
buffergeometry.updateFromObject( object );
|
|
|
|
}
|
|
|
|
geometries.update( buffergeometry );
|
|
|
|
updateMap.set( buffergeometry, frame );
|
|
|
|
}
|
|
|
|
if ( object.isInstancedMesh ) {
|
|
|
|
attributes.update( object.instanceMatrix, 34962 );
|
|
|
|
if ( object.instanceColor !== null ) {
|
|
|
|
attributes.update( object.instanceColor, 34962 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return buffergeometry;
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
updateMap = new WeakMap();
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
update: update,
|
|
dispose: dispose
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
|
|
|
images = images !== undefined ? images : [];
|
|
mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
|
|
format = format !== undefined ? format : RGBFormat;
|
|
|
|
Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.flipY = false;
|
|
|
|
}
|
|
|
|
CubeTexture.prototype = Object.create( Texture.prototype );
|
|
CubeTexture.prototype.constructor = CubeTexture;
|
|
|
|
CubeTexture.prototype.isCubeTexture = true;
|
|
|
|
Object.defineProperty( CubeTexture.prototype, 'images', {
|
|
|
|
get: function () {
|
|
|
|
return this.image;
|
|
|
|
},
|
|
|
|
set: function ( value ) {
|
|
|
|
this.image = value;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function DataTexture2DArray( data, width, height, depth ) {
|
|
|
|
Texture.call( this, null );
|
|
|
|
this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
|
|
|
|
this.magFilter = NearestFilter;
|
|
this.minFilter = NearestFilter;
|
|
|
|
this.wrapR = ClampToEdgeWrapping;
|
|
|
|
this.generateMipmaps = false;
|
|
this.flipY = false;
|
|
|
|
this.needsUpdate = true;
|
|
|
|
}
|
|
|
|
DataTexture2DArray.prototype = Object.create( Texture.prototype );
|
|
DataTexture2DArray.prototype.constructor = DataTexture2DArray;
|
|
DataTexture2DArray.prototype.isDataTexture2DArray = true;
|
|
|
|
function DataTexture3D( data, width, height, depth ) {
|
|
|
|
// We're going to add .setXXX() methods for setting properties later.
|
|
// Users can still set in DataTexture3D directly.
|
|
//
|
|
// const texture = new THREE.DataTexture3D( data, width, height, depth );
|
|
// texture.anisotropy = 16;
|
|
//
|
|
// See #14839
|
|
|
|
Texture.call( this, null );
|
|
|
|
this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
|
|
|
|
this.magFilter = NearestFilter;
|
|
this.minFilter = NearestFilter;
|
|
|
|
this.wrapR = ClampToEdgeWrapping;
|
|
|
|
this.generateMipmaps = false;
|
|
this.flipY = false;
|
|
|
|
this.needsUpdate = true;
|
|
|
|
|
|
}
|
|
|
|
DataTexture3D.prototype = Object.create( Texture.prototype );
|
|
DataTexture3D.prototype.constructor = DataTexture3D;
|
|
DataTexture3D.prototype.isDataTexture3D = true;
|
|
|
|
/**
|
|
* Uniforms of a program.
|
|
* Those form a tree structure with a special top-level container for the root,
|
|
* which you get by calling 'new WebGLUniforms( gl, program )'.
|
|
*
|
|
*
|
|
* Properties of inner nodes including the top-level container:
|
|
*
|
|
* .seq - array of nested uniforms
|
|
* .map - nested uniforms by name
|
|
*
|
|
*
|
|
* Methods of all nodes except the top-level container:
|
|
*
|
|
* .setValue( gl, value, [textures] )
|
|
*
|
|
* uploads a uniform value(s)
|
|
* the 'textures' parameter is needed for sampler uniforms
|
|
*
|
|
*
|
|
* Static methods of the top-level container (textures factorizations):
|
|
*
|
|
* .upload( gl, seq, values, textures )
|
|
*
|
|
* sets uniforms in 'seq' to 'values[id].value'
|
|
*
|
|
* .seqWithValue( seq, values ) : filteredSeq
|
|
*
|
|
* filters 'seq' entries with corresponding entry in values
|
|
*
|
|
*
|
|
* Methods of the top-level container (textures factorizations):
|
|
*
|
|
* .setValue( gl, name, value, textures )
|
|
*
|
|
* sets uniform with name 'name' to 'value'
|
|
*
|
|
* .setOptional( gl, obj, prop )
|
|
*
|
|
* like .set for an optional property of the object
|
|
*
|
|
*/
|
|
|
|
var emptyTexture = new Texture();
|
|
var emptyTexture2dArray = new DataTexture2DArray();
|
|
var emptyTexture3d = new DataTexture3D();
|
|
var emptyCubeTexture = new CubeTexture();
|
|
|
|
// --- Utilities ---
|
|
|
|
// Array Caches (provide typed arrays for temporary by size)
|
|
|
|
var arrayCacheF32 = [];
|
|
var arrayCacheI32 = [];
|
|
|
|
// Float32Array caches used for uploading Matrix uniforms
|
|
|
|
var mat4array = new Float32Array( 16 );
|
|
var mat3array = new Float32Array( 9 );
|
|
var mat2array = new Float32Array( 4 );
|
|
|
|
// Flattening for arrays of vectors and matrices
|
|
|
|
function flatten( array, nBlocks, blockSize ) {
|
|
|
|
var firstElem = array[ 0 ];
|
|
|
|
if ( firstElem <= 0 || firstElem > 0 ) { return array; }
|
|
// unoptimized: ! isNaN( firstElem )
|
|
// see http://jacksondunstan.com/articles/983
|
|
|
|
var n = nBlocks * blockSize;
|
|
var r = arrayCacheF32[ n ];
|
|
|
|
if ( r === undefined ) {
|
|
|
|
r = new Float32Array( n );
|
|
arrayCacheF32[ n ] = r;
|
|
|
|
}
|
|
|
|
if ( nBlocks !== 0 ) {
|
|
|
|
firstElem.toArray( r, 0 );
|
|
|
|
for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
|
|
|
|
offset += blockSize;
|
|
array[ i ].toArray( r, offset );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
function arraysEqual( a, b ) {
|
|
|
|
if ( a.length !== b.length ) { return false; }
|
|
|
|
for ( var i = 0, l = a.length; i < l; i ++ ) {
|
|
|
|
if ( a[ i ] !== b[ i ] ) { return false; }
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
function copyArray( a, b ) {
|
|
|
|
for ( var i = 0, l = b.length; i < l; i ++ ) {
|
|
|
|
a[ i ] = b[ i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Texture unit allocation
|
|
|
|
function allocTexUnits( textures, n ) {
|
|
|
|
var r = arrayCacheI32[ n ];
|
|
|
|
if ( r === undefined ) {
|
|
|
|
r = new Int32Array( n );
|
|
arrayCacheI32[ n ] = r;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
r[ i ] = textures.allocateTextureUnit();
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
// --- Setters ---
|
|
|
|
// Note: Defining these methods externally, because they come in a bunch
|
|
// and this way their names minify.
|
|
|
|
// Single scalar
|
|
|
|
function setValueV1f( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( cache[ 0 ] === v ) { return; }
|
|
|
|
gl.uniform1f( this.addr, v );
|
|
|
|
cache[ 0 ] = v;
|
|
|
|
}
|
|
|
|
// Single float vector (from flat array or THREE.VectorN)
|
|
|
|
function setValueV2f( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( v.x !== undefined ) {
|
|
|
|
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
|
|
|
|
gl.uniform2f( this.addr, v.x, v.y );
|
|
|
|
cache[ 0 ] = v.x;
|
|
cache[ 1 ] = v.y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform2fv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueV3f( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( v.x !== undefined ) {
|
|
|
|
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
|
|
|
|
gl.uniform3f( this.addr, v.x, v.y, v.z );
|
|
|
|
cache[ 0 ] = v.x;
|
|
cache[ 1 ] = v.y;
|
|
cache[ 2 ] = v.z;
|
|
|
|
}
|
|
|
|
} else if ( v.r !== undefined ) {
|
|
|
|
if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
|
|
|
|
gl.uniform3f( this.addr, v.r, v.g, v.b );
|
|
|
|
cache[ 0 ] = v.r;
|
|
cache[ 1 ] = v.g;
|
|
cache[ 2 ] = v.b;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform3fv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueV4f( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( v.x !== undefined ) {
|
|
|
|
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
|
|
|
|
gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
|
|
|
|
cache[ 0 ] = v.x;
|
|
cache[ 1 ] = v.y;
|
|
cache[ 2 ] = v.z;
|
|
cache[ 3 ] = v.w;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform4fv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Single matrix (from flat array or MatrixN)
|
|
|
|
function setValueM2( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
var elements = v.elements;
|
|
|
|
if ( elements === undefined ) {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniformMatrix2fv( this.addr, false, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, elements ) ) { return; }
|
|
|
|
mat2array.set( elements );
|
|
|
|
gl.uniformMatrix2fv( this.addr, false, mat2array );
|
|
|
|
copyArray( cache, elements );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueM3( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
var elements = v.elements;
|
|
|
|
if ( elements === undefined ) {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniformMatrix3fv( this.addr, false, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, elements ) ) { return; }
|
|
|
|
mat3array.set( elements );
|
|
|
|
gl.uniformMatrix3fv( this.addr, false, mat3array );
|
|
|
|
copyArray( cache, elements );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueM4( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
var elements = v.elements;
|
|
|
|
if ( elements === undefined ) {
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniformMatrix4fv( this.addr, false, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
} else {
|
|
|
|
if ( arraysEqual( cache, elements ) ) { return; }
|
|
|
|
mat4array.set( elements );
|
|
|
|
gl.uniformMatrix4fv( this.addr, false, mat4array );
|
|
|
|
copyArray( cache, elements );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Single texture (2D / Cube)
|
|
|
|
function setValueT1( gl, v, textures ) {
|
|
|
|
var cache = this.cache;
|
|
var unit = textures.allocateTextureUnit();
|
|
|
|
if ( cache[ 0 ] !== unit ) {
|
|
|
|
gl.uniform1i( this.addr, unit );
|
|
cache[ 0 ] = unit;
|
|
|
|
}
|
|
|
|
textures.safeSetTexture2D( v || emptyTexture, unit );
|
|
|
|
}
|
|
|
|
function setValueT2DArray1( gl, v, textures ) {
|
|
|
|
var cache = this.cache;
|
|
var unit = textures.allocateTextureUnit();
|
|
|
|
if ( cache[ 0 ] !== unit ) {
|
|
|
|
gl.uniform1i( this.addr, unit );
|
|
cache[ 0 ] = unit;
|
|
|
|
}
|
|
|
|
textures.setTexture2DArray( v || emptyTexture2dArray, unit );
|
|
|
|
}
|
|
|
|
function setValueT3D1( gl, v, textures ) {
|
|
|
|
var cache = this.cache;
|
|
var unit = textures.allocateTextureUnit();
|
|
|
|
if ( cache[ 0 ] !== unit ) {
|
|
|
|
gl.uniform1i( this.addr, unit );
|
|
cache[ 0 ] = unit;
|
|
|
|
}
|
|
|
|
textures.setTexture3D( v || emptyTexture3d, unit );
|
|
|
|
}
|
|
|
|
function setValueT6( gl, v, textures ) {
|
|
|
|
var cache = this.cache;
|
|
var unit = textures.allocateTextureUnit();
|
|
|
|
if ( cache[ 0 ] !== unit ) {
|
|
|
|
gl.uniform1i( this.addr, unit );
|
|
cache[ 0 ] = unit;
|
|
|
|
}
|
|
|
|
textures.safeSetTextureCube( v || emptyCubeTexture, unit );
|
|
|
|
}
|
|
|
|
// Integer / Boolean vectors or arrays thereof (always flat arrays)
|
|
|
|
function setValueV1i( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( cache[ 0 ] === v ) { return; }
|
|
|
|
gl.uniform1i( this.addr, v );
|
|
|
|
cache[ 0 ] = v;
|
|
|
|
}
|
|
|
|
function setValueV2i( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform2iv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
function setValueV3i( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform3iv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
function setValueV4i( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( arraysEqual( cache, v ) ) { return; }
|
|
|
|
gl.uniform4iv( this.addr, v );
|
|
|
|
copyArray( cache, v );
|
|
|
|
}
|
|
|
|
// uint
|
|
|
|
function setValueV1ui( gl, v ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( cache[ 0 ] === v ) { return; }
|
|
|
|
gl.uniform1ui( this.addr, v );
|
|
|
|
cache[ 0 ] = v;
|
|
|
|
}
|
|
|
|
// Helper to pick the right setter for the singular case
|
|
|
|
function getSingularSetter( type ) {
|
|
|
|
switch ( type ) {
|
|
|
|
case 0x1406: return setValueV1f; // FLOAT
|
|
case 0x8b50: return setValueV2f; // _VEC2
|
|
case 0x8b51: return setValueV3f; // _VEC3
|
|
case 0x8b52: return setValueV4f; // _VEC4
|
|
|
|
case 0x8b5a: return setValueM2; // _MAT2
|
|
case 0x8b5b: return setValueM3; // _MAT3
|
|
case 0x8b5c: return setValueM4; // _MAT4
|
|
|
|
case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
|
|
case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
|
|
case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
|
|
case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
|
|
|
|
case 0x1405: return setValueV1ui; // UINT
|
|
|
|
case 0x8b5e: // SAMPLER_2D
|
|
case 0x8d66: // SAMPLER_EXTERNAL_OES
|
|
case 0x8dca: // INT_SAMPLER_2D
|
|
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
|
|
case 0x8b62: // SAMPLER_2D_SHADOW
|
|
return setValueT1;
|
|
|
|
case 0x8b5f: // SAMPLER_3D
|
|
case 0x8dcb: // INT_SAMPLER_3D
|
|
case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
|
|
return setValueT3D1;
|
|
|
|
case 0x8b60: // SAMPLER_CUBE
|
|
case 0x8dcc: // INT_SAMPLER_CUBE
|
|
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
|
|
case 0x8dc5: // SAMPLER_CUBE_SHADOW
|
|
return setValueT6;
|
|
|
|
case 0x8dc1: // SAMPLER_2D_ARRAY
|
|
case 0x8dcf: // INT_SAMPLER_2D_ARRAY
|
|
case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
|
|
case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
|
|
return setValueT2DArray1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Array of scalars
|
|
function setValueV1fArray( gl, v ) {
|
|
|
|
gl.uniform1fv( this.addr, v );
|
|
|
|
}
|
|
|
|
// Integer / Boolean vectors or arrays thereof (always flat arrays)
|
|
function setValueV1iArray( gl, v ) {
|
|
|
|
gl.uniform1iv( this.addr, v );
|
|
|
|
}
|
|
|
|
function setValueV2iArray( gl, v ) {
|
|
|
|
gl.uniform2iv( this.addr, v );
|
|
|
|
}
|
|
|
|
function setValueV3iArray( gl, v ) {
|
|
|
|
gl.uniform3iv( this.addr, v );
|
|
|
|
}
|
|
|
|
function setValueV4iArray( gl, v ) {
|
|
|
|
gl.uniform4iv( this.addr, v );
|
|
|
|
}
|
|
|
|
|
|
// Array of vectors (flat or from THREE classes)
|
|
|
|
function setValueV2fArray( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 2 );
|
|
|
|
gl.uniform2fv( this.addr, data );
|
|
|
|
}
|
|
|
|
function setValueV3fArray( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 3 );
|
|
|
|
gl.uniform3fv( this.addr, data );
|
|
|
|
}
|
|
|
|
function setValueV4fArray( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 4 );
|
|
|
|
gl.uniform4fv( this.addr, data );
|
|
|
|
}
|
|
|
|
// Array of matrices (flat or from THREE clases)
|
|
|
|
function setValueM2Array( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 4 );
|
|
|
|
gl.uniformMatrix2fv( this.addr, false, data );
|
|
|
|
}
|
|
|
|
function setValueM3Array( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 9 );
|
|
|
|
gl.uniformMatrix3fv( this.addr, false, data );
|
|
|
|
}
|
|
|
|
function setValueM4Array( gl, v ) {
|
|
|
|
var data = flatten( v, this.size, 16 );
|
|
|
|
gl.uniformMatrix4fv( this.addr, false, data );
|
|
|
|
}
|
|
|
|
// Array of textures (2D / Cube)
|
|
|
|
function setValueT1Array( gl, v, textures ) {
|
|
|
|
var n = v.length;
|
|
|
|
var units = allocTexUnits( textures, n );
|
|
|
|
gl.uniform1iv( this.addr, units );
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setValueT6Array( gl, v, textures ) {
|
|
|
|
var n = v.length;
|
|
|
|
var units = allocTexUnits( textures, n );
|
|
|
|
gl.uniform1iv( this.addr, units );
|
|
|
|
for ( var i = 0; i !== n; ++ i ) {
|
|
|
|
textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Helper to pick the right setter for a pure (bottom-level) array
|
|
|
|
function getPureArraySetter( type ) {
|
|
|
|
switch ( type ) {
|
|
|
|
case 0x1406: return setValueV1fArray; // FLOAT
|
|
case 0x8b50: return setValueV2fArray; // _VEC2
|
|
case 0x8b51: return setValueV3fArray; // _VEC3
|
|
case 0x8b52: return setValueV4fArray; // _VEC4
|
|
|
|
case 0x8b5a: return setValueM2Array; // _MAT2
|
|
case 0x8b5b: return setValueM3Array; // _MAT3
|
|
case 0x8b5c: return setValueM4Array; // _MAT4
|
|
|
|
case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
|
|
case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
|
|
case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
|
|
case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
|
|
|
|
case 0x8b5e: // SAMPLER_2D
|
|
case 0x8d66: // SAMPLER_EXTERNAL_OES
|
|
case 0x8dca: // INT_SAMPLER_2D
|
|
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
|
|
case 0x8b62: // SAMPLER_2D_SHADOW
|
|
return setValueT1Array;
|
|
|
|
case 0x8b60: // SAMPLER_CUBE
|
|
case 0x8dcc: // INT_SAMPLER_CUBE
|
|
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
|
|
case 0x8dc5: // SAMPLER_CUBE_SHADOW
|
|
return setValueT6Array;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// --- Uniform Classes ---
|
|
|
|
function SingleUniform( id, activeInfo, addr ) {
|
|
|
|
this.id = id;
|
|
this.addr = addr;
|
|
this.cache = [];
|
|
this.setValue = getSingularSetter( activeInfo.type );
|
|
|
|
// this.path = activeInfo.name; // DEBUG
|
|
|
|
}
|
|
|
|
function PureArrayUniform( id, activeInfo, addr ) {
|
|
|
|
this.id = id;
|
|
this.addr = addr;
|
|
this.cache = [];
|
|
this.size = activeInfo.size;
|
|
this.setValue = getPureArraySetter( activeInfo.type );
|
|
|
|
// this.path = activeInfo.name; // DEBUG
|
|
|
|
}
|
|
|
|
PureArrayUniform.prototype.updateCache = function ( data ) {
|
|
|
|
var cache = this.cache;
|
|
|
|
if ( data instanceof Float32Array && cache.length !== data.length ) {
|
|
|
|
this.cache = new Float32Array( data.length );
|
|
|
|
}
|
|
|
|
copyArray( cache, data );
|
|
|
|
};
|
|
|
|
function StructuredUniform( id ) {
|
|
|
|
this.id = id;
|
|
|
|
this.seq = [];
|
|
this.map = {};
|
|
|
|
}
|
|
|
|
StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
|
|
|
|
var seq = this.seq;
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ];
|
|
u.setValue( gl, value[ u.id ], textures );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// --- Top-level ---
|
|
|
|
// Parser - builds up the property tree from the path strings
|
|
|
|
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
|
|
|
|
// extracts
|
|
// - the identifier (member name or array index)
|
|
// - followed by an optional right bracket (found when array index)
|
|
// - followed by an optional left bracket or dot (type of subscript)
|
|
//
|
|
// Note: These portions can be read in a non-overlapping fashion and
|
|
// allow straightforward parsing of the hierarchy that WebGL encodes
|
|
// in the uniform names.
|
|
|
|
function addUniform( container, uniformObject ) {
|
|
|
|
container.seq.push( uniformObject );
|
|
container.map[ uniformObject.id ] = uniformObject;
|
|
|
|
}
|
|
|
|
function parseUniform( activeInfo, addr, container ) {
|
|
|
|
var path = activeInfo.name,
|
|
pathLength = path.length;
|
|
|
|
// reset RegExp object, because of the early exit of a previous run
|
|
RePathPart.lastIndex = 0;
|
|
|
|
while ( true ) {
|
|
|
|
var match = RePathPart.exec( path ),
|
|
matchEnd = RePathPart.lastIndex;
|
|
|
|
var id = match[ 1 ];
|
|
var idIsIndex = match[ 2 ] === ']',
|
|
subscript = match[ 3 ];
|
|
|
|
if ( idIsIndex ) { id = id | 0; } // convert to integer
|
|
|
|
if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
|
|
|
|
// bare name or "pure" bottom-level array "[0]" suffix
|
|
|
|
addUniform( container, subscript === undefined ?
|
|
new SingleUniform( id, activeInfo, addr ) :
|
|
new PureArrayUniform( id, activeInfo, addr ) );
|
|
|
|
break;
|
|
|
|
} else {
|
|
|
|
// step into inner node / create it in case it doesn't exist
|
|
|
|
var map = container.map;
|
|
var next = map[ id ];
|
|
|
|
if ( next === undefined ) {
|
|
|
|
next = new StructuredUniform( id );
|
|
addUniform( container, next );
|
|
|
|
}
|
|
|
|
container = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Root Container
|
|
|
|
function WebGLUniforms( gl, program ) {
|
|
|
|
this.seq = [];
|
|
this.map = {};
|
|
|
|
var n = gl.getProgramParameter( program, 35718 );
|
|
|
|
for ( var i = 0; i < n; ++ i ) {
|
|
|
|
var info = gl.getActiveUniform( program, i ),
|
|
addr = gl.getUniformLocation( program, info.name );
|
|
|
|
parseUniform( info, addr, this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
|
|
|
|
var u = this.map[ name ];
|
|
|
|
if ( u !== undefined ) { u.setValue( gl, value, textures ); }
|
|
|
|
};
|
|
|
|
WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
|
|
|
|
var v = object[ name ];
|
|
|
|
if ( v !== undefined ) { this.setValue( gl, name, v ); }
|
|
|
|
};
|
|
|
|
|
|
// Static interface
|
|
|
|
WebGLUniforms.upload = function ( gl, seq, values, textures ) {
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ],
|
|
v = values[ u.id ];
|
|
|
|
if ( v.needsUpdate !== false ) {
|
|
|
|
// note: always updating when .needsUpdate is undefined
|
|
u.setValue( gl, v.value, textures );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
WebGLUniforms.seqWithValue = function ( seq, values ) {
|
|
|
|
var r = [];
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
var u = seq[ i ];
|
|
if ( u.id in values ) { r.push( u ); }
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
};
|
|
|
|
function WebGLShader( gl, type, string ) {
|
|
|
|
var shader = gl.createShader( type );
|
|
|
|
gl.shaderSource( shader, string );
|
|
gl.compileShader( shader );
|
|
|
|
return shader;
|
|
|
|
}
|
|
|
|
var programIdCount = 0;
|
|
|
|
function addLineNumbers( string ) {
|
|
|
|
var lines = string.split( '\n' );
|
|
|
|
for ( var i = 0; i < lines.length; i ++ ) {
|
|
|
|
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
|
|
|
|
}
|
|
|
|
return lines.join( '\n' );
|
|
|
|
}
|
|
|
|
function getEncodingComponents( encoding ) {
|
|
|
|
switch ( encoding ) {
|
|
|
|
case LinearEncoding:
|
|
return [ 'Linear', '( value )' ];
|
|
case sRGBEncoding:
|
|
return [ 'sRGB', '( value )' ];
|
|
case RGBEEncoding:
|
|
return [ 'RGBE', '( value )' ];
|
|
case RGBM7Encoding:
|
|
return [ 'RGBM', '( value, 7.0 )' ];
|
|
case RGBM16Encoding:
|
|
return [ 'RGBM', '( value, 16.0 )' ];
|
|
case RGBDEncoding:
|
|
return [ 'RGBD', '( value, 256.0 )' ];
|
|
case GammaEncoding:
|
|
return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
|
|
case LogLuvEncoding:
|
|
return [ 'LogLuv', '( value )' ];
|
|
default:
|
|
console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
|
|
return [ 'Linear', '( value )' ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getShaderErrors( gl, shader, type ) {
|
|
|
|
var status = gl.getShaderParameter( shader, 35713 );
|
|
var log = gl.getShaderInfoLog( shader ).trim();
|
|
|
|
if ( status && log === '' ) { return ''; }
|
|
|
|
// --enable-privileged-webgl-extension
|
|
// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
|
|
|
|
var source = gl.getShaderSource( shader );
|
|
|
|
return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
|
|
|
|
}
|
|
|
|
function getTexelDecodingFunction( functionName, encoding ) {
|
|
|
|
var components = getEncodingComponents( encoding );
|
|
return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
|
|
|
|
}
|
|
|
|
function getTexelEncodingFunction( functionName, encoding ) {
|
|
|
|
var components = getEncodingComponents( encoding );
|
|
return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
|
|
|
|
}
|
|
|
|
function getToneMappingFunction( functionName, toneMapping ) {
|
|
|
|
var toneMappingName;
|
|
|
|
switch ( toneMapping ) {
|
|
|
|
case LinearToneMapping:
|
|
toneMappingName = 'Linear';
|
|
break;
|
|
|
|
case ReinhardToneMapping:
|
|
toneMappingName = 'Reinhard';
|
|
break;
|
|
|
|
case CineonToneMapping:
|
|
toneMappingName = 'OptimizedCineon';
|
|
break;
|
|
|
|
case ACESFilmicToneMapping:
|
|
toneMappingName = 'ACESFilmic';
|
|
break;
|
|
|
|
case CustomToneMapping:
|
|
toneMappingName = 'Custom';
|
|
break;
|
|
|
|
default:
|
|
console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
|
|
toneMappingName = 'Linear';
|
|
|
|
}
|
|
|
|
return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
|
|
|
|
}
|
|
|
|
function generateExtensions( parameters ) {
|
|
|
|
var chunks = [
|
|
( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
|
( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
|
|
( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
|
|
( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
|
|
];
|
|
|
|
return chunks.filter( filterEmptyLine ).join( '\n' );
|
|
|
|
}
|
|
|
|
function generateDefines( defines ) {
|
|
|
|
var chunks = [];
|
|
|
|
for ( var name in defines ) {
|
|
|
|
var value = defines[ name ];
|
|
|
|
if ( value === false ) { continue; }
|
|
|
|
chunks.push( '#define ' + name + ' ' + value );
|
|
|
|
}
|
|
|
|
return chunks.join( '\n' );
|
|
|
|
}
|
|
|
|
function fetchAttributeLocations( gl, program ) {
|
|
|
|
var attributes = {};
|
|
|
|
var n = gl.getProgramParameter( program, 35721 );
|
|
|
|
for ( var i = 0; i < n; i ++ ) {
|
|
|
|
var info = gl.getActiveAttrib( program, i );
|
|
var name = info.name;
|
|
|
|
// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
|
|
|
|
attributes[ name ] = gl.getAttribLocation( program, name );
|
|
|
|
}
|
|
|
|
return attributes;
|
|
|
|
}
|
|
|
|
function filterEmptyLine( string ) {
|
|
|
|
return string !== '';
|
|
|
|
}
|
|
|
|
function replaceLightNums( string, parameters ) {
|
|
|
|
return string
|
|
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
|
|
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
|
|
.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
|
|
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
|
|
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
|
|
.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
|
|
.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
|
|
.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
|
|
|
|
}
|
|
|
|
function replaceClippingPlaneNums( string, parameters ) {
|
|
|
|
return string
|
|
.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
|
|
.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
|
|
|
|
}
|
|
|
|
// Resolve Includes
|
|
|
|
var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
|
|
|
|
function resolveIncludes( string ) {
|
|
|
|
return string.replace( includePattern, includeReplacer );
|
|
|
|
}
|
|
|
|
function includeReplacer( match, include ) {
|
|
|
|
var string = ShaderChunk[ include ];
|
|
|
|
if ( string === undefined ) {
|
|
|
|
throw new Error( 'Can not resolve #include <' + include + '>' );
|
|
|
|
}
|
|
|
|
return resolveIncludes( string );
|
|
|
|
}
|
|
|
|
// Unroll Loops
|
|
|
|
var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
|
|
var unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
|
|
|
|
function unrollLoops( string ) {
|
|
|
|
return string
|
|
.replace( unrollLoopPattern, loopReplacer )
|
|
.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
|
|
|
|
}
|
|
|
|
function deprecatedLoopReplacer( match, start, end, snippet ) {
|
|
|
|
console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
|
|
return loopReplacer( match, start, end, snippet );
|
|
|
|
}
|
|
|
|
function loopReplacer( match, start, end, snippet ) {
|
|
|
|
var string = '';
|
|
|
|
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
|
|
|
|
string += snippet
|
|
.replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
|
|
.replace( /UNROLLED_LOOP_INDEX/g, i );
|
|
|
|
}
|
|
|
|
return string;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function generatePrecision( parameters ) {
|
|
|
|
var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
|
|
|
|
if ( parameters.precision === "highp" ) {
|
|
|
|
precisionstring += "\n#define HIGH_PRECISION";
|
|
|
|
} else if ( parameters.precision === "mediump" ) {
|
|
|
|
precisionstring += "\n#define MEDIUM_PRECISION";
|
|
|
|
} else if ( parameters.precision === "lowp" ) {
|
|
|
|
precisionstring += "\n#define LOW_PRECISION";
|
|
|
|
}
|
|
|
|
return precisionstring;
|
|
|
|
}
|
|
|
|
function generateShadowMapTypeDefine( parameters ) {
|
|
|
|
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
|
|
|
|
if ( parameters.shadowMapType === PCFShadowMap ) {
|
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
|
|
|
|
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
|
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
|
|
|
|
} else if ( parameters.shadowMapType === VSMShadowMap ) {
|
|
|
|
shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
|
|
|
|
}
|
|
|
|
return shadowMapTypeDefine;
|
|
|
|
}
|
|
|
|
function generateEnvMapTypeDefine( parameters ) {
|
|
|
|
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
|
|
|
if ( parameters.envMap ) {
|
|
|
|
switch ( parameters.envMapMode ) {
|
|
|
|
case CubeReflectionMapping:
|
|
case CubeRefractionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
|
break;
|
|
|
|
case CubeUVReflectionMapping:
|
|
case CubeUVRefractionMapping:
|
|
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return envMapTypeDefine;
|
|
|
|
}
|
|
|
|
function generateEnvMapModeDefine( parameters ) {
|
|
|
|
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
|
|
|
|
if ( parameters.envMap ) {
|
|
|
|
switch ( parameters.envMapMode ) {
|
|
|
|
case CubeRefractionMapping:
|
|
case CubeUVRefractionMapping:
|
|
|
|
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return envMapModeDefine;
|
|
|
|
}
|
|
|
|
function generateEnvMapBlendingDefine( parameters ) {
|
|
|
|
var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
|
|
|
|
if ( parameters.envMap ) {
|
|
|
|
switch ( parameters.combine ) {
|
|
|
|
case MultiplyOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
|
break;
|
|
|
|
case MixOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
|
|
break;
|
|
|
|
case AddOperation:
|
|
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return envMapBlendingDefine;
|
|
|
|
}
|
|
|
|
function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
|
|
|
|
var gl = renderer.getContext();
|
|
|
|
var defines = parameters.defines;
|
|
|
|
var vertexShader = parameters.vertexShader;
|
|
var fragmentShader = parameters.fragmentShader;
|
|
|
|
var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
|
|
var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
|
|
var envMapModeDefine = generateEnvMapModeDefine( parameters );
|
|
var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
|
|
|
|
|
|
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
|
|
|
|
var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
|
|
|
|
var customDefines = generateDefines( defines );
|
|
|
|
var program = gl.createProgram();
|
|
|
|
var prefixVertex, prefixFragment;
|
|
var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + "\n" : '';
|
|
|
|
if ( parameters.isRawShaderMaterial ) {
|
|
|
|
prefixVertex = [
|
|
|
|
customDefines
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
if ( prefixVertex.length > 0 ) {
|
|
|
|
prefixVertex += '\n';
|
|
|
|
}
|
|
|
|
prefixFragment = [
|
|
|
|
customExtensions,
|
|
customDefines
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
if ( prefixFragment.length > 0 ) {
|
|
|
|
prefixFragment += '\n';
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
prefixVertex = [
|
|
|
|
generatePrecision( parameters ),
|
|
|
|
'#define SHADER_NAME ' + parameters.shaderName,
|
|
|
|
customDefines,
|
|
|
|
parameters.instancing ? '#define USE_INSTANCING' : '',
|
|
parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
|
|
|
|
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
|
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
|
|
|
'#define MAX_BONES ' + parameters.maxBones,
|
|
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
|
( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
|
|
|
|
parameters.map ? '#define USE_MAP' : '',
|
|
parameters.envMap ? '#define USE_ENVMAP' : '',
|
|
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
|
parameters.aoMap ? '#define USE_AOMAP' : '',
|
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
|
( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
|
|
( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
|
|
|
|
parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
|
|
parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
|
|
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
|
|
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
|
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
|
parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
|
|
|
|
parameters.vertexTangents ? '#define USE_TANGENT' : '',
|
|
parameters.vertexColors ? '#define USE_COLOR' : '',
|
|
parameters.vertexUvs ? '#define USE_UV' : '',
|
|
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
|
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
|
|
|
parameters.skinning ? '#define USE_SKINNING' : '',
|
|
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
|
|
|
|
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
|
|
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
|
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
|
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
|
|
|
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
|
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
|
|
|
'uniform mat4 modelMatrix;',
|
|
'uniform mat4 modelViewMatrix;',
|
|
'uniform mat4 projectionMatrix;',
|
|
'uniform mat4 viewMatrix;',
|
|
'uniform mat3 normalMatrix;',
|
|
'uniform vec3 cameraPosition;',
|
|
'uniform bool isOrthographic;',
|
|
|
|
'#ifdef USE_INSTANCING',
|
|
|
|
' attribute mat4 instanceMatrix;',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_INSTANCING_COLOR',
|
|
|
|
' attribute vec3 instanceColor;',
|
|
|
|
'#endif',
|
|
|
|
'attribute vec3 position;',
|
|
'attribute vec3 normal;',
|
|
'attribute vec2 uv;',
|
|
|
|
'#ifdef USE_TANGENT',
|
|
|
|
' attribute vec4 tangent;',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_COLOR',
|
|
|
|
' attribute vec3 color;',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_MORPHTARGETS',
|
|
|
|
' attribute vec3 morphTarget0;',
|
|
' attribute vec3 morphTarget1;',
|
|
' attribute vec3 morphTarget2;',
|
|
' attribute vec3 morphTarget3;',
|
|
|
|
' #ifdef USE_MORPHNORMALS',
|
|
|
|
' attribute vec3 morphNormal0;',
|
|
' attribute vec3 morphNormal1;',
|
|
' attribute vec3 morphNormal2;',
|
|
' attribute vec3 morphNormal3;',
|
|
|
|
' #else',
|
|
|
|
' attribute vec3 morphTarget4;',
|
|
' attribute vec3 morphTarget5;',
|
|
' attribute vec3 morphTarget6;',
|
|
' attribute vec3 morphTarget7;',
|
|
|
|
' #endif',
|
|
|
|
'#endif',
|
|
|
|
'#ifdef USE_SKINNING',
|
|
|
|
' attribute vec4 skinIndex;',
|
|
' attribute vec4 skinWeight;',
|
|
|
|
'#endif',
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
prefixFragment = [
|
|
|
|
customExtensions,
|
|
|
|
generatePrecision( parameters ),
|
|
|
|
'#define SHADER_NAME ' + parameters.shaderName,
|
|
|
|
customDefines,
|
|
|
|
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
|
|
|
|
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
|
|
|
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
|
( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
|
|
|
|
parameters.map ? '#define USE_MAP' : '',
|
|
parameters.matcap ? '#define USE_MATCAP' : '',
|
|
parameters.envMap ? '#define USE_ENVMAP' : '',
|
|
parameters.envMap ? '#define ' + envMapTypeDefine : '',
|
|
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
|
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
|
|
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
|
parameters.aoMap ? '#define USE_AOMAP' : '',
|
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
|
( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
|
|
( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
|
|
parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
|
|
parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
|
|
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
|
|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
|
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
|
|
|
parameters.sheen ? '#define USE_SHEEN' : '',
|
|
parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
|
|
|
|
parameters.vertexTangents ? '#define USE_TANGENT' : '',
|
|
parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
|
|
parameters.vertexUvs ? '#define USE_UV' : '',
|
|
parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
|
|
|
|
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
|
|
|
|
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
|
|
|
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
|
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
|
|
|
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
|
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
|
|
|
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
|
|
|
|
parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
|
|
|
|
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
|
( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
|
|
|
( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
|
|
|
|
'uniform mat4 viewMatrix;',
|
|
'uniform vec3 cameraPosition;',
|
|
'uniform bool isOrthographic;',
|
|
|
|
( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
|
|
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
|
|
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
|
|
|
|
parameters.dithering ? '#define DITHERING' : '',
|
|
|
|
ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
|
|
parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
|
|
parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
|
|
parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
|
|
parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
|
|
parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
|
|
getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
|
|
|
|
parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
|
|
|
|
'\n'
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
}
|
|
|
|
vertexShader = resolveIncludes( vertexShader );
|
|
vertexShader = replaceLightNums( vertexShader, parameters );
|
|
vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
|
|
|
|
fragmentShader = resolveIncludes( fragmentShader );
|
|
fragmentShader = replaceLightNums( fragmentShader, parameters );
|
|
fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
|
|
|
|
vertexShader = unrollLoops( vertexShader );
|
|
fragmentShader = unrollLoops( fragmentShader );
|
|
|
|
if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {
|
|
|
|
// GLSL 3.0 conversion for built-in materials and ShaderMaterial
|
|
|
|
versionString = '#version 300 es\n';
|
|
|
|
prefixVertex = [
|
|
'#define attribute in',
|
|
'#define varying out',
|
|
'#define texture2D texture'
|
|
].join( '\n' ) + '\n' + prefixVertex;
|
|
|
|
prefixFragment = [
|
|
'#define varying in',
|
|
( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
|
|
( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
|
|
'#define gl_FragDepthEXT gl_FragDepth',
|
|
'#define texture2D texture',
|
|
'#define textureCube texture',
|
|
'#define texture2DProj textureProj',
|
|
'#define texture2DLodEXT textureLod',
|
|
'#define texture2DProjLodEXT textureProjLod',
|
|
'#define textureCubeLodEXT textureLod',
|
|
'#define texture2DGradEXT textureGrad',
|
|
'#define texture2DProjGradEXT textureProjGrad',
|
|
'#define textureCubeGradEXT textureGrad'
|
|
].join( '\n' ) + '\n' + prefixFragment;
|
|
|
|
}
|
|
|
|
var vertexGlsl = versionString + prefixVertex + vertexShader;
|
|
var fragmentGlsl = versionString + prefixFragment + fragmentShader;
|
|
|
|
// console.log( '*VERTEX*', vertexGlsl );
|
|
// console.log( '*FRAGMENT*', fragmentGlsl );
|
|
|
|
var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
|
|
var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
|
|
|
|
gl.attachShader( program, glVertexShader );
|
|
gl.attachShader( program, glFragmentShader );
|
|
|
|
// Force a particular attribute to index 0.
|
|
|
|
if ( parameters.index0AttributeName !== undefined ) {
|
|
|
|
gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
|
|
|
|
} else if ( parameters.morphTargets === true ) {
|
|
|
|
// programs with morphTargets displace position out of attribute 0
|
|
gl.bindAttribLocation( program, 0, 'position' );
|
|
|
|
}
|
|
|
|
gl.linkProgram( program );
|
|
|
|
// check for link errors
|
|
if ( renderer.debug.checkShaderErrors ) {
|
|
|
|
var programLog = gl.getProgramInfoLog( program ).trim();
|
|
var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
|
|
var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
|
|
|
|
var runnable = true;
|
|
var haveDiagnostics = true;
|
|
|
|
if ( gl.getProgramParameter( program, 35714 ) === false ) {
|
|
|
|
runnable = false;
|
|
|
|
var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
|
|
var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
|
|
|
|
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
|
|
|
|
} else if ( programLog !== '' ) {
|
|
|
|
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
|
|
|
|
} else if ( vertexLog === '' || fragmentLog === '' ) {
|
|
|
|
haveDiagnostics = false;
|
|
|
|
}
|
|
|
|
if ( haveDiagnostics ) {
|
|
|
|
this.diagnostics = {
|
|
|
|
runnable: runnable,
|
|
|
|
programLog: programLog,
|
|
|
|
vertexShader: {
|
|
|
|
log: vertexLog,
|
|
prefix: prefixVertex
|
|
|
|
},
|
|
|
|
fragmentShader: {
|
|
|
|
log: fragmentLog,
|
|
prefix: prefixFragment
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Clean up
|
|
|
|
// Crashes in iOS9 and iOS10. #18402
|
|
// gl.detachShader( program, glVertexShader );
|
|
// gl.detachShader( program, glFragmentShader );
|
|
|
|
gl.deleteShader( glVertexShader );
|
|
gl.deleteShader( glFragmentShader );
|
|
|
|
// set up caching for uniform locations
|
|
|
|
var cachedUniforms;
|
|
|
|
this.getUniforms = function () {
|
|
|
|
if ( cachedUniforms === undefined ) {
|
|
|
|
cachedUniforms = new WebGLUniforms( gl, program );
|
|
|
|
}
|
|
|
|
return cachedUniforms;
|
|
|
|
};
|
|
|
|
// set up caching for attribute locations
|
|
|
|
var cachedAttributes;
|
|
|
|
this.getAttributes = function () {
|
|
|
|
if ( cachedAttributes === undefined ) {
|
|
|
|
cachedAttributes = fetchAttributeLocations( gl, program );
|
|
|
|
}
|
|
|
|
return cachedAttributes;
|
|
|
|
};
|
|
|
|
// free resource
|
|
|
|
this.destroy = function () {
|
|
|
|
bindingStates.releaseStatesOfProgram( this );
|
|
|
|
gl.deleteProgram( program );
|
|
this.program = undefined;
|
|
|
|
};
|
|
|
|
//
|
|
|
|
this.name = parameters.shaderName;
|
|
this.id = programIdCount ++;
|
|
this.cacheKey = cacheKey;
|
|
this.usedTimes = 1;
|
|
this.program = program;
|
|
this.vertexShader = glVertexShader;
|
|
this.fragmentShader = glFragmentShader;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {
|
|
|
|
var programs = [];
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
|
|
var floatVertexTextures = capabilities.floatVertexTextures;
|
|
var maxVertexUniforms = capabilities.maxVertexUniforms;
|
|
var vertexTextures = capabilities.vertexTextures;
|
|
|
|
var precision = capabilities.precision;
|
|
|
|
var shaderIDs = {
|
|
MeshDepthMaterial: 'depth',
|
|
MeshDistanceMaterial: 'distanceRGBA',
|
|
MeshNormalMaterial: 'normal',
|
|
MeshBasicMaterial: 'basic',
|
|
MeshLambertMaterial: 'lambert',
|
|
MeshPhongMaterial: 'phong',
|
|
MeshToonMaterial: 'toon',
|
|
MeshStandardMaterial: 'physical',
|
|
MeshPhysicalMaterial: 'physical',
|
|
MeshMatcapMaterial: 'matcap',
|
|
LineBasicMaterial: 'basic',
|
|
LineDashedMaterial: 'dashed',
|
|
PointsMaterial: 'points',
|
|
ShadowMaterial: 'shadow',
|
|
SpriteMaterial: 'sprite'
|
|
};
|
|
|
|
var parameterNames = [
|
|
"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "instancingColor",
|
|
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
|
|
"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
|
|
"roughnessMap", "metalnessMap", "gradientMap",
|
|
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
|
|
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
|
|
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
|
|
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
|
|
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
|
|
"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
|
|
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
|
|
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
|
|
"sheen", "transmissionMap"
|
|
];
|
|
|
|
function getMaxBones( object ) {
|
|
|
|
var skeleton = object.skeleton;
|
|
var bones = skeleton.bones;
|
|
|
|
if ( floatVertexTextures ) {
|
|
|
|
return 1024;
|
|
|
|
} else {
|
|
|
|
// default for when object is not specified
|
|
// ( for example when prebuilding shader to be used with multiple objects )
|
|
//
|
|
// - leave some extra space for other uniforms
|
|
// - limit here is ANGLE's 254 max uniform vectors
|
|
// (up to 54 should be safe)
|
|
|
|
var nVertexUniforms = maxVertexUniforms;
|
|
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
|
|
|
var maxBones = Math.min( nVertexMatrices, bones.length );
|
|
|
|
if ( maxBones < bones.length ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
|
|
return 0;
|
|
|
|
}
|
|
|
|
return maxBones;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getTextureEncodingFromMap( map ) {
|
|
|
|
var encoding;
|
|
|
|
if ( ! map ) {
|
|
|
|
encoding = LinearEncoding;
|
|
|
|
} else if ( map.isTexture ) {
|
|
|
|
encoding = map.encoding;
|
|
|
|
} else if ( map.isWebGLRenderTarget ) {
|
|
|
|
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
|
|
encoding = map.texture.encoding;
|
|
|
|
}
|
|
|
|
return encoding;
|
|
|
|
}
|
|
|
|
function getParameters( material, lights, shadows, scene, object ) {
|
|
|
|
var fog = scene.fog;
|
|
var environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
|
|
var envMap = cubemaps.get( material.envMap || environment );
|
|
|
|
var shaderID = shaderIDs[ material.type ];
|
|
|
|
// heuristics to create shader parameters according to lights in the scene
|
|
// (not to blow over maxLights budget)
|
|
|
|
var maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
|
|
|
|
if ( material.precision !== null ) {
|
|
|
|
precision = capabilities.getMaxPrecision( material.precision );
|
|
|
|
if ( precision !== material.precision ) {
|
|
|
|
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var vertexShader, fragmentShader;
|
|
|
|
if ( shaderID ) {
|
|
|
|
var shader = ShaderLib[ shaderID ];
|
|
|
|
vertexShader = shader.vertexShader;
|
|
fragmentShader = shader.fragmentShader;
|
|
|
|
} else {
|
|
|
|
vertexShader = material.vertexShader;
|
|
fragmentShader = material.fragmentShader;
|
|
|
|
}
|
|
|
|
var currentRenderTarget = renderer.getRenderTarget();
|
|
|
|
var parameters = {
|
|
|
|
isWebGL2: isWebGL2,
|
|
|
|
shaderID: shaderID,
|
|
shaderName: material.type,
|
|
|
|
vertexShader: vertexShader,
|
|
fragmentShader: fragmentShader,
|
|
defines: material.defines,
|
|
|
|
isRawShaderMaterial: material.isRawShaderMaterial === true,
|
|
glslVersion: material.glslVersion,
|
|
|
|
precision: precision,
|
|
|
|
instancing: object.isInstancedMesh === true,
|
|
instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
|
|
|
|
supportsVertexTextures: vertexTextures,
|
|
outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
|
|
map: !! material.map,
|
|
mapEncoding: getTextureEncodingFromMap( material.map ),
|
|
matcap: !! material.matcap,
|
|
matcapEncoding: getTextureEncodingFromMap( material.matcap ),
|
|
envMap: !! envMap,
|
|
envMapMode: envMap && envMap.mapping,
|
|
envMapEncoding: getTextureEncodingFromMap( envMap ),
|
|
envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
|
|
lightMap: !! material.lightMap,
|
|
lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
|
|
aoMap: !! material.aoMap,
|
|
emissiveMap: !! material.emissiveMap,
|
|
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
|
|
bumpMap: !! material.bumpMap,
|
|
normalMap: !! material.normalMap,
|
|
objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
|
|
tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
|
|
clearcoatMap: !! material.clearcoatMap,
|
|
clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
|
|
clearcoatNormalMap: !! material.clearcoatNormalMap,
|
|
displacementMap: !! material.displacementMap,
|
|
roughnessMap: !! material.roughnessMap,
|
|
metalnessMap: !! material.metalnessMap,
|
|
specularMap: !! material.specularMap,
|
|
alphaMap: !! material.alphaMap,
|
|
|
|
gradientMap: !! material.gradientMap,
|
|
|
|
sheen: !! material.sheen,
|
|
|
|
transmissionMap: !! material.transmissionMap,
|
|
|
|
combine: material.combine,
|
|
|
|
vertexTangents: ( material.normalMap && material.vertexTangents ),
|
|
vertexColors: material.vertexColors,
|
|
vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
|
|
uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
|
|
|
|
fog: !! fog,
|
|
useFog: material.fog,
|
|
fogExp2: ( fog && fog.isFogExp2 ),
|
|
|
|
flatShading: material.flatShading,
|
|
|
|
sizeAttenuation: material.sizeAttenuation,
|
|
logarithmicDepthBuffer: logarithmicDepthBuffer,
|
|
|
|
skinning: material.skinning && maxBones > 0,
|
|
maxBones: maxBones,
|
|
useVertexTexture: floatVertexTextures,
|
|
|
|
morphTargets: material.morphTargets,
|
|
morphNormals: material.morphNormals,
|
|
maxMorphTargets: renderer.maxMorphTargets,
|
|
maxMorphNormals: renderer.maxMorphNormals,
|
|
|
|
numDirLights: lights.directional.length,
|
|
numPointLights: lights.point.length,
|
|
numSpotLights: lights.spot.length,
|
|
numRectAreaLights: lights.rectArea.length,
|
|
numHemiLights: lights.hemi.length,
|
|
|
|
numDirLightShadows: lights.directionalShadowMap.length,
|
|
numPointLightShadows: lights.pointShadowMap.length,
|
|
numSpotLightShadows: lights.spotShadowMap.length,
|
|
|
|
numClippingPlanes: clipping.numPlanes,
|
|
numClipIntersection: clipping.numIntersection,
|
|
|
|
dithering: material.dithering,
|
|
|
|
shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
|
|
shadowMapType: renderer.shadowMap.type,
|
|
|
|
toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
|
|
physicallyCorrectLights: renderer.physicallyCorrectLights,
|
|
|
|
premultipliedAlpha: material.premultipliedAlpha,
|
|
|
|
alphaTest: material.alphaTest,
|
|
doubleSided: material.side === DoubleSide,
|
|
flipSided: material.side === BackSide,
|
|
|
|
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
|
|
|
|
index0AttributeName: material.index0AttributeName,
|
|
|
|
extensionDerivatives: material.extensions && material.extensions.derivatives,
|
|
extensionFragDepth: material.extensions && material.extensions.fragDepth,
|
|
extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
|
|
extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
|
|
|
|
rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),
|
|
rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),
|
|
rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),
|
|
|
|
customProgramCacheKey: material.customProgramCacheKey()
|
|
|
|
};
|
|
|
|
return parameters;
|
|
|
|
}
|
|
|
|
function getProgramCacheKey( parameters ) {
|
|
|
|
var array = [];
|
|
|
|
if ( parameters.shaderID ) {
|
|
|
|
array.push( parameters.shaderID );
|
|
|
|
} else {
|
|
|
|
array.push( parameters.fragmentShader );
|
|
array.push( parameters.vertexShader );
|
|
|
|
}
|
|
|
|
if ( parameters.defines !== undefined ) {
|
|
|
|
for ( var name in parameters.defines ) {
|
|
|
|
array.push( name );
|
|
array.push( parameters.defines[ name ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( parameters.isRawShaderMaterial === false ) {
|
|
|
|
for ( var i = 0; i < parameterNames.length; i ++ ) {
|
|
|
|
array.push( parameters[ parameterNames[ i ] ] );
|
|
|
|
}
|
|
|
|
array.push( renderer.outputEncoding );
|
|
array.push( renderer.gammaFactor );
|
|
|
|
}
|
|
|
|
array.push( parameters.customProgramCacheKey );
|
|
|
|
return array.join();
|
|
|
|
}
|
|
|
|
function getUniforms( material ) {
|
|
|
|
var shaderID = shaderIDs[ material.type ];
|
|
var uniforms;
|
|
|
|
if ( shaderID ) {
|
|
|
|
var shader = ShaderLib[ shaderID ];
|
|
uniforms = UniformsUtils.clone( shader.uniforms );
|
|
|
|
} else {
|
|
|
|
uniforms = material.uniforms;
|
|
|
|
}
|
|
|
|
return uniforms;
|
|
|
|
}
|
|
|
|
function acquireProgram( parameters, cacheKey ) {
|
|
|
|
var program;
|
|
|
|
// Check if code has been already compiled
|
|
for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
|
|
|
|
var preexistingProgram = programs[ p ];
|
|
|
|
if ( preexistingProgram.cacheKey === cacheKey ) {
|
|
|
|
program = preexistingProgram;
|
|
++ program.usedTimes;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( program === undefined ) {
|
|
|
|
program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
|
|
programs.push( program );
|
|
|
|
}
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
function releaseProgram( program ) {
|
|
|
|
if ( -- program.usedTimes === 0 ) {
|
|
|
|
// Remove from unordered set
|
|
var i = programs.indexOf( program );
|
|
programs[ i ] = programs[ programs.length - 1 ];
|
|
programs.pop();
|
|
|
|
// Free WebGL resources
|
|
program.destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
getParameters: getParameters,
|
|
getProgramCacheKey: getProgramCacheKey,
|
|
getUniforms: getUniforms,
|
|
acquireProgram: acquireProgram,
|
|
releaseProgram: releaseProgram,
|
|
// Exposed for resource monitoring & error feedback via renderer.info:
|
|
programs: programs
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLProperties() {
|
|
|
|
var properties = new WeakMap();
|
|
|
|
function get( object ) {
|
|
|
|
var map = properties.get( object );
|
|
|
|
if ( map === undefined ) {
|
|
|
|
map = {};
|
|
properties.set( object, map );
|
|
|
|
}
|
|
|
|
return map;
|
|
|
|
}
|
|
|
|
function remove( object ) {
|
|
|
|
properties.delete( object );
|
|
|
|
}
|
|
|
|
function update( object, key, value ) {
|
|
|
|
properties.get( object )[ key ] = value;
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
properties = new WeakMap();
|
|
|
|
}
|
|
|
|
return {
|
|
get: get,
|
|
remove: remove,
|
|
update: update,
|
|
dispose: dispose
|
|
};
|
|
|
|
}
|
|
|
|
function painterSortStable( a, b ) {
|
|
|
|
if ( a.groupOrder !== b.groupOrder ) {
|
|
|
|
return a.groupOrder - b.groupOrder;
|
|
|
|
} else if ( a.renderOrder !== b.renderOrder ) {
|
|
|
|
return a.renderOrder - b.renderOrder;
|
|
|
|
} else if ( a.program !== b.program ) {
|
|
|
|
return a.program.id - b.program.id;
|
|
|
|
} else if ( a.material.id !== b.material.id ) {
|
|
|
|
return a.material.id - b.material.id;
|
|
|
|
} else if ( a.z !== b.z ) {
|
|
|
|
return a.z - b.z;
|
|
|
|
} else {
|
|
|
|
return a.id - b.id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function reversePainterSortStable( a, b ) {
|
|
|
|
if ( a.groupOrder !== b.groupOrder ) {
|
|
|
|
return a.groupOrder - b.groupOrder;
|
|
|
|
} else if ( a.renderOrder !== b.renderOrder ) {
|
|
|
|
return a.renderOrder - b.renderOrder;
|
|
|
|
} else if ( a.z !== b.z ) {
|
|
|
|
return b.z - a.z;
|
|
|
|
} else {
|
|
|
|
return a.id - b.id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
function WebGLRenderList( properties ) {
|
|
|
|
var renderItems = [];
|
|
var renderItemsIndex = 0;
|
|
|
|
var opaque = [];
|
|
var transparent = [];
|
|
|
|
var defaultProgram = { id: - 1 };
|
|
|
|
function init() {
|
|
|
|
renderItemsIndex = 0;
|
|
|
|
opaque.length = 0;
|
|
transparent.length = 0;
|
|
|
|
}
|
|
|
|
function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
|
|
|
|
var renderItem = renderItems[ renderItemsIndex ];
|
|
var materialProperties = properties.get( material );
|
|
|
|
if ( renderItem === undefined ) {
|
|
|
|
renderItem = {
|
|
id: object.id,
|
|
object: object,
|
|
geometry: geometry,
|
|
material: material,
|
|
program: materialProperties.program || defaultProgram,
|
|
groupOrder: groupOrder,
|
|
renderOrder: object.renderOrder,
|
|
z: z,
|
|
group: group
|
|
};
|
|
|
|
renderItems[ renderItemsIndex ] = renderItem;
|
|
|
|
} else {
|
|
|
|
renderItem.id = object.id;
|
|
renderItem.object = object;
|
|
renderItem.geometry = geometry;
|
|
renderItem.material = material;
|
|
renderItem.program = materialProperties.program || defaultProgram;
|
|
renderItem.groupOrder = groupOrder;
|
|
renderItem.renderOrder = object.renderOrder;
|
|
renderItem.z = z;
|
|
renderItem.group = group;
|
|
|
|
}
|
|
|
|
renderItemsIndex ++;
|
|
|
|
return renderItem;
|
|
|
|
}
|
|
|
|
function push( object, geometry, material, groupOrder, z, group ) {
|
|
|
|
var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
|
|
|
|
( material.transparent === true ? transparent : opaque ).push( renderItem );
|
|
|
|
}
|
|
|
|
function unshift( object, geometry, material, groupOrder, z, group ) {
|
|
|
|
var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
|
|
|
|
( material.transparent === true ? transparent : opaque ).unshift( renderItem );
|
|
|
|
}
|
|
|
|
function sort( customOpaqueSort, customTransparentSort ) {
|
|
|
|
if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
|
|
if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
|
|
|
|
}
|
|
|
|
function finish() {
|
|
|
|
// Clear references from inactive renderItems in the list
|
|
|
|
for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
|
|
|
|
var renderItem = renderItems[ i ];
|
|
|
|
if ( renderItem.id === null ) { break; }
|
|
|
|
renderItem.id = null;
|
|
renderItem.object = null;
|
|
renderItem.geometry = null;
|
|
renderItem.material = null;
|
|
renderItem.program = null;
|
|
renderItem.group = null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
opaque: opaque,
|
|
transparent: transparent,
|
|
|
|
init: init,
|
|
push: push,
|
|
unshift: unshift,
|
|
finish: finish,
|
|
|
|
sort: sort
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLRenderLists( properties ) {
|
|
|
|
var lists = new WeakMap();
|
|
|
|
function get( scene, camera ) {
|
|
|
|
var cameras = lists.get( scene );
|
|
var list;
|
|
|
|
if ( cameras === undefined ) {
|
|
|
|
list = new WebGLRenderList( properties );
|
|
lists.set( scene, new WeakMap() );
|
|
lists.get( scene ).set( camera, list );
|
|
|
|
} else {
|
|
|
|
list = cameras.get( camera );
|
|
if ( list === undefined ) {
|
|
|
|
list = new WebGLRenderList( properties );
|
|
cameras.set( camera, list );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
lists = new WeakMap();
|
|
|
|
}
|
|
|
|
return {
|
|
get: get,
|
|
dispose: dispose
|
|
};
|
|
|
|
}
|
|
|
|
function UniformsCache() {
|
|
|
|
var lights = {};
|
|
|
|
return {
|
|
|
|
get: function ( light ) {
|
|
|
|
if ( lights[ light.id ] !== undefined ) {
|
|
|
|
return lights[ light.id ];
|
|
|
|
}
|
|
|
|
var uniforms;
|
|
|
|
switch ( light.type ) {
|
|
|
|
case 'DirectionalLight':
|
|
uniforms = {
|
|
direction: new Vector3(),
|
|
color: new Color()
|
|
};
|
|
break;
|
|
|
|
case 'SpotLight':
|
|
uniforms = {
|
|
position: new Vector3(),
|
|
direction: new Vector3(),
|
|
color: new Color(),
|
|
distance: 0,
|
|
coneCos: 0,
|
|
penumbraCos: 0,
|
|
decay: 0
|
|
};
|
|
break;
|
|
|
|
case 'PointLight':
|
|
uniforms = {
|
|
position: new Vector3(),
|
|
color: new Color(),
|
|
distance: 0,
|
|
decay: 0
|
|
};
|
|
break;
|
|
|
|
case 'HemisphereLight':
|
|
uniforms = {
|
|
direction: new Vector3(),
|
|
skyColor: new Color(),
|
|
groundColor: new Color()
|
|
};
|
|
break;
|
|
|
|
case 'RectAreaLight':
|
|
uniforms = {
|
|
color: new Color(),
|
|
position: new Vector3(),
|
|
halfWidth: new Vector3(),
|
|
halfHeight: new Vector3()
|
|
};
|
|
break;
|
|
|
|
}
|
|
|
|
lights[ light.id ] = uniforms;
|
|
|
|
return uniforms;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function ShadowUniformsCache() {
|
|
|
|
var lights = {};
|
|
|
|
return {
|
|
|
|
get: function ( light ) {
|
|
|
|
if ( lights[ light.id ] !== undefined ) {
|
|
|
|
return lights[ light.id ];
|
|
|
|
}
|
|
|
|
var uniforms;
|
|
|
|
switch ( light.type ) {
|
|
|
|
case 'DirectionalLight':
|
|
uniforms = {
|
|
shadowBias: 0,
|
|
shadowNormalBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2()
|
|
};
|
|
break;
|
|
|
|
case 'SpotLight':
|
|
uniforms = {
|
|
shadowBias: 0,
|
|
shadowNormalBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2()
|
|
};
|
|
break;
|
|
|
|
case 'PointLight':
|
|
uniforms = {
|
|
shadowBias: 0,
|
|
shadowNormalBias: 0,
|
|
shadowRadius: 1,
|
|
shadowMapSize: new Vector2(),
|
|
shadowCameraNear: 1,
|
|
shadowCameraFar: 1000
|
|
};
|
|
break;
|
|
|
|
// TODO (abelnation): set RectAreaLight shadow uniforms
|
|
|
|
}
|
|
|
|
lights[ light.id ] = uniforms;
|
|
|
|
return uniforms;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
var nextVersion = 0;
|
|
|
|
function shadowCastingLightsFirst( lightA, lightB ) {
|
|
|
|
return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
|
|
|
|
}
|
|
|
|
function WebGLLights() {
|
|
|
|
var cache = new UniformsCache();
|
|
|
|
var shadowCache = ShadowUniformsCache();
|
|
|
|
var state = {
|
|
|
|
version: 0,
|
|
|
|
hash: {
|
|
directionalLength: - 1,
|
|
pointLength: - 1,
|
|
spotLength: - 1,
|
|
rectAreaLength: - 1,
|
|
hemiLength: - 1,
|
|
|
|
numDirectionalShadows: - 1,
|
|
numPointShadows: - 1,
|
|
numSpotShadows: - 1
|
|
},
|
|
|
|
ambient: [ 0, 0, 0 ],
|
|
probe: [],
|
|
directional: [],
|
|
directionalShadow: [],
|
|
directionalShadowMap: [],
|
|
directionalShadowMatrix: [],
|
|
spot: [],
|
|
spotShadow: [],
|
|
spotShadowMap: [],
|
|
spotShadowMatrix: [],
|
|
rectArea: [],
|
|
rectAreaLTC1: null,
|
|
rectAreaLTC2: null,
|
|
point: [],
|
|
pointShadow: [],
|
|
pointShadowMap: [],
|
|
pointShadowMatrix: [],
|
|
hemi: []
|
|
|
|
};
|
|
|
|
for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
|
|
|
|
var vector3 = new Vector3();
|
|
var matrix4 = new Matrix4();
|
|
var matrix42 = new Matrix4();
|
|
|
|
function setup( lights, shadows, camera ) {
|
|
|
|
var r = 0, g = 0, b = 0;
|
|
|
|
for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
|
|
|
|
var directionalLength = 0;
|
|
var pointLength = 0;
|
|
var spotLength = 0;
|
|
var rectAreaLength = 0;
|
|
var hemiLength = 0;
|
|
|
|
var numDirectionalShadows = 0;
|
|
var numPointShadows = 0;
|
|
var numSpotShadows = 0;
|
|
|
|
var viewMatrix = camera.matrixWorldInverse;
|
|
|
|
lights.sort( shadowCastingLightsFirst );
|
|
|
|
for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
|
|
|
|
var light = lights[ i$1 ];
|
|
|
|
var color = light.color;
|
|
var intensity = light.intensity;
|
|
var distance = light.distance;
|
|
|
|
var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
|
|
|
|
if ( light.isAmbientLight ) {
|
|
|
|
r += color.r * intensity;
|
|
g += color.g * intensity;
|
|
b += color.b * intensity;
|
|
|
|
} else if ( light.isLightProbe ) {
|
|
|
|
for ( var j = 0; j < 9; j ++ ) {
|
|
|
|
state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
|
|
|
|
}
|
|
|
|
} else if ( light.isDirectionalLight ) {
|
|
|
|
var uniforms = cache.get( light );
|
|
|
|
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
|
|
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
vector3.setFromMatrixPosition( light.target.matrixWorld );
|
|
uniforms.direction.sub( vector3 );
|
|
uniforms.direction.transformDirection( viewMatrix );
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
var shadow = light.shadow;
|
|
|
|
var shadowUniforms = shadowCache.get( light );
|
|
|
|
shadowUniforms.shadowBias = shadow.bias;
|
|
shadowUniforms.shadowNormalBias = shadow.normalBias;
|
|
shadowUniforms.shadowRadius = shadow.radius;
|
|
shadowUniforms.shadowMapSize = shadow.mapSize;
|
|
|
|
state.directionalShadow[ directionalLength ] = shadowUniforms;
|
|
state.directionalShadowMap[ directionalLength ] = shadowMap;
|
|
state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
|
|
|
|
numDirectionalShadows ++;
|
|
|
|
}
|
|
|
|
state.directional[ directionalLength ] = uniforms;
|
|
|
|
directionalLength ++;
|
|
|
|
} else if ( light.isSpotLight ) {
|
|
|
|
var uniforms$1 = cache.get( light );
|
|
|
|
uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms$1.position.applyMatrix4( viewMatrix );
|
|
|
|
uniforms$1.color.copy( color ).multiplyScalar( intensity );
|
|
uniforms$1.distance = distance;
|
|
|
|
uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
|
|
vector3.setFromMatrixPosition( light.target.matrixWorld );
|
|
uniforms$1.direction.sub( vector3 );
|
|
uniforms$1.direction.transformDirection( viewMatrix );
|
|
|
|
uniforms$1.coneCos = Math.cos( light.angle );
|
|
uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
|
|
uniforms$1.decay = light.decay;
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
var shadow$1 = light.shadow;
|
|
|
|
var shadowUniforms$1 = shadowCache.get( light );
|
|
|
|
shadowUniforms$1.shadowBias = shadow$1.bias;
|
|
shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
|
|
shadowUniforms$1.shadowRadius = shadow$1.radius;
|
|
shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
|
|
|
|
state.spotShadow[ spotLength ] = shadowUniforms$1;
|
|
state.spotShadowMap[ spotLength ] = shadowMap;
|
|
state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
|
|
|
|
numSpotShadows ++;
|
|
|
|
}
|
|
|
|
state.spot[ spotLength ] = uniforms$1;
|
|
|
|
spotLength ++;
|
|
|
|
} else if ( light.isRectAreaLight ) {
|
|
|
|
var uniforms$2 = cache.get( light );
|
|
|
|
// (a) intensity is the total visible light emitted
|
|
//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
|
|
|
|
// (b) intensity is the brightness of the light
|
|
uniforms$2.color.copy( color ).multiplyScalar( intensity );
|
|
|
|
uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms$2.position.applyMatrix4( viewMatrix );
|
|
|
|
// extract local rotation of light to derive width/height half vectors
|
|
matrix42.identity();
|
|
matrix4.copy( light.matrixWorld );
|
|
matrix4.premultiply( viewMatrix );
|
|
matrix42.extractRotation( matrix4 );
|
|
|
|
uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
|
|
uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
|
|
|
|
uniforms$2.halfWidth.applyMatrix4( matrix42 );
|
|
uniforms$2.halfHeight.applyMatrix4( matrix42 );
|
|
|
|
// TODO (abelnation): RectAreaLight distance?
|
|
// uniforms.distance = distance;
|
|
|
|
state.rectArea[ rectAreaLength ] = uniforms$2;
|
|
|
|
rectAreaLength ++;
|
|
|
|
} else if ( light.isPointLight ) {
|
|
|
|
var uniforms$3 = cache.get( light );
|
|
|
|
uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms$3.position.applyMatrix4( viewMatrix );
|
|
|
|
uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
|
|
uniforms$3.distance = light.distance;
|
|
uniforms$3.decay = light.decay;
|
|
|
|
if ( light.castShadow ) {
|
|
|
|
var shadow$2 = light.shadow;
|
|
|
|
var shadowUniforms$2 = shadowCache.get( light );
|
|
|
|
shadowUniforms$2.shadowBias = shadow$2.bias;
|
|
shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
|
|
shadowUniforms$2.shadowRadius = shadow$2.radius;
|
|
shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
|
|
shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
|
|
shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
|
|
|
|
state.pointShadow[ pointLength ] = shadowUniforms$2;
|
|
state.pointShadowMap[ pointLength ] = shadowMap;
|
|
state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
|
|
|
|
numPointShadows ++;
|
|
|
|
}
|
|
|
|
state.point[ pointLength ] = uniforms$3;
|
|
|
|
pointLength ++;
|
|
|
|
} else if ( light.isHemisphereLight ) {
|
|
|
|
var uniforms$4 = cache.get( light );
|
|
|
|
uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
|
|
uniforms$4.direction.transformDirection( viewMatrix );
|
|
uniforms$4.direction.normalize();
|
|
|
|
uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
|
|
uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
|
|
|
|
state.hemi[ hemiLength ] = uniforms$4;
|
|
|
|
hemiLength ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( rectAreaLength > 0 ) {
|
|
|
|
state.rectAreaLTC1 = UniformsLib.LTC_1;
|
|
state.rectAreaLTC2 = UniformsLib.LTC_2;
|
|
|
|
}
|
|
|
|
state.ambient[ 0 ] = r;
|
|
state.ambient[ 1 ] = g;
|
|
state.ambient[ 2 ] = b;
|
|
|
|
var hash = state.hash;
|
|
|
|
if ( hash.directionalLength !== directionalLength ||
|
|
hash.pointLength !== pointLength ||
|
|
hash.spotLength !== spotLength ||
|
|
hash.rectAreaLength !== rectAreaLength ||
|
|
hash.hemiLength !== hemiLength ||
|
|
hash.numDirectionalShadows !== numDirectionalShadows ||
|
|
hash.numPointShadows !== numPointShadows ||
|
|
hash.numSpotShadows !== numSpotShadows ) {
|
|
|
|
state.directional.length = directionalLength;
|
|
state.spot.length = spotLength;
|
|
state.rectArea.length = rectAreaLength;
|
|
state.point.length = pointLength;
|
|
state.hemi.length = hemiLength;
|
|
|
|
state.directionalShadow.length = numDirectionalShadows;
|
|
state.directionalShadowMap.length = numDirectionalShadows;
|
|
state.pointShadow.length = numPointShadows;
|
|
state.pointShadowMap.length = numPointShadows;
|
|
state.spotShadow.length = numSpotShadows;
|
|
state.spotShadowMap.length = numSpotShadows;
|
|
state.directionalShadowMatrix.length = numDirectionalShadows;
|
|
state.pointShadowMatrix.length = numPointShadows;
|
|
state.spotShadowMatrix.length = numSpotShadows;
|
|
|
|
hash.directionalLength = directionalLength;
|
|
hash.pointLength = pointLength;
|
|
hash.spotLength = spotLength;
|
|
hash.rectAreaLength = rectAreaLength;
|
|
hash.hemiLength = hemiLength;
|
|
|
|
hash.numDirectionalShadows = numDirectionalShadows;
|
|
hash.numPointShadows = numPointShadows;
|
|
hash.numSpotShadows = numSpotShadows;
|
|
|
|
state.version = nextVersion ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
setup: setup,
|
|
state: state
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLRenderState() {
|
|
|
|
var lights = new WebGLLights();
|
|
|
|
var lightsArray = [];
|
|
var shadowsArray = [];
|
|
|
|
function init() {
|
|
|
|
lightsArray.length = 0;
|
|
shadowsArray.length = 0;
|
|
|
|
}
|
|
|
|
function pushLight( light ) {
|
|
|
|
lightsArray.push( light );
|
|
|
|
}
|
|
|
|
function pushShadow( shadowLight ) {
|
|
|
|
shadowsArray.push( shadowLight );
|
|
|
|
}
|
|
|
|
function setupLights( camera ) {
|
|
|
|
lights.setup( lightsArray, shadowsArray, camera );
|
|
|
|
}
|
|
|
|
var state = {
|
|
lightsArray: lightsArray,
|
|
shadowsArray: shadowsArray,
|
|
|
|
lights: lights
|
|
};
|
|
|
|
return {
|
|
init: init,
|
|
state: state,
|
|
setupLights: setupLights,
|
|
|
|
pushLight: pushLight,
|
|
pushShadow: pushShadow
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLRenderStates() {
|
|
|
|
var renderStates = new WeakMap();
|
|
|
|
function get( scene, camera ) {
|
|
|
|
var renderState;
|
|
|
|
if ( renderStates.has( scene ) === false ) {
|
|
|
|
renderState = new WebGLRenderState();
|
|
renderStates.set( scene, new WeakMap() );
|
|
renderStates.get( scene ).set( camera, renderState );
|
|
|
|
} else {
|
|
|
|
if ( renderStates.get( scene ).has( camera ) === false ) {
|
|
|
|
renderState = new WebGLRenderState();
|
|
renderStates.get( scene ).set( camera, renderState );
|
|
|
|
} else {
|
|
|
|
renderState = renderStates.get( scene ).get( camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return renderState;
|
|
|
|
}
|
|
|
|
function dispose() {
|
|
|
|
renderStates = new WeakMap();
|
|
|
|
}
|
|
|
|
return {
|
|
get: get,
|
|
dispose: dispose
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* parameters = {
|
|
*
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>
|
|
* }
|
|
*/
|
|
|
|
function MeshDepthMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshDepthMaterial';
|
|
|
|
this.depthPacking = BasicDepthPacking;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
|
|
this.map = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshDepthMaterial.prototype = Object.create( Material.prototype );
|
|
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
|
|
|
|
MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
|
|
|
|
MeshDepthMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.depthPacking = source.depthPacking;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
this.map = source.map;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
*
|
|
* referencePosition: <float>,
|
|
* nearDistance: <float>,
|
|
* farDistance: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>
|
|
*
|
|
* }
|
|
*/
|
|
|
|
function MeshDistanceMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshDistanceMaterial';
|
|
|
|
this.referencePosition = new Vector3();
|
|
this.nearDistance = 1;
|
|
this.farDistance = 1000;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
|
|
this.map = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.fog = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshDistanceMaterial.prototype = Object.create( Material.prototype );
|
|
MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
|
|
|
|
MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
|
|
|
|
MeshDistanceMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.referencePosition.copy( source.referencePosition );
|
|
this.nearDistance = source.nearDistance;
|
|
this.farDistance = source.farDistance;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
this.map = source.map;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
|
|
|
|
var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
|
|
|
|
function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
|
|
|
|
var _frustum = new Frustum();
|
|
|
|
var _shadowMapSize = new Vector2(),
|
|
_viewportSize = new Vector2(),
|
|
|
|
_viewport = new Vector4(),
|
|
|
|
_depthMaterials = [],
|
|
_distanceMaterials = [],
|
|
|
|
_materialCache = {};
|
|
|
|
var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
|
|
|
|
var shadowMaterialVertical = new ShaderMaterial( {
|
|
|
|
defines: {
|
|
SAMPLE_RATE: 2.0 / 8.0,
|
|
HALF_SAMPLE_RATE: 1.0 / 8.0
|
|
},
|
|
|
|
uniforms: {
|
|
shadow_pass: { value: null },
|
|
resolution: { value: new Vector2() },
|
|
radius: { value: 4.0 }
|
|
},
|
|
|
|
vertexShader: vsm_vert,
|
|
|
|
fragmentShader: vsm_frag
|
|
|
|
} );
|
|
|
|
var shadowMaterialHorizonal = shadowMaterialVertical.clone();
|
|
shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
|
|
|
|
var fullScreenTri = new BufferGeometry();
|
|
fullScreenTri.setAttribute(
|
|
"position",
|
|
new BufferAttribute(
|
|
new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
|
|
3
|
|
)
|
|
);
|
|
|
|
var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
|
|
|
|
var scope = this;
|
|
|
|
this.enabled = false;
|
|
|
|
this.autoUpdate = true;
|
|
this.needsUpdate = false;
|
|
|
|
this.type = PCFShadowMap;
|
|
|
|
this.render = function ( lights, scene, camera ) {
|
|
|
|
if ( scope.enabled === false ) { return; }
|
|
if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
|
|
|
|
if ( lights.length === 0 ) { return; }
|
|
|
|
var currentRenderTarget = _renderer.getRenderTarget();
|
|
var activeCubeFace = _renderer.getActiveCubeFace();
|
|
var activeMipmapLevel = _renderer.getActiveMipmapLevel();
|
|
|
|
var _state = _renderer.state;
|
|
|
|
// Set GL state for depth map.
|
|
_state.setBlending( NoBlending );
|
|
_state.buffers.color.setClear( 1, 1, 1, 1 );
|
|
_state.buffers.depth.setTest( true );
|
|
_state.setScissorTest( false );
|
|
|
|
// render depth map
|
|
|
|
for ( var i = 0, il = lights.length; i < il; i ++ ) {
|
|
|
|
var light = lights[ i ];
|
|
var shadow = light.shadow;
|
|
|
|
if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
|
|
|
|
if ( shadow === undefined ) {
|
|
|
|
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
|
|
continue;
|
|
|
|
}
|
|
|
|
_shadowMapSize.copy( shadow.mapSize );
|
|
|
|
var shadowFrameExtents = shadow.getFrameExtents();
|
|
|
|
_shadowMapSize.multiply( shadowFrameExtents );
|
|
|
|
_viewportSize.copy( shadow.mapSize );
|
|
|
|
if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
|
|
|
|
if ( _shadowMapSize.x > maxTextureSize ) {
|
|
|
|
_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
|
|
_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
|
|
shadow.mapSize.x = _viewportSize.x;
|
|
|
|
}
|
|
|
|
if ( _shadowMapSize.y > maxTextureSize ) {
|
|
|
|
_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
|
|
_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
|
|
shadow.mapSize.y = _viewportSize.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
|
|
|
|
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
|
|
|
|
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
|
|
shadow.map.texture.name = light.name + ".shadowMap";
|
|
|
|
shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
|
|
|
|
shadow.camera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
if ( shadow.map === null ) {
|
|
|
|
var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
|
|
|
|
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
|
|
shadow.map.texture.name = light.name + ".shadowMap";
|
|
|
|
shadow.camera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
_renderer.setRenderTarget( shadow.map );
|
|
_renderer.clear();
|
|
|
|
var viewportCount = shadow.getViewportCount();
|
|
|
|
for ( var vp = 0; vp < viewportCount; vp ++ ) {
|
|
|
|
var viewport = shadow.getViewport( vp );
|
|
|
|
_viewport.set(
|
|
_viewportSize.x * viewport.x,
|
|
_viewportSize.y * viewport.y,
|
|
_viewportSize.x * viewport.z,
|
|
_viewportSize.y * viewport.w
|
|
);
|
|
|
|
_state.viewport( _viewport );
|
|
|
|
shadow.updateMatrices( light, vp );
|
|
|
|
_frustum = shadow.getFrustum();
|
|
|
|
renderObject( scene, camera, shadow.camera, light, this.type );
|
|
|
|
}
|
|
|
|
// do blur pass for VSM
|
|
|
|
if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
|
|
|
|
VSMPass( shadow, camera );
|
|
|
|
}
|
|
|
|
shadow.needsUpdate = false;
|
|
|
|
}
|
|
|
|
scope.needsUpdate = false;
|
|
|
|
_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
|
|
|
|
};
|
|
|
|
function VSMPass( shadow, camera ) {
|
|
|
|
var geometry = _objects.update( fullScreenMesh );
|
|
|
|
// vertical pass
|
|
|
|
shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
|
|
shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
|
|
shadowMaterialVertical.uniforms.radius.value = shadow.radius;
|
|
_renderer.setRenderTarget( shadow.mapPass );
|
|
_renderer.clear();
|
|
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
|
|
|
|
// horizonal pass
|
|
|
|
shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
|
|
shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
|
|
shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
|
|
_renderer.setRenderTarget( shadow.map );
|
|
_renderer.clear();
|
|
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
|
|
|
|
}
|
|
|
|
function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
|
|
|
|
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
|
|
|
|
var material = _depthMaterials[ index ];
|
|
|
|
if ( material === undefined ) {
|
|
|
|
material = new MeshDepthMaterial( {
|
|
|
|
depthPacking: RGBADepthPacking,
|
|
|
|
morphTargets: useMorphing,
|
|
skinning: useSkinning
|
|
|
|
} );
|
|
|
|
_depthMaterials[ index ] = material;
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
|
|
|
|
var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
|
|
|
|
var material = _distanceMaterials[ index ];
|
|
|
|
if ( material === undefined ) {
|
|
|
|
material = new MeshDistanceMaterial( {
|
|
|
|
morphTargets: useMorphing,
|
|
skinning: useSkinning
|
|
|
|
} );
|
|
|
|
_distanceMaterials[ index ] = material;
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
|
|
|
|
var result = null;
|
|
|
|
var getMaterialVariant = getDepthMaterialVariant;
|
|
var customMaterial = object.customDepthMaterial;
|
|
|
|
if ( light.isPointLight === true ) {
|
|
|
|
getMaterialVariant = getDistanceMaterialVariant;
|
|
customMaterial = object.customDistanceMaterial;
|
|
|
|
}
|
|
|
|
if ( customMaterial === undefined ) {
|
|
|
|
var useMorphing = false;
|
|
|
|
if ( material.morphTargets === true ) {
|
|
|
|
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
|
|
|
|
}
|
|
|
|
var useSkinning = false;
|
|
|
|
if ( object.isSkinnedMesh === true ) {
|
|
|
|
if ( material.skinning === true ) {
|
|
|
|
useSkinning = true;
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var useInstancing = object.isInstancedMesh === true;
|
|
|
|
result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
|
|
|
|
} else {
|
|
|
|
result = customMaterial;
|
|
|
|
}
|
|
|
|
if ( _renderer.localClippingEnabled &&
|
|
material.clipShadows === true &&
|
|
material.clippingPlanes.length !== 0 ) {
|
|
|
|
// in this case we need a unique material instance reflecting the
|
|
// appropriate state
|
|
|
|
var keyA = result.uuid, keyB = material.uuid;
|
|
|
|
var materialsForVariant = _materialCache[ keyA ];
|
|
|
|
if ( materialsForVariant === undefined ) {
|
|
|
|
materialsForVariant = {};
|
|
_materialCache[ keyA ] = materialsForVariant;
|
|
|
|
}
|
|
|
|
var cachedMaterial = materialsForVariant[ keyB ];
|
|
|
|
if ( cachedMaterial === undefined ) {
|
|
|
|
cachedMaterial = result.clone();
|
|
materialsForVariant[ keyB ] = cachedMaterial;
|
|
|
|
}
|
|
|
|
result = cachedMaterial;
|
|
|
|
}
|
|
|
|
result.visible = material.visible;
|
|
result.wireframe = material.wireframe;
|
|
|
|
if ( type === VSMShadowMap ) {
|
|
|
|
result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
|
|
|
|
} else {
|
|
|
|
result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
|
|
|
|
}
|
|
|
|
result.clipShadows = material.clipShadows;
|
|
result.clippingPlanes = material.clippingPlanes;
|
|
result.clipIntersection = material.clipIntersection;
|
|
|
|
result.wireframeLinewidth = material.wireframeLinewidth;
|
|
result.linewidth = material.linewidth;
|
|
|
|
if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
|
|
|
|
result.referencePosition.setFromMatrixPosition( light.matrixWorld );
|
|
result.nearDistance = shadowCameraNear;
|
|
result.farDistance = shadowCameraFar;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
function renderObject( object, camera, shadowCamera, light, type ) {
|
|
|
|
if ( object.visible === false ) { return; }
|
|
|
|
var visible = object.layers.test( camera.layers );
|
|
|
|
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
|
|
|
|
if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
|
|
|
|
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
|
|
|
var geometry = _objects.update( object );
|
|
var material = object.material;
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
var groups = geometry.groups;
|
|
|
|
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
|
|
|
|
var group = groups[ k ];
|
|
var groupMaterial = material[ group.materialIndex ];
|
|
|
|
if ( groupMaterial && groupMaterial.visible ) {
|
|
|
|
var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
|
|
|
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( material.visible ) {
|
|
|
|
var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
|
|
|
|
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
renderObject( children[ i ], camera, shadowCamera, light, type );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function WebGLState( gl, extensions, capabilities ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
|
|
function ColorBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var color = new Vector4();
|
|
var currentColorMask = null;
|
|
var currentColorClear = new Vector4( 0, 0, 0, 0 );
|
|
|
|
return {
|
|
|
|
setMask: function ( colorMask ) {
|
|
|
|
if ( currentColorMask !== colorMask && ! locked ) {
|
|
|
|
gl.colorMask( colorMask, colorMask, colorMask, colorMask );
|
|
currentColorMask = colorMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( r, g, b, a, premultipliedAlpha ) {
|
|
|
|
if ( premultipliedAlpha === true ) {
|
|
|
|
r *= a; g *= a; b *= a;
|
|
|
|
}
|
|
|
|
color.set( r, g, b, a );
|
|
|
|
if ( currentColorClear.equals( color ) === false ) {
|
|
|
|
gl.clearColor( r, g, b, a );
|
|
currentColorClear.copy( color );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentColorMask = null;
|
|
currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function DepthBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var currentDepthMask = null;
|
|
var currentDepthFunc = null;
|
|
var currentDepthClear = null;
|
|
|
|
return {
|
|
|
|
setTest: function ( depthTest ) {
|
|
|
|
if ( depthTest ) {
|
|
|
|
enable( 2929 );
|
|
|
|
} else {
|
|
|
|
disable( 2929 );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setMask: function ( depthMask ) {
|
|
|
|
if ( currentDepthMask !== depthMask && ! locked ) {
|
|
|
|
gl.depthMask( depthMask );
|
|
currentDepthMask = depthMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setFunc: function ( depthFunc ) {
|
|
|
|
if ( currentDepthFunc !== depthFunc ) {
|
|
|
|
if ( depthFunc ) {
|
|
|
|
switch ( depthFunc ) {
|
|
|
|
case NeverDepth:
|
|
|
|
gl.depthFunc( 512 );
|
|
break;
|
|
|
|
case AlwaysDepth:
|
|
|
|
gl.depthFunc( 519 );
|
|
break;
|
|
|
|
case LessDepth:
|
|
|
|
gl.depthFunc( 513 );
|
|
break;
|
|
|
|
case LessEqualDepth:
|
|
|
|
gl.depthFunc( 515 );
|
|
break;
|
|
|
|
case EqualDepth:
|
|
|
|
gl.depthFunc( 514 );
|
|
break;
|
|
|
|
case GreaterEqualDepth:
|
|
|
|
gl.depthFunc( 518 );
|
|
break;
|
|
|
|
case GreaterDepth:
|
|
|
|
gl.depthFunc( 516 );
|
|
break;
|
|
|
|
case NotEqualDepth:
|
|
|
|
gl.depthFunc( 517 );
|
|
break;
|
|
|
|
default:
|
|
|
|
gl.depthFunc( 515 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
gl.depthFunc( 515 );
|
|
|
|
}
|
|
|
|
currentDepthFunc = depthFunc;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( depth ) {
|
|
|
|
if ( currentDepthClear !== depth ) {
|
|
|
|
gl.clearDepth( depth );
|
|
currentDepthClear = depth;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentDepthMask = null;
|
|
currentDepthFunc = null;
|
|
currentDepthClear = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function StencilBuffer() {
|
|
|
|
var locked = false;
|
|
|
|
var currentStencilMask = null;
|
|
var currentStencilFunc = null;
|
|
var currentStencilRef = null;
|
|
var currentStencilFuncMask = null;
|
|
var currentStencilFail = null;
|
|
var currentStencilZFail = null;
|
|
var currentStencilZPass = null;
|
|
var currentStencilClear = null;
|
|
|
|
return {
|
|
|
|
setTest: function ( stencilTest ) {
|
|
|
|
if ( ! locked ) {
|
|
|
|
if ( stencilTest ) {
|
|
|
|
enable( 2960 );
|
|
|
|
} else {
|
|
|
|
disable( 2960 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setMask: function ( stencilMask ) {
|
|
|
|
if ( currentStencilMask !== stencilMask && ! locked ) {
|
|
|
|
gl.stencilMask( stencilMask );
|
|
currentStencilMask = stencilMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
|
|
|
|
if ( currentStencilFunc !== stencilFunc ||
|
|
currentStencilRef !== stencilRef ||
|
|
currentStencilFuncMask !== stencilMask ) {
|
|
|
|
gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
|
|
|
|
currentStencilFunc = stencilFunc;
|
|
currentStencilRef = stencilRef;
|
|
currentStencilFuncMask = stencilMask;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
|
|
|
|
if ( currentStencilFail !== stencilFail ||
|
|
currentStencilZFail !== stencilZFail ||
|
|
currentStencilZPass !== stencilZPass ) {
|
|
|
|
gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
|
|
|
|
currentStencilFail = stencilFail;
|
|
currentStencilZFail = stencilZFail;
|
|
currentStencilZPass = stencilZPass;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setLocked: function ( lock ) {
|
|
|
|
locked = lock;
|
|
|
|
},
|
|
|
|
setClear: function ( stencil ) {
|
|
|
|
if ( currentStencilClear !== stencil ) {
|
|
|
|
gl.clearStencil( stencil );
|
|
currentStencilClear = stencil;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
reset: function () {
|
|
|
|
locked = false;
|
|
|
|
currentStencilMask = null;
|
|
currentStencilFunc = null;
|
|
currentStencilRef = null;
|
|
currentStencilFuncMask = null;
|
|
currentStencilFail = null;
|
|
currentStencilZFail = null;
|
|
currentStencilZPass = null;
|
|
currentStencilClear = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var colorBuffer = new ColorBuffer();
|
|
var depthBuffer = new DepthBuffer();
|
|
var stencilBuffer = new StencilBuffer();
|
|
|
|
var enabledCapabilities = {};
|
|
|
|
var currentProgram = null;
|
|
|
|
var currentBlendingEnabled = null;
|
|
var currentBlending = null;
|
|
var currentBlendEquation = null;
|
|
var currentBlendSrc = null;
|
|
var currentBlendDst = null;
|
|
var currentBlendEquationAlpha = null;
|
|
var currentBlendSrcAlpha = null;
|
|
var currentBlendDstAlpha = null;
|
|
var currentPremultipledAlpha = false;
|
|
|
|
var currentFlipSided = null;
|
|
var currentCullFace = null;
|
|
|
|
var currentLineWidth = null;
|
|
|
|
var currentPolygonOffsetFactor = null;
|
|
var currentPolygonOffsetUnits = null;
|
|
|
|
var maxTextures = gl.getParameter( 35661 );
|
|
|
|
var lineWidthAvailable = false;
|
|
var version = 0;
|
|
var glVersion = gl.getParameter( 7938 );
|
|
|
|
if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
|
|
|
|
version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
|
|
lineWidthAvailable = ( version >= 1.0 );
|
|
|
|
} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
|
|
|
|
version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
|
|
lineWidthAvailable = ( version >= 2.0 );
|
|
|
|
}
|
|
|
|
var currentTextureSlot = null;
|
|
var currentBoundTextures = {};
|
|
|
|
var currentScissor = new Vector4();
|
|
var currentViewport = new Vector4();
|
|
|
|
function createTexture( type, target, count ) {
|
|
|
|
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
|
|
var texture = gl.createTexture();
|
|
|
|
gl.bindTexture( type, texture );
|
|
gl.texParameteri( type, 10241, 9728 );
|
|
gl.texParameteri( type, 10240, 9728 );
|
|
|
|
for ( var i = 0; i < count; i ++ ) {
|
|
|
|
gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
var emptyTextures = {};
|
|
emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
|
|
emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
|
|
|
|
// init
|
|
|
|
colorBuffer.setClear( 0, 0, 0, 1 );
|
|
depthBuffer.setClear( 1 );
|
|
stencilBuffer.setClear( 0 );
|
|
|
|
enable( 2929 );
|
|
depthBuffer.setFunc( LessEqualDepth );
|
|
|
|
setFlipSided( false );
|
|
setCullFace( CullFaceBack );
|
|
enable( 2884 );
|
|
|
|
setBlending( NoBlending );
|
|
|
|
//
|
|
|
|
function enable( id ) {
|
|
|
|
if ( enabledCapabilities[ id ] !== true ) {
|
|
|
|
gl.enable( id );
|
|
enabledCapabilities[ id ] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function disable( id ) {
|
|
|
|
if ( enabledCapabilities[ id ] !== false ) {
|
|
|
|
gl.disable( id );
|
|
enabledCapabilities[ id ] = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function useProgram( program ) {
|
|
|
|
if ( currentProgram !== program ) {
|
|
|
|
gl.useProgram( program );
|
|
|
|
currentProgram = program;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
var equationToGL = {};
|
|
equationToGL[ AddEquation ] = 32774;
|
|
equationToGL[ SubtractEquation ] = 32778;
|
|
equationToGL[ ReverseSubtractEquation ] = 32779;
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
equationToGL[ MinEquation ] = 32775;
|
|
equationToGL[ MaxEquation ] = 32776;
|
|
|
|
} else {
|
|
|
|
var extension = extensions.get( 'EXT_blend_minmax' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
equationToGL[ MinEquation ] = extension.MIN_EXT;
|
|
equationToGL[ MaxEquation ] = extension.MAX_EXT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var factorToGL = {};
|
|
factorToGL[ ZeroFactor ] = 0;
|
|
factorToGL[ OneFactor ] = 1;
|
|
factorToGL[ SrcColorFactor ] = 768;
|
|
factorToGL[ SrcAlphaFactor ] = 770;
|
|
factorToGL[ SrcAlphaSaturateFactor ] = 776;
|
|
factorToGL[ DstColorFactor ] = 774;
|
|
factorToGL[ DstAlphaFactor ] = 772;
|
|
factorToGL[ OneMinusSrcColorFactor ] = 769;
|
|
factorToGL[ OneMinusSrcAlphaFactor ] = 771;
|
|
factorToGL[ OneMinusDstColorFactor ] = 775;
|
|
factorToGL[ OneMinusDstAlphaFactor ] = 773;
|
|
|
|
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
|
|
|
|
if ( blending === NoBlending ) {
|
|
|
|
if ( currentBlendingEnabled ) {
|
|
|
|
disable( 3042 );
|
|
currentBlendingEnabled = false;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ! currentBlendingEnabled ) {
|
|
|
|
enable( 3042 );
|
|
currentBlendingEnabled = true;
|
|
|
|
}
|
|
|
|
if ( blending !== CustomBlending ) {
|
|
|
|
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
|
|
|
|
if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
|
|
|
|
gl.blendEquation( 32774 );
|
|
|
|
currentBlendEquation = AddEquation;
|
|
currentBlendEquationAlpha = AddEquation;
|
|
|
|
}
|
|
|
|
if ( premultipliedAlpha ) {
|
|
|
|
switch ( blending ) {
|
|
|
|
case NormalBlending:
|
|
gl.blendFuncSeparate( 1, 771, 1, 771 );
|
|
break;
|
|
|
|
case AdditiveBlending:
|
|
gl.blendFunc( 1, 1 );
|
|
break;
|
|
|
|
case SubtractiveBlending:
|
|
gl.blendFuncSeparate( 0, 0, 769, 771 );
|
|
break;
|
|
|
|
case MultiplyBlending:
|
|
gl.blendFuncSeparate( 0, 768, 0, 770 );
|
|
break;
|
|
|
|
default:
|
|
console.error( 'THREE.WebGLState: Invalid blending: ', blending );
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
switch ( blending ) {
|
|
|
|
case NormalBlending:
|
|
gl.blendFuncSeparate( 770, 771, 1, 771 );
|
|
break;
|
|
|
|
case AdditiveBlending:
|
|
gl.blendFunc( 770, 1 );
|
|
break;
|
|
|
|
case SubtractiveBlending:
|
|
gl.blendFunc( 0, 769 );
|
|
break;
|
|
|
|
case MultiplyBlending:
|
|
gl.blendFunc( 0, 768 );
|
|
break;
|
|
|
|
default:
|
|
console.error( 'THREE.WebGLState: Invalid blending: ', blending );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
currentBlendSrc = null;
|
|
currentBlendDst = null;
|
|
currentBlendSrcAlpha = null;
|
|
currentBlendDstAlpha = null;
|
|
|
|
currentBlending = blending;
|
|
currentPremultipledAlpha = premultipliedAlpha;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// custom blending
|
|
|
|
blendEquationAlpha = blendEquationAlpha || blendEquation;
|
|
blendSrcAlpha = blendSrcAlpha || blendSrc;
|
|
blendDstAlpha = blendDstAlpha || blendDst;
|
|
|
|
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
|
|
|
|
gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
|
|
|
|
currentBlendEquation = blendEquation;
|
|
currentBlendEquationAlpha = blendEquationAlpha;
|
|
|
|
}
|
|
|
|
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
|
|
|
|
gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
|
|
|
|
currentBlendSrc = blendSrc;
|
|
currentBlendDst = blendDst;
|
|
currentBlendSrcAlpha = blendSrcAlpha;
|
|
currentBlendDstAlpha = blendDstAlpha;
|
|
|
|
}
|
|
|
|
currentBlending = blending;
|
|
currentPremultipledAlpha = null;
|
|
|
|
}
|
|
|
|
function setMaterial( material, frontFaceCW ) {
|
|
|
|
material.side === DoubleSide
|
|
? disable( 2884 )
|
|
: enable( 2884 );
|
|
|
|
var flipSided = ( material.side === BackSide );
|
|
if ( frontFaceCW ) { flipSided = ! flipSided; }
|
|
|
|
setFlipSided( flipSided );
|
|
|
|
( material.blending === NormalBlending && material.transparent === false )
|
|
? setBlending( NoBlending )
|
|
: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
|
|
|
|
depthBuffer.setFunc( material.depthFunc );
|
|
depthBuffer.setTest( material.depthTest );
|
|
depthBuffer.setMask( material.depthWrite );
|
|
colorBuffer.setMask( material.colorWrite );
|
|
|
|
var stencilWrite = material.stencilWrite;
|
|
stencilBuffer.setTest( stencilWrite );
|
|
if ( stencilWrite ) {
|
|
|
|
stencilBuffer.setMask( material.stencilWriteMask );
|
|
stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
|
|
stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
|
|
|
|
}
|
|
|
|
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function setFlipSided( flipSided ) {
|
|
|
|
if ( currentFlipSided !== flipSided ) {
|
|
|
|
if ( flipSided ) {
|
|
|
|
gl.frontFace( 2304 );
|
|
|
|
} else {
|
|
|
|
gl.frontFace( 2305 );
|
|
|
|
}
|
|
|
|
currentFlipSided = flipSided;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setCullFace( cullFace ) {
|
|
|
|
if ( cullFace !== CullFaceNone ) {
|
|
|
|
enable( 2884 );
|
|
|
|
if ( cullFace !== currentCullFace ) {
|
|
|
|
if ( cullFace === CullFaceBack ) {
|
|
|
|
gl.cullFace( 1029 );
|
|
|
|
} else if ( cullFace === CullFaceFront ) {
|
|
|
|
gl.cullFace( 1028 );
|
|
|
|
} else {
|
|
|
|
gl.cullFace( 1032 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
disable( 2884 );
|
|
|
|
}
|
|
|
|
currentCullFace = cullFace;
|
|
|
|
}
|
|
|
|
function setLineWidth( width ) {
|
|
|
|
if ( width !== currentLineWidth ) {
|
|
|
|
if ( lineWidthAvailable ) { gl.lineWidth( width ); }
|
|
|
|
currentLineWidth = width;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setPolygonOffset( polygonOffset, factor, units ) {
|
|
|
|
if ( polygonOffset ) {
|
|
|
|
enable( 32823 );
|
|
|
|
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
|
|
|
|
gl.polygonOffset( factor, units );
|
|
|
|
currentPolygonOffsetFactor = factor;
|
|
currentPolygonOffsetUnits = units;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
disable( 32823 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setScissorTest( scissorTest ) {
|
|
|
|
if ( scissorTest ) {
|
|
|
|
enable( 3089 );
|
|
|
|
} else {
|
|
|
|
disable( 3089 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// texture
|
|
|
|
function activeTexture( webglSlot ) {
|
|
|
|
if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
|
|
|
|
if ( currentTextureSlot !== webglSlot ) {
|
|
|
|
gl.activeTexture( webglSlot );
|
|
currentTextureSlot = webglSlot;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function bindTexture( webglType, webglTexture ) {
|
|
|
|
if ( currentTextureSlot === null ) {
|
|
|
|
activeTexture();
|
|
|
|
}
|
|
|
|
var boundTexture = currentBoundTextures[ currentTextureSlot ];
|
|
|
|
if ( boundTexture === undefined ) {
|
|
|
|
boundTexture = { type: undefined, texture: undefined };
|
|
currentBoundTextures[ currentTextureSlot ] = boundTexture;
|
|
|
|
}
|
|
|
|
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
|
|
|
|
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
|
|
|
|
boundTexture.type = webglType;
|
|
boundTexture.texture = webglTexture;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function unbindTexture() {
|
|
|
|
var boundTexture = currentBoundTextures[ currentTextureSlot ];
|
|
|
|
if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
|
|
|
|
gl.bindTexture( boundTexture.type, null );
|
|
|
|
boundTexture.type = undefined;
|
|
boundTexture.texture = undefined;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function compressedTexImage2D() {
|
|
|
|
try {
|
|
|
|
gl.compressedTexImage2D.apply( gl, arguments );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( 'THREE.WebGLState:', error );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function texImage2D() {
|
|
|
|
try {
|
|
|
|
gl.texImage2D.apply( gl, arguments );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( 'THREE.WebGLState:', error );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function texImage3D() {
|
|
|
|
try {
|
|
|
|
gl.texImage3D.apply( gl, arguments );
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( 'THREE.WebGLState:', error );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function scissor( scissor ) {
|
|
|
|
if ( currentScissor.equals( scissor ) === false ) {
|
|
|
|
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
|
|
currentScissor.copy( scissor );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function viewport( viewport ) {
|
|
|
|
if ( currentViewport.equals( viewport ) === false ) {
|
|
|
|
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
|
|
currentViewport.copy( viewport );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function reset() {
|
|
|
|
enabledCapabilities = {};
|
|
|
|
currentTextureSlot = null;
|
|
currentBoundTextures = {};
|
|
|
|
currentProgram = null;
|
|
|
|
currentBlending = null;
|
|
|
|
currentFlipSided = null;
|
|
currentCullFace = null;
|
|
|
|
colorBuffer.reset();
|
|
depthBuffer.reset();
|
|
stencilBuffer.reset();
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
buffers: {
|
|
color: colorBuffer,
|
|
depth: depthBuffer,
|
|
stencil: stencilBuffer
|
|
},
|
|
|
|
enable: enable,
|
|
disable: disable,
|
|
|
|
useProgram: useProgram,
|
|
|
|
setBlending: setBlending,
|
|
setMaterial: setMaterial,
|
|
|
|
setFlipSided: setFlipSided,
|
|
setCullFace: setCullFace,
|
|
|
|
setLineWidth: setLineWidth,
|
|
setPolygonOffset: setPolygonOffset,
|
|
|
|
setScissorTest: setScissorTest,
|
|
|
|
activeTexture: activeTexture,
|
|
bindTexture: bindTexture,
|
|
unbindTexture: unbindTexture,
|
|
compressedTexImage2D: compressedTexImage2D,
|
|
texImage2D: texImage2D,
|
|
texImage3D: texImage3D,
|
|
|
|
scissor: scissor,
|
|
viewport: viewport,
|
|
|
|
reset: reset
|
|
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
var maxTextures = capabilities.maxTextures;
|
|
var maxCubemapSize = capabilities.maxCubemapSize;
|
|
var maxTextureSize = capabilities.maxTextureSize;
|
|
var maxSamples = capabilities.maxSamples;
|
|
|
|
var _videoTextures = new WeakMap();
|
|
var _canvas;
|
|
|
|
// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
|
|
// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
|
|
// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
|
|
|
|
var useOffscreenCanvas = false;
|
|
|
|
try {
|
|
|
|
useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
|
|
&& ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
|
|
|
|
} catch ( err ) {
|
|
|
|
// Ignore any errors
|
|
|
|
}
|
|
|
|
function createCanvas( width, height ) {
|
|
|
|
// Use OffscreenCanvas when available. Specially needed in web workers
|
|
|
|
return useOffscreenCanvas ?
|
|
new OffscreenCanvas( width, height ) :
|
|
document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
|
|
|
}
|
|
|
|
function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
|
|
|
|
var scale = 1;
|
|
|
|
// handle case if texture exceeds max size
|
|
|
|
if ( image.width > maxSize || image.height > maxSize ) {
|
|
|
|
scale = maxSize / Math.max( image.width, image.height );
|
|
|
|
}
|
|
|
|
// only perform resize if necessary
|
|
|
|
if ( scale < 1 || needsPowerOfTwo === true ) {
|
|
|
|
// only perform resize for certain image types
|
|
|
|
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
|
|
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
|
|
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
|
|
|
|
var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
|
|
|
|
var width = floor( scale * image.width );
|
|
var height = floor( scale * image.height );
|
|
|
|
if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
|
|
|
|
// cube textures can't reuse the same canvas
|
|
|
|
var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
|
|
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
|
|
var context = canvas.getContext( '2d' );
|
|
context.drawImage( image, 0, 0, width, height );
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
|
|
|
|
return canvas;
|
|
|
|
} else {
|
|
|
|
if ( 'data' in image ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
|
|
|
|
}
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
function isPowerOfTwo( image ) {
|
|
|
|
return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
|
|
|
|
}
|
|
|
|
function textureNeedsPowerOfTwo( texture ) {
|
|
|
|
if ( isWebGL2 ) { return false; }
|
|
|
|
return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
|
|
( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
|
|
|
|
}
|
|
|
|
function textureNeedsGenerateMipmaps( texture, supportsMips ) {
|
|
|
|
return texture.generateMipmaps && supportsMips &&
|
|
texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
|
|
|
|
}
|
|
|
|
function generateMipmap( target, texture, width, height ) {
|
|
|
|
_gl.generateMipmap( target );
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
|
|
textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
|
|
|
|
}
|
|
|
|
function getInternalFormat( internalFormatName, glFormat, glType ) {
|
|
|
|
if ( isWebGL2 === false ) { return glFormat; }
|
|
|
|
if ( internalFormatName !== null ) {
|
|
|
|
if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
|
|
|
|
}
|
|
|
|
var internalFormat = glFormat;
|
|
|
|
if ( glFormat === 6403 ) {
|
|
|
|
if ( glType === 5126 ) { internalFormat = 33326; }
|
|
if ( glType === 5131 ) { internalFormat = 33325; }
|
|
if ( glType === 5121 ) { internalFormat = 33321; }
|
|
|
|
}
|
|
|
|
if ( glFormat === 6407 ) {
|
|
|
|
if ( glType === 5126 ) { internalFormat = 34837; }
|
|
if ( glType === 5131 ) { internalFormat = 34843; }
|
|
if ( glType === 5121 ) { internalFormat = 32849; }
|
|
|
|
}
|
|
|
|
if ( glFormat === 6408 ) {
|
|
|
|
if ( glType === 5126 ) { internalFormat = 34836; }
|
|
if ( glType === 5131 ) { internalFormat = 34842; }
|
|
if ( glType === 5121 ) { internalFormat = 32856; }
|
|
|
|
}
|
|
|
|
if ( internalFormat === 33325 || internalFormat === 33326 ||
|
|
internalFormat === 34842 || internalFormat === 34836 ) {
|
|
|
|
extensions.get( 'EXT_color_buffer_float' );
|
|
|
|
}
|
|
|
|
return internalFormat;
|
|
|
|
}
|
|
|
|
// Fallback filters for non-power-of-2 textures
|
|
|
|
function filterFallback( f ) {
|
|
|
|
if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
|
|
|
|
return 9728;
|
|
|
|
}
|
|
|
|
return 9729;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function onTextureDispose( event ) {
|
|
|
|
var texture = event.target;
|
|
|
|
texture.removeEventListener( 'dispose', onTextureDispose );
|
|
|
|
deallocateTexture( texture );
|
|
|
|
if ( texture.isVideoTexture ) {
|
|
|
|
_videoTextures.delete( texture );
|
|
|
|
}
|
|
|
|
info.memory.textures --;
|
|
|
|
}
|
|
|
|
function onRenderTargetDispose( event ) {
|
|
|
|
var renderTarget = event.target;
|
|
|
|
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
|
|
|
|
deallocateRenderTarget( renderTarget );
|
|
|
|
info.memory.textures --;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function deallocateTexture( texture ) {
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( textureProperties.__webglInit === undefined ) { return; }
|
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture );
|
|
|
|
properties.remove( texture );
|
|
|
|
}
|
|
|
|
function deallocateRenderTarget( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
|
|
if ( ! renderTarget ) { return; }
|
|
|
|
if ( textureProperties.__webglTexture !== undefined ) {
|
|
|
|
_gl.deleteTexture( textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
if ( renderTarget.depthTexture ) {
|
|
|
|
renderTarget.depthTexture.dispose();
|
|
|
|
}
|
|
|
|
if ( renderTarget.isWebGLCubeRenderTarget ) {
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
|
|
if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
|
|
if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
|
|
if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
|
|
if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
|
|
if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
|
|
|
|
}
|
|
|
|
properties.remove( renderTarget.texture );
|
|
properties.remove( renderTarget );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var textureUnits = 0;
|
|
|
|
function resetTextureUnits() {
|
|
|
|
textureUnits = 0;
|
|
|
|
}
|
|
|
|
function allocateTextureUnit() {
|
|
|
|
var textureUnit = textureUnits;
|
|
|
|
if ( textureUnit >= maxTextures ) {
|
|
|
|
console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
|
|
|
|
}
|
|
|
|
textureUnits += 1;
|
|
|
|
return textureUnit;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function setTexture2D( texture, slot ) {
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
|
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
|
|
|
var image = texture.image;
|
|
|
|
if ( image === undefined ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
|
|
|
|
} else if ( image.complete === false ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
|
|
|
|
} else {
|
|
|
|
uploadTexture( textureProperties, texture, slot );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 3553, textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
function setTexture2DArray( texture, slot ) {
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
|
|
|
uploadTexture( textureProperties, texture, slot );
|
|
return;
|
|
|
|
}
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 35866, textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
function setTexture3D( texture, slot ) {
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
|
|
|
uploadTexture( textureProperties, texture, slot );
|
|
return;
|
|
|
|
}
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 32879, textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
function setTextureCube( texture, slot ) {
|
|
|
|
if ( texture.image.length !== 6 ) { return; }
|
|
|
|
var textureProperties = properties.get( texture );
|
|
|
|
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
|
|
|
initTexture( textureProperties, texture );
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 34067, textureProperties.__webglTexture );
|
|
|
|
_gl.pixelStorei( 37440, texture.flipY );
|
|
|
|
var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
|
|
var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
|
|
|
var cubeImage = [];
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
if ( ! isCompressed && ! isDataTexture ) {
|
|
|
|
cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
|
|
|
|
} else {
|
|
|
|
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var image = cubeImage[ 0 ],
|
|
supportsMips = isPowerOfTwo( image ) || isWebGL2,
|
|
glFormat = utils.convert( texture.format ),
|
|
glType = utils.convert( texture.type ),
|
|
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
|
|
|
|
setTextureParameters( 34067, texture, supportsMips );
|
|
|
|
var mipmaps;
|
|
|
|
if ( isCompressed ) {
|
|
|
|
for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
|
|
|
|
mipmaps = cubeImage[ i$1 ].mipmaps;
|
|
|
|
for ( var j = 0; j < mipmaps.length; j ++ ) {
|
|
|
|
var mipmap = mipmaps[ j ];
|
|
|
|
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
|
|
|
|
if ( glFormat !== null ) {
|
|
|
|
state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
textureProperties.__maxMipLevel = mipmaps.length - 1;
|
|
|
|
} else {
|
|
|
|
mipmaps = texture.mipmaps;
|
|
|
|
for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
|
|
|
|
if ( isDataTexture ) {
|
|
|
|
state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
|
|
|
|
for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
|
|
|
|
var mipmap$1 = mipmaps[ j$1 ];
|
|
var mipmapImage = mipmap$1.image[ i$2 ].image;
|
|
|
|
state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
|
|
|
|
for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
|
|
|
|
var mipmap$2 = mipmaps[ j$2 ];
|
|
|
|
state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
textureProperties.__maxMipLevel = mipmaps.length;
|
|
|
|
}
|
|
|
|
if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
|
|
|
|
// We assume images for cube map have the same size.
|
|
generateMipmap( 34067, texture, image.width, image.height );
|
|
|
|
}
|
|
|
|
textureProperties.__version = texture.version;
|
|
|
|
if ( texture.onUpdate ) { texture.onUpdate( texture ); }
|
|
|
|
} else {
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 34067, textureProperties.__webglTexture );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function setTextureCubeDynamic( texture, slot ) {
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( 34067, properties.get( texture ).__webglTexture );
|
|
|
|
}
|
|
|
|
var wrappingToGL = {};
|
|
wrappingToGL[ RepeatWrapping ] = 10497;
|
|
wrappingToGL[ ClampToEdgeWrapping ] = 33071;
|
|
wrappingToGL[ MirroredRepeatWrapping ] = 33648;
|
|
|
|
var filterToGL = {};
|
|
filterToGL[ NearestFilter ] = 9728;
|
|
filterToGL[ NearestMipmapNearestFilter ] = 9984;
|
|
filterToGL[ NearestMipmapLinearFilter ] = 9986;
|
|
filterToGL[ LinearFilter ] = 9729;
|
|
filterToGL[ LinearMipmapNearestFilter ] = 9985;
|
|
filterToGL[ LinearMipmapLinearFilter ] = 9987;
|
|
|
|
function setTextureParameters( textureType, texture, supportsMips ) {
|
|
|
|
if ( supportsMips ) {
|
|
|
|
_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
|
|
_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
|
|
|
|
if ( textureType === 32879 || textureType === 35866 ) {
|
|
|
|
_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
|
|
|
|
}
|
|
|
|
_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
|
|
_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
|
|
|
|
} else {
|
|
|
|
_gl.texParameteri( textureType, 10242, 33071 );
|
|
_gl.texParameteri( textureType, 10243, 33071 );
|
|
|
|
if ( textureType === 32879 || textureType === 35866 ) {
|
|
|
|
_gl.texParameteri( textureType, 32882, 33071 );
|
|
|
|
}
|
|
|
|
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
|
|
|
|
}
|
|
|
|
_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
|
|
_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
|
|
|
|
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
|
|
|
|
if ( extension ) {
|
|
|
|
if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
|
|
if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
|
|
|
|
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
|
|
|
|
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
|
|
properties.get( texture ).__currentAnisotropy = texture.anisotropy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function initTexture( textureProperties, texture ) {
|
|
|
|
if ( textureProperties.__webglInit === undefined ) {
|
|
|
|
textureProperties.__webglInit = true;
|
|
|
|
texture.addEventListener( 'dispose', onTextureDispose );
|
|
|
|
textureProperties.__webglTexture = _gl.createTexture();
|
|
|
|
info.memory.textures ++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function uploadTexture( textureProperties, texture, slot ) {
|
|
|
|
var textureType = 3553;
|
|
|
|
if ( texture.isDataTexture2DArray ) { textureType = 35866; }
|
|
if ( texture.isDataTexture3D ) { textureType = 32879; }
|
|
|
|
initTexture( textureProperties, texture );
|
|
|
|
state.activeTexture( 33984 + slot );
|
|
state.bindTexture( textureType, textureProperties.__webglTexture );
|
|
|
|
_gl.pixelStorei( 37440, texture.flipY );
|
|
_gl.pixelStorei( 37441, texture.premultiplyAlpha );
|
|
_gl.pixelStorei( 3317, texture.unpackAlignment );
|
|
|
|
var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
|
|
var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
|
|
|
|
var supportsMips = isPowerOfTwo( image ) || isWebGL2,
|
|
glFormat = utils.convert( texture.format );
|
|
|
|
var glType = utils.convert( texture.type ),
|
|
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
|
|
|
|
setTextureParameters( textureType, texture, supportsMips );
|
|
|
|
var mipmap;
|
|
var mipmaps = texture.mipmaps;
|
|
|
|
if ( texture.isDepthTexture ) {
|
|
|
|
// populate depth texture with dummy data
|
|
|
|
glInternalFormat = 6402;
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
if ( texture.type === FloatType ) {
|
|
|
|
glInternalFormat = 36012;
|
|
|
|
} else if ( texture.type === UnsignedIntType ) {
|
|
|
|
glInternalFormat = 33190;
|
|
|
|
} else if ( texture.type === UnsignedInt248Type ) {
|
|
|
|
glInternalFormat = 35056;
|
|
|
|
} else {
|
|
|
|
glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( texture.type === FloatType ) {
|
|
|
|
console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// validation checks for WebGL 1
|
|
|
|
if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
|
|
|
|
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
|
|
// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
|
|
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
|
if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
|
|
|
|
texture.type = UnsignedShortType;
|
|
glType = utils.convert( texture.type );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
|
|
|
|
// Depth stencil textures need the DEPTH_STENCIL internal format
|
|
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
|
glInternalFormat = 34041;
|
|
|
|
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
|
|
// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
|
|
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
|
if ( texture.type !== UnsignedInt248Type ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
|
|
|
|
texture.type = UnsignedInt248Type;
|
|
glType = utils.convert( texture.type );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
|
|
|
|
} else if ( texture.isDataTexture ) {
|
|
|
|
// use manually created mipmaps if available
|
|
// if there are no manual mipmaps
|
|
// set 0 level mipmap and then use GL to generate other mipmap levels
|
|
|
|
if ( mipmaps.length > 0 && supportsMips ) {
|
|
|
|
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
|
|
|
mipmap = mipmaps[ i ];
|
|
state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
|
|
|
}
|
|
|
|
texture.generateMipmaps = false;
|
|
textureProperties.__maxMipLevel = mipmaps.length - 1;
|
|
|
|
} else {
|
|
|
|
state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
|
|
textureProperties.__maxMipLevel = 0;
|
|
|
|
}
|
|
|
|
} else if ( texture.isCompressedTexture ) {
|
|
|
|
for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
mipmap = mipmaps[ i$1 ];
|
|
|
|
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
|
|
|
|
if ( glFormat !== null ) {
|
|
|
|
state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
textureProperties.__maxMipLevel = mipmaps.length - 1;
|
|
|
|
} else if ( texture.isDataTexture2DArray ) {
|
|
|
|
state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
|
|
textureProperties.__maxMipLevel = 0;
|
|
|
|
} else if ( texture.isDataTexture3D ) {
|
|
|
|
state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
|
|
textureProperties.__maxMipLevel = 0;
|
|
|
|
} else {
|
|
|
|
// regular Texture (image, video, canvas)
|
|
|
|
// use manually created mipmaps if available
|
|
// if there are no manual mipmaps
|
|
// set 0 level mipmap and then use GL to generate other mipmap levels
|
|
|
|
if ( mipmaps.length > 0 && supportsMips ) {
|
|
|
|
for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
mipmap = mipmaps[ i$2 ];
|
|
state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
|
|
|
|
}
|
|
|
|
texture.generateMipmaps = false;
|
|
textureProperties.__maxMipLevel = mipmaps.length - 1;
|
|
|
|
} else {
|
|
|
|
state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
|
|
textureProperties.__maxMipLevel = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
|
|
|
|
generateMipmap( textureType, texture, image.width, image.height );
|
|
|
|
}
|
|
|
|
textureProperties.__version = texture.version;
|
|
|
|
if ( texture.onUpdate ) { texture.onUpdate( texture ); }
|
|
|
|
}
|
|
|
|
// Render targets
|
|
|
|
// Setup storage for target texture and bind it to correct framebuffer
|
|
function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
|
|
|
|
var glFormat = utils.convert( renderTarget.texture.format );
|
|
var glType = utils.convert( renderTarget.texture.type );
|
|
var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
|
|
state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
|
_gl.bindFramebuffer( 36160, framebuffer );
|
|
_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
|
|
_gl.bindFramebuffer( 36160, null );
|
|
|
|
}
|
|
|
|
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
|
|
function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
|
|
|
|
_gl.bindRenderbuffer( 36161, renderbuffer );
|
|
|
|
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
|
|
var glInternalFormat = 33189;
|
|
|
|
if ( isMultisample ) {
|
|
|
|
var depthTexture = renderTarget.depthTexture;
|
|
|
|
if ( depthTexture && depthTexture.isDepthTexture ) {
|
|
|
|
if ( depthTexture.type === FloatType ) {
|
|
|
|
glInternalFormat = 36012;
|
|
|
|
} else if ( depthTexture.type === UnsignedIntType ) {
|
|
|
|
glInternalFormat = 33190;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var samples = getRenderTargetSamples( renderTarget );
|
|
|
|
_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
|
|
|
|
} else {
|
|
|
|
_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
|
|
|
|
}
|
|
|
|
_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
|
|
|
|
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
|
|
|
if ( isMultisample ) {
|
|
|
|
var samples$1 = getRenderTargetSamples( renderTarget );
|
|
|
|
_gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
|
|
|
|
} else {
|
|
|
|
_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
|
|
|
|
}
|
|
|
|
|
|
_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
|
|
|
|
} else {
|
|
|
|
var glFormat = utils.convert( renderTarget.texture.format );
|
|
var glType = utils.convert( renderTarget.texture.type );
|
|
var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
|
|
|
|
if ( isMultisample ) {
|
|
|
|
var samples$2 = getRenderTargetSamples( renderTarget );
|
|
|
|
_gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
|
|
|
|
} else {
|
|
|
|
_gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_gl.bindRenderbuffer( 36161, null );
|
|
|
|
}
|
|
|
|
// Setup resources for a Depth Texture for a FBO (needs an extension)
|
|
function setupDepthTexture( framebuffer, renderTarget ) {
|
|
|
|
var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
|
|
if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
|
|
|
|
_gl.bindFramebuffer( 36160, framebuffer );
|
|
|
|
if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
|
|
|
|
throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
|
|
|
|
}
|
|
|
|
// upload an empty depth texture with framebuffer size
|
|
if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
|
|
renderTarget.depthTexture.image.width !== renderTarget.width ||
|
|
renderTarget.depthTexture.image.height !== renderTarget.height ) {
|
|
|
|
renderTarget.depthTexture.image.width = renderTarget.width;
|
|
renderTarget.depthTexture.image.height = renderTarget.height;
|
|
renderTarget.depthTexture.needsUpdate = true;
|
|
|
|
}
|
|
|
|
setTexture2D( renderTarget.depthTexture, 0 );
|
|
|
|
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
|
|
|
|
if ( renderTarget.depthTexture.format === DepthFormat ) {
|
|
|
|
_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
|
|
|
|
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
|
|
|
|
_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
|
|
|
|
} else {
|
|
|
|
throw new Error( 'Unknown depthTexture format' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Setup GL resources for a non-texture depth buffer
|
|
function setupDepthRenderbuffer( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
|
|
var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
|
|
|
|
if ( renderTarget.depthTexture ) {
|
|
|
|
if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
|
|
|
|
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
|
|
|
|
} else {
|
|
|
|
if ( isCube ) {
|
|
|
|
renderTargetProperties.__webglDepthbuffer = [];
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
|
|
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
|
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
|
|
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
|
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_gl.bindFramebuffer( 36160, null );
|
|
|
|
}
|
|
|
|
// Set up GL resources for the render target
|
|
function setupRenderTarget( renderTarget ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
|
|
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
|
|
|
|
textureProperties.__webglTexture = _gl.createTexture();
|
|
|
|
info.memory.textures ++;
|
|
|
|
var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
|
|
var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
|
|
var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
|
|
|
|
// Handles WebGL2 RGBFormat fallback - #18858
|
|
|
|
if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
|
|
|
|
renderTarget.texture.format = RGBAFormat;
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
|
|
|
|
}
|
|
|
|
// Setup framebuffer
|
|
|
|
if ( isCube ) {
|
|
|
|
renderTargetProperties.__webglFramebuffer = [];
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
|
|
|
|
if ( isMultisample ) {
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
|
|
renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
|
|
|
|
_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
|
|
|
|
var glFormat = utils.convert( renderTarget.texture.format );
|
|
var glType = utils.convert( renderTarget.texture.type );
|
|
var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
|
|
var samples = getRenderTargetSamples( renderTarget );
|
|
_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
|
|
|
|
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
|
|
_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
|
|
_gl.bindRenderbuffer( 36161, null );
|
|
|
|
if ( renderTarget.depthBuffer ) {
|
|
|
|
renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
|
|
setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
|
|
|
|
}
|
|
|
|
_gl.bindFramebuffer( 36160, null );
|
|
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Setup color buffer
|
|
|
|
if ( isCube ) {
|
|
|
|
state.bindTexture( 34067, textureProperties.__webglTexture );
|
|
setTextureParameters( 34067, renderTarget.texture, supportsMips );
|
|
|
|
for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
|
|
|
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
|
|
|
|
}
|
|
|
|
if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
|
|
|
|
generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
|
|
|
|
}
|
|
|
|
state.bindTexture( 34067, null );
|
|
|
|
} else {
|
|
|
|
state.bindTexture( 3553, textureProperties.__webglTexture );
|
|
setTextureParameters( 3553, renderTarget.texture, supportsMips );
|
|
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
|
|
|
|
if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
|
|
|
|
generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
|
|
|
|
}
|
|
|
|
state.bindTexture( 3553, null );
|
|
|
|
}
|
|
|
|
// Setup depth and stencil buffers
|
|
|
|
if ( renderTarget.depthBuffer ) {
|
|
|
|
setupDepthRenderbuffer( renderTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function updateRenderTargetMipmap( renderTarget ) {
|
|
|
|
var texture = renderTarget.texture;
|
|
var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
|
|
|
|
if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
|
|
|
|
var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
|
|
var webglTexture = properties.get( texture ).__webglTexture;
|
|
|
|
state.bindTexture( target, webglTexture );
|
|
generateMipmap( target, texture, renderTarget.width, renderTarget.height );
|
|
state.bindTexture( target, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function updateMultisampleRenderTarget( renderTarget ) {
|
|
|
|
if ( renderTarget.isWebGLMultisampleRenderTarget ) {
|
|
|
|
if ( isWebGL2 ) {
|
|
|
|
var renderTargetProperties = properties.get( renderTarget );
|
|
|
|
_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
|
|
_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
|
|
|
|
var width = renderTarget.width;
|
|
var height = renderTarget.height;
|
|
var mask = 16384;
|
|
|
|
if ( renderTarget.depthBuffer ) { mask |= 256; }
|
|
if ( renderTarget.stencilBuffer ) { mask |= 1024; }
|
|
|
|
_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
|
|
|
|
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getRenderTargetSamples( renderTarget ) {
|
|
|
|
return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
|
|
Math.min( maxSamples, renderTarget.samples ) : 0;
|
|
|
|
}
|
|
|
|
function updateVideoTexture( texture ) {
|
|
|
|
var frame = info.render.frame;
|
|
|
|
// Check the last frame we updated the VideoTexture
|
|
|
|
if ( _videoTextures.get( texture ) !== frame ) {
|
|
|
|
_videoTextures.set( texture, frame );
|
|
texture.update();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// backwards compatibility
|
|
|
|
var warnedTexture2D = false;
|
|
var warnedTextureCube = false;
|
|
|
|
function safeSetTexture2D( texture, slot ) {
|
|
|
|
if ( texture && texture.isWebGLRenderTarget ) {
|
|
|
|
if ( warnedTexture2D === false ) {
|
|
|
|
console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
|
|
warnedTexture2D = true;
|
|
|
|
}
|
|
|
|
texture = texture.texture;
|
|
|
|
}
|
|
|
|
setTexture2D( texture, slot );
|
|
|
|
}
|
|
|
|
function safeSetTextureCube( texture, slot ) {
|
|
|
|
if ( texture && texture.isWebGLCubeRenderTarget ) {
|
|
|
|
if ( warnedTextureCube === false ) {
|
|
|
|
console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
|
|
warnedTextureCube = true;
|
|
|
|
}
|
|
|
|
texture = texture.texture;
|
|
|
|
}
|
|
|
|
// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
|
|
// TODO: unify these code paths
|
|
if ( ( texture && texture.isCubeTexture ) ||
|
|
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
|
|
|
|
// CompressedTexture can have Array in image :/
|
|
|
|
// this function alone should take care of cube textures
|
|
setTextureCube( texture, slot );
|
|
|
|
} else {
|
|
|
|
// assumed: texture property of THREE.WebGLCubeRenderTarget
|
|
setTextureCubeDynamic( texture, slot );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
this.allocateTextureUnit = allocateTextureUnit;
|
|
this.resetTextureUnits = resetTextureUnits;
|
|
|
|
this.setTexture2D = setTexture2D;
|
|
this.setTexture2DArray = setTexture2DArray;
|
|
this.setTexture3D = setTexture3D;
|
|
this.setTextureCube = setTextureCube;
|
|
this.setTextureCubeDynamic = setTextureCubeDynamic;
|
|
this.setupRenderTarget = setupRenderTarget;
|
|
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
|
|
this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
|
|
|
|
this.safeSetTexture2D = safeSetTexture2D;
|
|
this.safeSetTextureCube = safeSetTextureCube;
|
|
|
|
}
|
|
|
|
function WebGLUtils( gl, extensions, capabilities ) {
|
|
|
|
var isWebGL2 = capabilities.isWebGL2;
|
|
|
|
function convert( p ) {
|
|
|
|
var extension;
|
|
|
|
if ( p === UnsignedByteType ) { return 5121; }
|
|
if ( p === UnsignedShort4444Type ) { return 32819; }
|
|
if ( p === UnsignedShort5551Type ) { return 32820; }
|
|
if ( p === UnsignedShort565Type ) { return 33635; }
|
|
|
|
if ( p === ByteType ) { return 5120; }
|
|
if ( p === ShortType ) { return 5122; }
|
|
if ( p === UnsignedShortType ) { return 5123; }
|
|
if ( p === IntType ) { return 5124; }
|
|
if ( p === UnsignedIntType ) { return 5125; }
|
|
if ( p === FloatType ) { return 5126; }
|
|
|
|
if ( p === HalfFloatType ) {
|
|
|
|
if ( isWebGL2 ) { return 5131; }
|
|
|
|
extension = extensions.get( 'OES_texture_half_float' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
return extension.HALF_FLOAT_OES;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === AlphaFormat ) { return 6406; }
|
|
if ( p === RGBFormat ) { return 6407; }
|
|
if ( p === RGBAFormat ) { return 6408; }
|
|
if ( p === LuminanceFormat ) { return 6409; }
|
|
if ( p === LuminanceAlphaFormat ) { return 6410; }
|
|
if ( p === DepthFormat ) { return 6402; }
|
|
if ( p === DepthStencilFormat ) { return 34041; }
|
|
if ( p === RedFormat ) { return 6403; }
|
|
|
|
// WebGL2 formats.
|
|
|
|
if ( p === RedIntegerFormat ) { return 36244; }
|
|
if ( p === RGFormat ) { return 33319; }
|
|
if ( p === RGIntegerFormat ) { return 33320; }
|
|
if ( p === RGBIntegerFormat ) { return 36248; }
|
|
if ( p === RGBAIntegerFormat ) { return 36249; }
|
|
|
|
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
|
|
p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
|
|
if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
|
|
if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
|
|
if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
|
|
p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
|
|
if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
|
|
if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
|
|
if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGB_ETC1_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
return extension.COMPRESSED_RGB_ETC1_WEBGL;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_etc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
|
|
if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
|
|
p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
|
|
p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
|
|
p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
|
|
p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
|
|
p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
|
|
p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
|
|
p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
|
|
p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
|
|
p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
|
|
|
|
extension = extensions.get( 'WEBGL_compressed_texture_astc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
// TODO Complete?
|
|
|
|
return p;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === RGBA_BPTC_Format ) {
|
|
|
|
extension = extensions.get( 'EXT_texture_compression_bptc' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
// TODO Complete?
|
|
|
|
return p;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( p === UnsignedInt248Type ) {
|
|
|
|
if ( isWebGL2 ) { return 34042; }
|
|
|
|
extension = extensions.get( 'WEBGL_depth_texture' );
|
|
|
|
if ( extension !== null ) {
|
|
|
|
return extension.UNSIGNED_INT_24_8_WEBGL;
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return { convert: convert };
|
|
|
|
}
|
|
|
|
function ArrayCamera( array ) {
|
|
|
|
PerspectiveCamera.call( this );
|
|
|
|
this.cameras = array || [];
|
|
|
|
}
|
|
|
|
ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
|
|
|
|
constructor: ArrayCamera,
|
|
|
|
isArrayCamera: true
|
|
|
|
} );
|
|
|
|
function Group() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Group';
|
|
|
|
}
|
|
|
|
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Group,
|
|
|
|
isGroup: true
|
|
|
|
} );
|
|
|
|
function WebXRController() {
|
|
|
|
this._targetRay = null;
|
|
this._grip = null;
|
|
this._hand = null;
|
|
|
|
}
|
|
|
|
Object.assign( WebXRController.prototype, {
|
|
|
|
constructor: WebXRController,
|
|
|
|
getHandSpace: function () {
|
|
|
|
if ( this._hand === null ) {
|
|
|
|
this._hand = new Group();
|
|
this._hand.matrixAutoUpdate = false;
|
|
this._hand.visible = false;
|
|
|
|
this._hand.joints = [];
|
|
this._hand.inputState = { pinching: false };
|
|
|
|
if ( window.XRHand ) {
|
|
|
|
for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
|
|
|
|
// The transform of this joint will be updated with the joint pose on each frame
|
|
var joint = new Group();
|
|
joint.matrixAutoUpdate = false;
|
|
joint.visible = false;
|
|
this._hand.joints.push( joint );
|
|
// ??
|
|
this._hand.add( joint );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this._hand;
|
|
|
|
},
|
|
|
|
getTargetRaySpace: function () {
|
|
|
|
if ( this._targetRay === null ) {
|
|
|
|
this._targetRay = new Group();
|
|
this._targetRay.matrixAutoUpdate = false;
|
|
this._targetRay.visible = false;
|
|
|
|
}
|
|
|
|
return this._targetRay;
|
|
|
|
},
|
|
|
|
getGripSpace: function () {
|
|
|
|
if ( this._grip === null ) {
|
|
|
|
this._grip = new Group();
|
|
this._grip.matrixAutoUpdate = false;
|
|
this._grip.visible = false;
|
|
|
|
}
|
|
|
|
return this._grip;
|
|
|
|
},
|
|
|
|
dispatchEvent: function ( event ) {
|
|
|
|
if ( this._targetRay !== null ) {
|
|
|
|
this._targetRay.dispatchEvent( event );
|
|
|
|
}
|
|
|
|
if ( this._grip !== null ) {
|
|
|
|
this._grip.dispatchEvent( event );
|
|
|
|
}
|
|
|
|
if ( this._hand !== null ) {
|
|
|
|
this._hand.dispatchEvent( event );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
disconnect: function ( inputSource ) {
|
|
|
|
this.dispatchEvent( { type: 'disconnected', data: inputSource } );
|
|
|
|
if ( this._targetRay !== null ) {
|
|
|
|
this._targetRay.visible = false;
|
|
|
|
}
|
|
|
|
if ( this._grip !== null ) {
|
|
|
|
this._grip.visible = false;
|
|
|
|
}
|
|
|
|
if ( this._hand !== null ) {
|
|
|
|
this._hand.visible = false;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
update: function ( inputSource, frame, referenceSpace ) {
|
|
|
|
var inputPose = null;
|
|
var gripPose = null;
|
|
var handPose = null;
|
|
|
|
var targetRay = this._targetRay;
|
|
var grip = this._grip;
|
|
var hand = this._hand;
|
|
|
|
if ( inputSource ) {
|
|
|
|
if ( hand && inputSource.hand ) {
|
|
|
|
handPose = true;
|
|
|
|
for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
|
|
|
|
if ( inputSource.hand[ i ] ) {
|
|
|
|
// Update the joints groups with the XRJoint poses
|
|
var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
|
|
var joint = hand.joints[ i ];
|
|
|
|
if ( jointPose !== null ) {
|
|
|
|
joint.matrix.fromArray( jointPose.transform.matrix );
|
|
joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
|
|
joint.jointRadius = jointPose.radius;
|
|
|
|
}
|
|
|
|
joint.visible = jointPose !== null;
|
|
|
|
// Custom events
|
|
|
|
// Check pinch
|
|
var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
|
|
var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
|
|
var distance = indexTip.position.distanceTo( thumbTip.position );
|
|
|
|
var distanceToPinch = 0.02;
|
|
var threshold = 0.005;
|
|
|
|
if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
|
|
|
|
hand.inputState.pinching = false;
|
|
this.dispatchEvent( {
|
|
type: "pinchend",
|
|
handedness: inputSource.handedness,
|
|
target: this
|
|
} );
|
|
|
|
} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
|
|
|
|
hand.inputState.pinching = true;
|
|
this.dispatchEvent( {
|
|
type: "pinchstart",
|
|
handedness: inputSource.handedness,
|
|
target: this
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( targetRay !== null ) {
|
|
|
|
inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
|
|
|
|
if ( inputPose !== null ) {
|
|
|
|
targetRay.matrix.fromArray( inputPose.transform.matrix );
|
|
targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( grip !== null && inputSource.gripSpace ) {
|
|
|
|
gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
|
|
|
|
if ( gripPose !== null ) {
|
|
|
|
grip.matrix.fromArray( gripPose.transform.matrix );
|
|
grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( targetRay !== null ) {
|
|
|
|
targetRay.visible = ( inputPose !== null );
|
|
|
|
}
|
|
|
|
if ( grip !== null ) {
|
|
|
|
grip.visible = ( gripPose !== null );
|
|
|
|
}
|
|
|
|
if ( hand !== null ) {
|
|
|
|
hand.visible = ( handPose !== null );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function WebXRManager( renderer, gl ) {
|
|
|
|
var scope = this;
|
|
|
|
var session = null;
|
|
|
|
var framebufferScaleFactor = 1.0;
|
|
|
|
var referenceSpace = null;
|
|
var referenceSpaceType = 'local-floor';
|
|
|
|
var pose = null;
|
|
|
|
var controllers = [];
|
|
var inputSourcesMap = new Map();
|
|
|
|
//
|
|
|
|
var cameraL = new PerspectiveCamera();
|
|
cameraL.layers.enable( 1 );
|
|
cameraL.viewport = new Vector4();
|
|
|
|
var cameraR = new PerspectiveCamera();
|
|
cameraR.layers.enable( 2 );
|
|
cameraR.viewport = new Vector4();
|
|
|
|
var cameras = [ cameraL, cameraR ];
|
|
|
|
var cameraVR = new ArrayCamera();
|
|
cameraVR.layers.enable( 1 );
|
|
cameraVR.layers.enable( 2 );
|
|
|
|
var _currentDepthNear = null;
|
|
var _currentDepthFar = null;
|
|
|
|
//
|
|
|
|
this.enabled = false;
|
|
|
|
this.isPresenting = false;
|
|
|
|
this.getController = function ( index ) {
|
|
|
|
var controller = controllers[ index ];
|
|
|
|
if ( controller === undefined ) {
|
|
|
|
controller = new WebXRController();
|
|
controllers[ index ] = controller;
|
|
|
|
}
|
|
|
|
return controller.getTargetRaySpace();
|
|
|
|
};
|
|
|
|
this.getControllerGrip = function ( index ) {
|
|
|
|
var controller = controllers[ index ];
|
|
|
|
if ( controller === undefined ) {
|
|
|
|
controller = new WebXRController();
|
|
controllers[ index ] = controller;
|
|
|
|
}
|
|
|
|
return controller.getGripSpace();
|
|
|
|
};
|
|
|
|
this.getHand = function ( index ) {
|
|
|
|
var controller = controllers[ index ];
|
|
|
|
if ( controller === undefined ) {
|
|
|
|
controller = new WebXRController();
|
|
controllers[ index ] = controller;
|
|
|
|
}
|
|
|
|
return controller.getHandSpace();
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function onSessionEvent( event ) {
|
|
|
|
var controller = inputSourcesMap.get( event.inputSource );
|
|
|
|
if ( controller ) {
|
|
|
|
controller.dispatchEvent( { type: event.type } );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function onSessionEnd() {
|
|
|
|
inputSourcesMap.forEach( function ( controller, inputSource ) {
|
|
|
|
controller.disconnect( inputSource );
|
|
|
|
} );
|
|
|
|
inputSourcesMap.clear();
|
|
|
|
//
|
|
|
|
renderer.setFramebuffer( null );
|
|
renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
|
|
animation.stop();
|
|
|
|
scope.isPresenting = false;
|
|
|
|
scope.dispatchEvent( { type: 'sessionend' } );
|
|
|
|
}
|
|
|
|
function onRequestReferenceSpace( value ) {
|
|
|
|
referenceSpace = value;
|
|
|
|
animation.setContext( session );
|
|
animation.start();
|
|
|
|
scope.isPresenting = true;
|
|
|
|
scope.dispatchEvent( { type: 'sessionstart' } );
|
|
|
|
}
|
|
|
|
this.setFramebufferScaleFactor = function ( value ) {
|
|
|
|
framebufferScaleFactor = value;
|
|
|
|
if ( scope.isPresenting === true ) {
|
|
|
|
console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.setReferenceSpaceType = function ( value ) {
|
|
|
|
referenceSpaceType = value;
|
|
|
|
if ( scope.isPresenting === true ) {
|
|
|
|
console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.getReferenceSpace = function () {
|
|
|
|
return referenceSpace;
|
|
|
|
};
|
|
|
|
this.getSession = function () {
|
|
|
|
return session;
|
|
|
|
};
|
|
|
|
this.setSession = function ( value ) {
|
|
|
|
session = value;
|
|
|
|
if ( session !== null ) {
|
|
|
|
session.addEventListener( 'select', onSessionEvent );
|
|
session.addEventListener( 'selectstart', onSessionEvent );
|
|
session.addEventListener( 'selectend', onSessionEvent );
|
|
session.addEventListener( 'squeeze', onSessionEvent );
|
|
session.addEventListener( 'squeezestart', onSessionEvent );
|
|
session.addEventListener( 'squeezeend', onSessionEvent );
|
|
session.addEventListener( 'end', onSessionEnd );
|
|
|
|
var attributes = gl.getContextAttributes();
|
|
|
|
if ( attributes.xrCompatible !== true ) {
|
|
|
|
gl.makeXRCompatible();
|
|
|
|
}
|
|
|
|
var layerInit = {
|
|
antialias: attributes.antialias,
|
|
alpha: attributes.alpha,
|
|
depth: attributes.depth,
|
|
stencil: attributes.stencil,
|
|
framebufferScaleFactor: framebufferScaleFactor
|
|
};
|
|
|
|
// eslint-disable-next-line no-undef
|
|
var baseLayer = new XRWebGLLayer( session, gl, layerInit );
|
|
|
|
session.updateRenderState( { baseLayer: baseLayer } );
|
|
|
|
session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
|
|
|
|
//
|
|
|
|
session.addEventListener( 'inputsourceschange', updateInputSources );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function updateInputSources( event ) {
|
|
|
|
var inputSources = session.inputSources;
|
|
|
|
// Assign inputSources to available controllers
|
|
|
|
for ( var i = 0; i < controllers.length; i ++ ) {
|
|
|
|
inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
|
|
|
|
}
|
|
|
|
// Notify disconnected
|
|
|
|
for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
|
|
|
|
var inputSource = event.removed[ i$1 ];
|
|
var controller = inputSourcesMap.get( inputSource );
|
|
|
|
if ( controller ) {
|
|
|
|
controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
|
|
inputSourcesMap.delete( inputSource );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Notify connected
|
|
|
|
for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
|
|
|
|
var inputSource$1 = event.added[ i$2 ];
|
|
var controller$1 = inputSourcesMap.get( inputSource$1 );
|
|
|
|
if ( controller$1 ) {
|
|
|
|
controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var cameraLPos = new Vector3();
|
|
var cameraRPos = new Vector3();
|
|
|
|
/**
|
|
* Assumes 2 cameras that are parallel and share an X-axis, and that
|
|
* the cameras' projection and world matrices have already been set.
|
|
* And that near and far planes are identical for both cameras.
|
|
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
|
|
*/
|
|
function setProjectionFromUnion( camera, cameraL, cameraR ) {
|
|
|
|
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
|
|
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
|
|
|
|
var ipd = cameraLPos.distanceTo( cameraRPos );
|
|
|
|
var projL = cameraL.projectionMatrix.elements;
|
|
var projR = cameraR.projectionMatrix.elements;
|
|
|
|
// VR systems will have identical far and near planes, and
|
|
// most likely identical top and bottom frustum extents.
|
|
// Use the left camera for these values.
|
|
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
|
|
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
|
|
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
|
|
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
|
|
|
|
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
|
|
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
|
|
var left = near * leftFov;
|
|
var right = near * rightFov;
|
|
|
|
// Calculate the new camera's position offset from the
|
|
// left camera. xOffset should be roughly half `ipd`.
|
|
var zOffset = ipd / ( - leftFov + rightFov );
|
|
var xOffset = zOffset * - leftFov;
|
|
|
|
// TODO: Better way to apply this offset?
|
|
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
|
|
camera.translateX( xOffset );
|
|
camera.translateZ( zOffset );
|
|
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
|
|
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
// Find the union of the frustum values of the cameras and scale
|
|
// the values so that the near plane's position does not change in world space,
|
|
// although must now be relative to the new union camera.
|
|
var near2 = near + zOffset;
|
|
var far2 = far + zOffset;
|
|
var left2 = left - xOffset;
|
|
var right2 = right + ( ipd - xOffset );
|
|
var top2 = topFov * far / far2 * near2;
|
|
var bottom2 = bottomFov * far / far2 * near2;
|
|
|
|
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
|
|
|
|
}
|
|
|
|
function updateCamera( camera, parent ) {
|
|
|
|
if ( parent === null ) {
|
|
|
|
camera.matrixWorld.copy( camera.matrix );
|
|
|
|
} else {
|
|
|
|
camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
|
|
|
|
}
|
|
|
|
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
}
|
|
|
|
this.getCamera = function ( camera ) {
|
|
|
|
cameraVR.near = cameraR.near = cameraL.near = camera.near;
|
|
cameraVR.far = cameraR.far = cameraL.far = camera.far;
|
|
|
|
if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
|
|
|
|
// Note that the new renderState won't apply until the next frame. See #18320
|
|
|
|
session.updateRenderState( {
|
|
depthNear: cameraVR.near,
|
|
depthFar: cameraVR.far
|
|
} );
|
|
|
|
_currentDepthNear = cameraVR.near;
|
|
_currentDepthFar = cameraVR.far;
|
|
|
|
}
|
|
|
|
var parent = camera.parent;
|
|
var cameras = cameraVR.cameras;
|
|
|
|
updateCamera( cameraVR, parent );
|
|
|
|
for ( var i = 0; i < cameras.length; i ++ ) {
|
|
|
|
updateCamera( cameras[ i ], parent );
|
|
|
|
}
|
|
|
|
// update camera and its children
|
|
|
|
camera.matrixWorld.copy( cameraVR.matrixWorld );
|
|
|
|
var children = camera.children;
|
|
|
|
for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
|
|
|
|
children[ i$1 ].updateMatrixWorld( true );
|
|
|
|
}
|
|
|
|
// update projection matrix for proper view frustum culling
|
|
|
|
if ( cameras.length === 2 ) {
|
|
|
|
setProjectionFromUnion( cameraVR, cameraL, cameraR );
|
|
|
|
} else {
|
|
|
|
// assume single camera setup (AR)
|
|
|
|
cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
|
|
|
|
}
|
|
|
|
return cameraVR;
|
|
|
|
};
|
|
|
|
// Animation Loop
|
|
|
|
var onAnimationFrameCallback = null;
|
|
|
|
function onAnimationFrame( time, frame ) {
|
|
|
|
pose = frame.getViewerPose( referenceSpace );
|
|
|
|
if ( pose !== null ) {
|
|
|
|
var views = pose.views;
|
|
var baseLayer = session.renderState.baseLayer;
|
|
|
|
renderer.setFramebuffer( baseLayer.framebuffer );
|
|
|
|
var cameraVRNeedsUpdate = false;
|
|
|
|
// check if it's necessary to rebuild cameraVR's camera list
|
|
|
|
if ( views.length !== cameraVR.cameras.length ) {
|
|
|
|
cameraVR.cameras.length = 0;
|
|
cameraVRNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < views.length; i ++ ) {
|
|
|
|
var view = views[ i ];
|
|
var viewport = baseLayer.getViewport( view );
|
|
|
|
var camera = cameras[ i ];
|
|
camera.matrix.fromArray( view.transform.matrix );
|
|
camera.projectionMatrix.fromArray( view.projectionMatrix );
|
|
camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
|
|
|
|
if ( i === 0 ) {
|
|
|
|
cameraVR.matrix.copy( camera.matrix );
|
|
|
|
}
|
|
|
|
if ( cameraVRNeedsUpdate === true ) {
|
|
|
|
cameraVR.cameras.push( camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var inputSources = session.inputSources;
|
|
|
|
for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
|
|
|
|
var controller = controllers[ i$1 ];
|
|
var inputSource = inputSources[ i$1 ];
|
|
|
|
controller.update( inputSource, frame, referenceSpace );
|
|
|
|
}
|
|
|
|
if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
|
|
|
|
}
|
|
|
|
var animation = new WebGLAnimation();
|
|
animation.setAnimationLoop( onAnimationFrame );
|
|
|
|
this.setAnimationLoop = function ( callback ) {
|
|
|
|
onAnimationFrameCallback = callback;
|
|
|
|
};
|
|
|
|
this.dispose = function () {};
|
|
|
|
}
|
|
|
|
Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
|
|
|
|
function WebGLMaterials( properties ) {
|
|
|
|
function refreshFogUniforms( uniforms, fog ) {
|
|
|
|
uniforms.fogColor.value.copy( fog.color );
|
|
|
|
if ( fog.isFog ) {
|
|
|
|
uniforms.fogNear.value = fog.near;
|
|
uniforms.fogFar.value = fog.far;
|
|
|
|
} else if ( fog.isFogExp2 ) {
|
|
|
|
uniforms.fogDensity.value = fog.density;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {
|
|
|
|
if ( material.isMeshBasicMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
|
|
} else if ( material.isMeshLambertMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsLambert( uniforms, material );
|
|
|
|
} else if ( material.isMeshToonMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsToon( uniforms, material );
|
|
|
|
} else if ( material.isMeshPhongMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsPhong( uniforms, material );
|
|
|
|
} else if ( material.isMeshStandardMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
|
|
if ( material.isMeshPhysicalMaterial ) {
|
|
|
|
refreshUniformsPhysical( uniforms, material );
|
|
|
|
} else {
|
|
|
|
refreshUniformsStandard( uniforms, material );
|
|
|
|
}
|
|
|
|
} else if ( material.isMeshMatcapMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsMatcap( uniforms, material );
|
|
|
|
} else if ( material.isMeshDepthMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsDepth( uniforms, material );
|
|
|
|
} else if ( material.isMeshDistanceMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsDistance( uniforms, material );
|
|
|
|
} else if ( material.isMeshNormalMaterial ) {
|
|
|
|
refreshUniformsCommon( uniforms, material );
|
|
refreshUniformsNormal( uniforms, material );
|
|
|
|
} else if ( material.isLineBasicMaterial ) {
|
|
|
|
refreshUniformsLine( uniforms, material );
|
|
|
|
if ( material.isLineDashedMaterial ) {
|
|
|
|
refreshUniformsDash( uniforms, material );
|
|
|
|
}
|
|
|
|
} else if ( material.isPointsMaterial ) {
|
|
|
|
refreshUniformsPoints( uniforms, material, pixelRatio, height );
|
|
|
|
} else if ( material.isSpriteMaterial ) {
|
|
|
|
refreshUniformsSprites( uniforms, material );
|
|
|
|
} else if ( material.isShadowMaterial ) {
|
|
|
|
uniforms.color.value.copy( material.color );
|
|
uniforms.opacity.value = material.opacity;
|
|
|
|
} else if ( material.isShaderMaterial ) {
|
|
|
|
material.uniformsNeedUpdate = false; // #15581
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsCommon( uniforms, material ) {
|
|
|
|
uniforms.opacity.value = material.opacity;
|
|
|
|
if ( material.color ) {
|
|
|
|
uniforms.diffuse.value.copy( material.color );
|
|
|
|
}
|
|
|
|
if ( material.emissive ) {
|
|
|
|
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
|
|
|
|
}
|
|
|
|
if ( material.map ) {
|
|
|
|
uniforms.map.value = material.map;
|
|
|
|
}
|
|
|
|
if ( material.alphaMap ) {
|
|
|
|
uniforms.alphaMap.value = material.alphaMap;
|
|
|
|
}
|
|
|
|
if ( material.specularMap ) {
|
|
|
|
uniforms.specularMap.value = material.specularMap;
|
|
|
|
}
|
|
|
|
var envMap = properties.get( material ).envMap;
|
|
|
|
if ( envMap ) {
|
|
|
|
uniforms.envMap.value = envMap;
|
|
|
|
uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
|
|
|
|
uniforms.reflectivity.value = material.reflectivity;
|
|
uniforms.refractionRatio.value = material.refractionRatio;
|
|
|
|
var maxMipLevel = properties.get( envMap ).__maxMipLevel;
|
|
|
|
if ( maxMipLevel !== undefined ) {
|
|
|
|
uniforms.maxMipLevel.value = maxMipLevel;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.lightMap ) {
|
|
|
|
uniforms.lightMap.value = material.lightMap;
|
|
uniforms.lightMapIntensity.value = material.lightMapIntensity;
|
|
|
|
}
|
|
|
|
if ( material.aoMap ) {
|
|
|
|
uniforms.aoMap.value = material.aoMap;
|
|
uniforms.aoMapIntensity.value = material.aoMapIntensity;
|
|
|
|
}
|
|
|
|
// uv repeat and offset setting priorities
|
|
// 1. color map
|
|
// 2. specular map
|
|
// 3. displacementMap map
|
|
// 4. normal map
|
|
// 5. bump map
|
|
// 6. roughnessMap map
|
|
// 7. metalnessMap map
|
|
// 8. alphaMap map
|
|
// 9. emissiveMap map
|
|
// 10. clearcoat map
|
|
// 11. clearcoat normal map
|
|
// 12. clearcoat roughnessMap map
|
|
|
|
var uvScaleMap;
|
|
|
|
if ( material.map ) {
|
|
|
|
uvScaleMap = material.map;
|
|
|
|
} else if ( material.specularMap ) {
|
|
|
|
uvScaleMap = material.specularMap;
|
|
|
|
} else if ( material.displacementMap ) {
|
|
|
|
uvScaleMap = material.displacementMap;
|
|
|
|
} else if ( material.normalMap ) {
|
|
|
|
uvScaleMap = material.normalMap;
|
|
|
|
} else if ( material.bumpMap ) {
|
|
|
|
uvScaleMap = material.bumpMap;
|
|
|
|
} else if ( material.roughnessMap ) {
|
|
|
|
uvScaleMap = material.roughnessMap;
|
|
|
|
} else if ( material.metalnessMap ) {
|
|
|
|
uvScaleMap = material.metalnessMap;
|
|
|
|
} else if ( material.alphaMap ) {
|
|
|
|
uvScaleMap = material.alphaMap;
|
|
|
|
} else if ( material.emissiveMap ) {
|
|
|
|
uvScaleMap = material.emissiveMap;
|
|
|
|
} else if ( material.clearcoatMap ) {
|
|
|
|
uvScaleMap = material.clearcoatMap;
|
|
|
|
} else if ( material.clearcoatNormalMap ) {
|
|
|
|
uvScaleMap = material.clearcoatNormalMap;
|
|
|
|
} else if ( material.clearcoatRoughnessMap ) {
|
|
|
|
uvScaleMap = material.clearcoatRoughnessMap;
|
|
|
|
}
|
|
|
|
if ( uvScaleMap !== undefined ) {
|
|
|
|
// backwards compatibility
|
|
if ( uvScaleMap.isWebGLRenderTarget ) {
|
|
|
|
uvScaleMap = uvScaleMap.texture;
|
|
|
|
}
|
|
|
|
if ( uvScaleMap.matrixAutoUpdate === true ) {
|
|
|
|
uvScaleMap.updateMatrix();
|
|
|
|
}
|
|
|
|
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
|
|
|
|
}
|
|
|
|
// uv repeat and offset setting priorities for uv2
|
|
// 1. ao map
|
|
// 2. light map
|
|
|
|
var uv2ScaleMap;
|
|
|
|
if ( material.aoMap ) {
|
|
|
|
uv2ScaleMap = material.aoMap;
|
|
|
|
} else if ( material.lightMap ) {
|
|
|
|
uv2ScaleMap = material.lightMap;
|
|
|
|
}
|
|
|
|
if ( uv2ScaleMap !== undefined ) {
|
|
|
|
// backwards compatibility
|
|
if ( uv2ScaleMap.isWebGLRenderTarget ) {
|
|
|
|
uv2ScaleMap = uv2ScaleMap.texture;
|
|
|
|
}
|
|
|
|
if ( uv2ScaleMap.matrixAutoUpdate === true ) {
|
|
|
|
uv2ScaleMap.updateMatrix();
|
|
|
|
}
|
|
|
|
uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsLine( uniforms, material ) {
|
|
|
|
uniforms.diffuse.value.copy( material.color );
|
|
uniforms.opacity.value = material.opacity;
|
|
|
|
}
|
|
|
|
function refreshUniformsDash( uniforms, material ) {
|
|
|
|
uniforms.dashSize.value = material.dashSize;
|
|
uniforms.totalSize.value = material.dashSize + material.gapSize;
|
|
uniforms.scale.value = material.scale;
|
|
|
|
}
|
|
|
|
function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
|
|
|
|
uniforms.diffuse.value.copy( material.color );
|
|
uniforms.opacity.value = material.opacity;
|
|
uniforms.size.value = material.size * pixelRatio;
|
|
uniforms.scale.value = height * 0.5;
|
|
|
|
if ( material.map ) {
|
|
|
|
uniforms.map.value = material.map;
|
|
|
|
}
|
|
|
|
if ( material.alphaMap ) {
|
|
|
|
uniforms.alphaMap.value = material.alphaMap;
|
|
|
|
}
|
|
|
|
// uv repeat and offset setting priorities
|
|
// 1. color map
|
|
// 2. alpha map
|
|
|
|
var uvScaleMap;
|
|
|
|
if ( material.map ) {
|
|
|
|
uvScaleMap = material.map;
|
|
|
|
} else if ( material.alphaMap ) {
|
|
|
|
uvScaleMap = material.alphaMap;
|
|
|
|
}
|
|
|
|
if ( uvScaleMap !== undefined ) {
|
|
|
|
if ( uvScaleMap.matrixAutoUpdate === true ) {
|
|
|
|
uvScaleMap.updateMatrix();
|
|
|
|
}
|
|
|
|
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsSprites( uniforms, material ) {
|
|
|
|
uniforms.diffuse.value.copy( material.color );
|
|
uniforms.opacity.value = material.opacity;
|
|
uniforms.rotation.value = material.rotation;
|
|
|
|
if ( material.map ) {
|
|
|
|
uniforms.map.value = material.map;
|
|
|
|
}
|
|
|
|
if ( material.alphaMap ) {
|
|
|
|
uniforms.alphaMap.value = material.alphaMap;
|
|
|
|
}
|
|
|
|
// uv repeat and offset setting priorities
|
|
// 1. color map
|
|
// 2. alpha map
|
|
|
|
var uvScaleMap;
|
|
|
|
if ( material.map ) {
|
|
|
|
uvScaleMap = material.map;
|
|
|
|
} else if ( material.alphaMap ) {
|
|
|
|
uvScaleMap = material.alphaMap;
|
|
|
|
}
|
|
|
|
if ( uvScaleMap !== undefined ) {
|
|
|
|
if ( uvScaleMap.matrixAutoUpdate === true ) {
|
|
|
|
uvScaleMap.updateMatrix();
|
|
|
|
}
|
|
|
|
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsLambert( uniforms, material ) {
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsPhong( uniforms, material ) {
|
|
|
|
uniforms.specular.value.copy( material.specular );
|
|
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsToon( uniforms, material ) {
|
|
|
|
if ( material.gradientMap ) {
|
|
|
|
uniforms.gradientMap.value = material.gradientMap;
|
|
|
|
}
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsStandard( uniforms, material ) {
|
|
|
|
uniforms.roughness.value = material.roughness;
|
|
uniforms.metalness.value = material.metalness;
|
|
|
|
if ( material.roughnessMap ) {
|
|
|
|
uniforms.roughnessMap.value = material.roughnessMap;
|
|
|
|
}
|
|
|
|
if ( material.metalnessMap ) {
|
|
|
|
uniforms.metalnessMap.value = material.metalnessMap;
|
|
|
|
}
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
uniforms.emissiveMap.value = material.emissiveMap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
var envMap = properties.get( material ).envMap;
|
|
|
|
if ( envMap ) {
|
|
|
|
//uniforms.envMap.value = material.envMap; // part of uniforms common
|
|
uniforms.envMapIntensity.value = material.envMapIntensity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsPhysical( uniforms, material ) {
|
|
|
|
refreshUniformsStandard( uniforms, material );
|
|
|
|
uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
|
|
|
|
uniforms.clearcoat.value = material.clearcoat;
|
|
uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
|
|
if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
|
|
|
|
if ( material.clearcoatMap ) {
|
|
|
|
uniforms.clearcoatMap.value = material.clearcoatMap;
|
|
|
|
}
|
|
|
|
if ( material.clearcoatRoughnessMap ) {
|
|
|
|
uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
|
|
|
|
}
|
|
|
|
if ( material.clearcoatNormalMap ) {
|
|
|
|
uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
|
|
uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
|
|
|
|
if ( material.side === BackSide ) {
|
|
|
|
uniforms.clearcoatNormalScale.value.negate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
uniforms.transmission.value = material.transmission;
|
|
|
|
if ( material.transmissionMap ) {
|
|
|
|
uniforms.transmissionMap.value = material.transmissionMap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsMatcap( uniforms, material ) {
|
|
|
|
if ( material.matcap ) {
|
|
|
|
uniforms.matcap.value = material.matcap;
|
|
|
|
}
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsDepth( uniforms, material ) {
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function refreshUniformsDistance( uniforms, material ) {
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
uniforms.referencePosition.value.copy( material.referencePosition );
|
|
uniforms.nearDistance.value = material.nearDistance;
|
|
uniforms.farDistance.value = material.farDistance;
|
|
|
|
}
|
|
|
|
function refreshUniformsNormal( uniforms, material ) {
|
|
|
|
if ( material.bumpMap ) {
|
|
|
|
uniforms.bumpMap.value = material.bumpMap;
|
|
uniforms.bumpScale.value = material.bumpScale;
|
|
if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
|
|
|
|
}
|
|
|
|
if ( material.normalMap ) {
|
|
|
|
uniforms.normalMap.value = material.normalMap;
|
|
uniforms.normalScale.value.copy( material.normalScale );
|
|
if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
|
|
|
|
}
|
|
|
|
if ( material.displacementMap ) {
|
|
|
|
uniforms.displacementMap.value = material.displacementMap;
|
|
uniforms.displacementScale.value = material.displacementScale;
|
|
uniforms.displacementBias.value = material.displacementBias;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
refreshFogUniforms: refreshFogUniforms,
|
|
refreshMaterialUniforms: refreshMaterialUniforms
|
|
};
|
|
|
|
}
|
|
|
|
function WebGLRenderer( parameters ) {
|
|
|
|
parameters = parameters || {};
|
|
|
|
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
|
|
_context = parameters.context !== undefined ? parameters.context : null,
|
|
|
|
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
|
|
_depth = parameters.depth !== undefined ? parameters.depth : true,
|
|
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
|
|
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
|
|
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
|
|
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
|
|
_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
|
|
_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
|
|
|
|
var currentRenderList = null;
|
|
var currentRenderState = null;
|
|
|
|
// public properties
|
|
|
|
this.domElement = _canvas;
|
|
|
|
// Debug configuration container
|
|
this.debug = {
|
|
|
|
/**
|
|
* Enables error checking and reporting when shader programs are being compiled
|
|
* @type {boolean}
|
|
*/
|
|
checkShaderErrors: true
|
|
};
|
|
|
|
// clearing
|
|
|
|
this.autoClear = true;
|
|
this.autoClearColor = true;
|
|
this.autoClearDepth = true;
|
|
this.autoClearStencil = true;
|
|
|
|
// scene graph
|
|
|
|
this.sortObjects = true;
|
|
|
|
// user-defined clipping
|
|
|
|
this.clippingPlanes = [];
|
|
this.localClippingEnabled = false;
|
|
|
|
// physically based shading
|
|
|
|
this.gammaFactor = 2.0; // for backwards compatibility
|
|
this.outputEncoding = LinearEncoding;
|
|
|
|
// physical lights
|
|
|
|
this.physicallyCorrectLights = false;
|
|
|
|
// tone mapping
|
|
|
|
this.toneMapping = NoToneMapping;
|
|
this.toneMappingExposure = 1.0;
|
|
|
|
// morphs
|
|
|
|
this.maxMorphTargets = 8;
|
|
this.maxMorphNormals = 4;
|
|
|
|
// internal properties
|
|
|
|
var _this = this;
|
|
|
|
var _isContextLost = false;
|
|
|
|
// internal state cache
|
|
|
|
var _framebuffer = null;
|
|
|
|
var _currentActiveCubeFace = 0;
|
|
var _currentActiveMipmapLevel = 0;
|
|
var _currentRenderTarget = null;
|
|
var _currentFramebuffer = null;
|
|
var _currentMaterialId = - 1;
|
|
|
|
var _currentCamera = null;
|
|
var _currentArrayCamera = null;
|
|
|
|
var _currentViewport = new Vector4();
|
|
var _currentScissor = new Vector4();
|
|
var _currentScissorTest = null;
|
|
|
|
//
|
|
|
|
var _width = _canvas.width;
|
|
var _height = _canvas.height;
|
|
|
|
var _pixelRatio = 1;
|
|
var _opaqueSort = null;
|
|
var _transparentSort = null;
|
|
|
|
var _viewport = new Vector4( 0, 0, _width, _height );
|
|
var _scissor = new Vector4( 0, 0, _width, _height );
|
|
var _scissorTest = false;
|
|
|
|
// frustum
|
|
|
|
var _frustum = new Frustum();
|
|
|
|
// clipping
|
|
|
|
var _clippingEnabled = false;
|
|
var _localClippingEnabled = false;
|
|
|
|
// camera matrices cache
|
|
|
|
var _projScreenMatrix = new Matrix4();
|
|
|
|
var _vector3 = new Vector3();
|
|
|
|
var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
|
|
|
|
function getTargetPixelRatio() {
|
|
|
|
return _currentRenderTarget === null ? _pixelRatio : 1;
|
|
|
|
}
|
|
|
|
// initialize
|
|
|
|
var _gl = _context;
|
|
|
|
function getContext( contextNames, contextAttributes ) {
|
|
|
|
for ( var i = 0; i < contextNames.length; i ++ ) {
|
|
|
|
var contextName = contextNames[ i ];
|
|
var context = _canvas.getContext( contextName, contextAttributes );
|
|
if ( context !== null ) { return context; }
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
try {
|
|
|
|
var contextAttributes = {
|
|
alpha: _alpha,
|
|
depth: _depth,
|
|
stencil: _stencil,
|
|
antialias: _antialias,
|
|
premultipliedAlpha: _premultipliedAlpha,
|
|
preserveDrawingBuffer: _preserveDrawingBuffer,
|
|
powerPreference: _powerPreference,
|
|
failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
|
|
};
|
|
|
|
// event listeners must be registered before WebGL context is created, see #12753
|
|
|
|
_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
|
|
_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
|
|
|
|
if ( _gl === null ) {
|
|
|
|
var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
|
|
|
|
if ( _this.isWebGL1Renderer === true ) {
|
|
|
|
contextNames.shift();
|
|
|
|
}
|
|
|
|
_gl = getContext( contextNames, contextAttributes );
|
|
|
|
if ( _gl === null ) {
|
|
|
|
if ( getContext( contextNames ) ) {
|
|
|
|
throw new Error( 'Error creating WebGL context with your selected attributes.' );
|
|
|
|
} else {
|
|
|
|
throw new Error( 'Error creating WebGL context.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Some experimental-webgl implementations do not have getShaderPrecisionFormat
|
|
|
|
if ( _gl.getShaderPrecisionFormat === undefined ) {
|
|
|
|
_gl.getShaderPrecisionFormat = function () {
|
|
|
|
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
|
|
|
|
};
|
|
|
|
}
|
|
|
|
} catch ( error ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer: ' + error.message );
|
|
throw error;
|
|
|
|
}
|
|
|
|
var extensions, capabilities, state, info;
|
|
var properties, textures, cubemaps, attributes, geometries, objects;
|
|
var programCache, materials, renderLists, renderStates, clipping;
|
|
|
|
var background, morphtargets, bufferRenderer, indexedBufferRenderer;
|
|
|
|
var utils, bindingStates;
|
|
|
|
function initGLContext() {
|
|
|
|
extensions = new WebGLExtensions( _gl );
|
|
|
|
capabilities = new WebGLCapabilities( _gl, extensions, parameters );
|
|
|
|
if ( capabilities.isWebGL2 === false ) {
|
|
|
|
extensions.get( 'WEBGL_depth_texture' );
|
|
extensions.get( 'OES_texture_float' );
|
|
extensions.get( 'OES_texture_half_float' );
|
|
extensions.get( 'OES_texture_half_float_linear' );
|
|
extensions.get( 'OES_standard_derivatives' );
|
|
extensions.get( 'OES_element_index_uint' );
|
|
extensions.get( 'OES_vertex_array_object' );
|
|
extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
}
|
|
|
|
extensions.get( 'OES_texture_float_linear' );
|
|
|
|
utils = new WebGLUtils( _gl, extensions, capabilities );
|
|
|
|
state = new WebGLState( _gl, extensions, capabilities );
|
|
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
|
|
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
|
|
|
|
info = new WebGLInfo( _gl );
|
|
properties = new WebGLProperties();
|
|
textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
|
|
cubemaps = new WebGLCubeMaps( _this );
|
|
attributes = new WebGLAttributes( _gl, capabilities );
|
|
bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
|
|
geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
|
|
objects = new WebGLObjects( _gl, geometries, attributes, info );
|
|
morphtargets = new WebGLMorphtargets( _gl );
|
|
clipping = new WebGLClipping( properties );
|
|
programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
|
|
materials = new WebGLMaterials( properties );
|
|
renderLists = new WebGLRenderLists( properties );
|
|
renderStates = new WebGLRenderStates();
|
|
background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
|
|
|
|
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
|
|
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
|
|
|
|
info.programs = programCache.programs;
|
|
|
|
_this.capabilities = capabilities;
|
|
_this.extensions = extensions;
|
|
_this.properties = properties;
|
|
_this.renderLists = renderLists;
|
|
_this.state = state;
|
|
_this.info = info;
|
|
|
|
}
|
|
|
|
initGLContext();
|
|
|
|
// xr
|
|
|
|
var xr = new WebXRManager( _this, _gl );
|
|
|
|
this.xr = xr;
|
|
|
|
// shadow map
|
|
|
|
var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
|
|
|
|
this.shadowMap = shadowMap;
|
|
|
|
// API
|
|
|
|
this.getContext = function () {
|
|
|
|
return _gl;
|
|
|
|
};
|
|
|
|
this.getContextAttributes = function () {
|
|
|
|
return _gl.getContextAttributes();
|
|
|
|
};
|
|
|
|
this.forceContextLoss = function () {
|
|
|
|
var extension = extensions.get( 'WEBGL_lose_context' );
|
|
if ( extension ) { extension.loseContext(); }
|
|
|
|
};
|
|
|
|
this.forceContextRestore = function () {
|
|
|
|
var extension = extensions.get( 'WEBGL_lose_context' );
|
|
if ( extension ) { extension.restoreContext(); }
|
|
|
|
};
|
|
|
|
this.getPixelRatio = function () {
|
|
|
|
return _pixelRatio;
|
|
|
|
};
|
|
|
|
this.setPixelRatio = function ( value ) {
|
|
|
|
if ( value === undefined ) { return; }
|
|
|
|
_pixelRatio = value;
|
|
|
|
this.setSize( _width, _height, false );
|
|
|
|
};
|
|
|
|
this.getSize = function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
|
|
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return target.set( _width, _height );
|
|
|
|
};
|
|
|
|
this.setSize = function ( width, height, updateStyle ) {
|
|
|
|
if ( xr.isPresenting ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
|
|
return;
|
|
|
|
}
|
|
|
|
_width = width;
|
|
_height = height;
|
|
|
|
_canvas.width = Math.floor( width * _pixelRatio );
|
|
_canvas.height = Math.floor( height * _pixelRatio );
|
|
|
|
if ( updateStyle !== false ) {
|
|
|
|
_canvas.style.width = width + 'px';
|
|
_canvas.style.height = height + 'px';
|
|
|
|
}
|
|
|
|
this.setViewport( 0, 0, width, height );
|
|
|
|
};
|
|
|
|
this.getDrawingBufferSize = function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
|
|
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
|
|
|
|
};
|
|
|
|
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
|
|
|
|
_width = width;
|
|
_height = height;
|
|
|
|
_pixelRatio = pixelRatio;
|
|
|
|
_canvas.width = Math.floor( width * pixelRatio );
|
|
_canvas.height = Math.floor( height * pixelRatio );
|
|
|
|
this.setViewport( 0, 0, width, height );
|
|
|
|
};
|
|
|
|
this.getCurrentViewport = function ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
|
|
|
|
target = new Vector4();
|
|
|
|
}
|
|
|
|
return target.copy( _currentViewport );
|
|
|
|
};
|
|
|
|
this.getViewport = function ( target ) {
|
|
|
|
return target.copy( _viewport );
|
|
|
|
};
|
|
|
|
this.setViewport = function ( x, y, width, height ) {
|
|
|
|
if ( x.isVector4 ) {
|
|
|
|
_viewport.set( x.x, x.y, x.z, x.w );
|
|
|
|
} else {
|
|
|
|
_viewport.set( x, y, width, height );
|
|
|
|
}
|
|
|
|
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
|
|
|
|
};
|
|
|
|
this.getScissor = function ( target ) {
|
|
|
|
return target.copy( _scissor );
|
|
|
|
};
|
|
|
|
this.setScissor = function ( x, y, width, height ) {
|
|
|
|
if ( x.isVector4 ) {
|
|
|
|
_scissor.set( x.x, x.y, x.z, x.w );
|
|
|
|
} else {
|
|
|
|
_scissor.set( x, y, width, height );
|
|
|
|
}
|
|
|
|
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
|
|
|
|
};
|
|
|
|
this.getScissorTest = function () {
|
|
|
|
return _scissorTest;
|
|
|
|
};
|
|
|
|
this.setScissorTest = function ( boolean ) {
|
|
|
|
state.setScissorTest( _scissorTest = boolean );
|
|
|
|
};
|
|
|
|
this.setOpaqueSort = function ( method ) {
|
|
|
|
_opaqueSort = method;
|
|
|
|
};
|
|
|
|
this.setTransparentSort = function ( method ) {
|
|
|
|
_transparentSort = method;
|
|
|
|
};
|
|
|
|
// Clearing
|
|
|
|
this.getClearColor = function () {
|
|
|
|
return background.getClearColor();
|
|
|
|
};
|
|
|
|
this.setClearColor = function () {
|
|
|
|
background.setClearColor.apply( background, arguments );
|
|
|
|
};
|
|
|
|
this.getClearAlpha = function () {
|
|
|
|
return background.getClearAlpha();
|
|
|
|
};
|
|
|
|
this.setClearAlpha = function () {
|
|
|
|
background.setClearAlpha.apply( background, arguments );
|
|
|
|
};
|
|
|
|
this.clear = function ( color, depth, stencil ) {
|
|
|
|
var bits = 0;
|
|
|
|
if ( color === undefined || color ) { bits |= 16384; }
|
|
if ( depth === undefined || depth ) { bits |= 256; }
|
|
if ( stencil === undefined || stencil ) { bits |= 1024; }
|
|
|
|
_gl.clear( bits );
|
|
|
|
};
|
|
|
|
this.clearColor = function () {
|
|
|
|
this.clear( true, false, false );
|
|
|
|
};
|
|
|
|
this.clearDepth = function () {
|
|
|
|
this.clear( false, true, false );
|
|
|
|
};
|
|
|
|
this.clearStencil = function () {
|
|
|
|
this.clear( false, false, true );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
this.dispose = function () {
|
|
|
|
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
|
|
_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
|
|
|
|
renderLists.dispose();
|
|
renderStates.dispose();
|
|
properties.dispose();
|
|
cubemaps.dispose();
|
|
objects.dispose();
|
|
bindingStates.dispose();
|
|
|
|
xr.dispose();
|
|
|
|
animation.stop();
|
|
|
|
};
|
|
|
|
// Events
|
|
|
|
function onContextLost( event ) {
|
|
|
|
event.preventDefault();
|
|
|
|
console.log( 'THREE.WebGLRenderer: Context Lost.' );
|
|
|
|
_isContextLost = true;
|
|
|
|
}
|
|
|
|
function onContextRestore( /* event */ ) {
|
|
|
|
console.log( 'THREE.WebGLRenderer: Context Restored.' );
|
|
|
|
_isContextLost = false;
|
|
|
|
initGLContext();
|
|
|
|
}
|
|
|
|
function onMaterialDispose( event ) {
|
|
|
|
var material = event.target;
|
|
|
|
material.removeEventListener( 'dispose', onMaterialDispose );
|
|
|
|
deallocateMaterial( material );
|
|
|
|
}
|
|
|
|
// Buffer deallocation
|
|
|
|
function deallocateMaterial( material ) {
|
|
|
|
releaseMaterialProgramReference( material );
|
|
|
|
properties.remove( material );
|
|
|
|
}
|
|
|
|
|
|
function releaseMaterialProgramReference( material ) {
|
|
|
|
var programInfo = properties.get( material ).program;
|
|
|
|
if ( programInfo !== undefined ) {
|
|
|
|
programCache.releaseProgram( programInfo );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Buffer rendering
|
|
|
|
function renderObjectImmediate( object, program ) {
|
|
|
|
object.render( function ( object ) {
|
|
|
|
_this.renderBufferImmediate( object, program );
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
this.renderBufferImmediate = function ( object, program ) {
|
|
|
|
bindingStates.initAttributes();
|
|
|
|
var buffers = properties.get( object );
|
|
|
|
if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
|
|
if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
|
|
if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
|
|
if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
|
|
|
|
var programAttributes = program.getAttributes();
|
|
|
|
if ( object.hasPositions ) {
|
|
|
|
_gl.bindBuffer( 34962, buffers.position );
|
|
_gl.bufferData( 34962, object.positionArray, 35048 );
|
|
|
|
bindingStates.enableAttribute( programAttributes.position );
|
|
_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasNormals ) {
|
|
|
|
_gl.bindBuffer( 34962, buffers.normal );
|
|
_gl.bufferData( 34962, object.normalArray, 35048 );
|
|
|
|
bindingStates.enableAttribute( programAttributes.normal );
|
|
_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasUvs ) {
|
|
|
|
_gl.bindBuffer( 34962, buffers.uv );
|
|
_gl.bufferData( 34962, object.uvArray, 35048 );
|
|
|
|
bindingStates.enableAttribute( programAttributes.uv );
|
|
_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( object.hasColors ) {
|
|
|
|
_gl.bindBuffer( 34962, buffers.color );
|
|
_gl.bufferData( 34962, object.colorArray, 35048 );
|
|
|
|
bindingStates.enableAttribute( programAttributes.color );
|
|
_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
|
|
|
|
}
|
|
|
|
bindingStates.disableUnusedAttributes();
|
|
|
|
_gl.drawArrays( 4, 0, object.count );
|
|
|
|
object.count = 0;
|
|
|
|
};
|
|
|
|
this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
|
|
|
|
if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
|
|
|
|
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
|
|
|
|
var program = setProgram( camera, scene, material, object );
|
|
|
|
state.setMaterial( material, frontFaceCW );
|
|
|
|
//
|
|
|
|
var index = geometry.index;
|
|
var position = geometry.attributes.position;
|
|
|
|
//
|
|
|
|
if ( index === null ) {
|
|
|
|
if ( position === undefined || position.count === 0 ) { return; }
|
|
|
|
} else if ( index.count === 0 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var rangeFactor = 1;
|
|
|
|
if ( material.wireframe === true ) {
|
|
|
|
index = geometries.getWireframeAttribute( geometry );
|
|
rangeFactor = 2;
|
|
|
|
}
|
|
|
|
if ( material.morphTargets || material.morphNormals ) {
|
|
|
|
morphtargets.update( object, geometry, material, program );
|
|
|
|
}
|
|
|
|
bindingStates.setup( object, material, program, geometry, index );
|
|
|
|
var attribute;
|
|
var renderer = bufferRenderer;
|
|
|
|
if ( index !== null ) {
|
|
|
|
attribute = attributes.get( index );
|
|
|
|
renderer = indexedBufferRenderer;
|
|
renderer.setIndex( attribute );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var dataCount = ( index !== null ) ? index.count : position.count;
|
|
|
|
var rangeStart = geometry.drawRange.start * rangeFactor;
|
|
var rangeCount = geometry.drawRange.count * rangeFactor;
|
|
|
|
var groupStart = group !== null ? group.start * rangeFactor : 0;
|
|
var groupCount = group !== null ? group.count * rangeFactor : Infinity;
|
|
|
|
var drawStart = Math.max( rangeStart, groupStart );
|
|
var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
|
|
|
|
var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
|
|
|
|
if ( drawCount === 0 ) { return; }
|
|
|
|
//
|
|
|
|
if ( object.isMesh ) {
|
|
|
|
if ( material.wireframe === true ) {
|
|
|
|
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
|
|
renderer.setMode( 1 );
|
|
|
|
} else {
|
|
|
|
renderer.setMode( 4 );
|
|
|
|
}
|
|
|
|
} else if ( object.isLine ) {
|
|
|
|
var lineWidth = material.linewidth;
|
|
|
|
if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
|
|
|
|
state.setLineWidth( lineWidth * getTargetPixelRatio() );
|
|
|
|
if ( object.isLineSegments ) {
|
|
|
|
renderer.setMode( 1 );
|
|
|
|
} else if ( object.isLineLoop ) {
|
|
|
|
renderer.setMode( 2 );
|
|
|
|
} else {
|
|
|
|
renderer.setMode( 3 );
|
|
|
|
}
|
|
|
|
} else if ( object.isPoints ) {
|
|
|
|
renderer.setMode( 0 );
|
|
|
|
} else if ( object.isSprite ) {
|
|
|
|
renderer.setMode( 4 );
|
|
|
|
}
|
|
|
|
if ( object.isInstancedMesh ) {
|
|
|
|
renderer.renderInstances( drawStart, drawCount, object.count );
|
|
|
|
} else if ( geometry.isInstancedBufferGeometry ) {
|
|
|
|
var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
|
|
|
|
renderer.renderInstances( drawStart, drawCount, instanceCount );
|
|
|
|
} else {
|
|
|
|
renderer.render( drawStart, drawCount );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Compile
|
|
|
|
this.compile = function ( scene, camera ) {
|
|
|
|
currentRenderState = renderStates.get( scene, camera );
|
|
currentRenderState.init();
|
|
|
|
scene.traverse( function ( object ) {
|
|
|
|
if ( object.isLight ) {
|
|
|
|
currentRenderState.pushLight( object );
|
|
|
|
if ( object.castShadow ) {
|
|
|
|
currentRenderState.pushShadow( object );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
currentRenderState.setupLights( camera );
|
|
|
|
var compiled = new WeakMap();
|
|
|
|
scene.traverse( function ( object ) {
|
|
|
|
var material = object.material;
|
|
|
|
if ( material ) {
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
for ( var i = 0; i < material.length; i ++ ) {
|
|
|
|
var material2 = material[ i ];
|
|
|
|
if ( compiled.has( material2 ) === false ) {
|
|
|
|
initMaterial( material2, scene, object );
|
|
compiled.set( material2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( compiled.has( material ) === false ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
compiled.set( material );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
};
|
|
|
|
// Animation Loop
|
|
|
|
var onAnimationFrameCallback = null;
|
|
|
|
function onAnimationFrame( time ) {
|
|
|
|
if ( xr.isPresenting ) { return; }
|
|
if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
|
|
|
|
}
|
|
|
|
var animation = new WebGLAnimation();
|
|
animation.setAnimationLoop( onAnimationFrame );
|
|
|
|
if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
|
|
|
|
this.setAnimationLoop = function ( callback ) {
|
|
|
|
onAnimationFrameCallback = callback;
|
|
xr.setAnimationLoop( callback );
|
|
|
|
( callback === null ) ? animation.stop() : animation.start();
|
|
|
|
};
|
|
|
|
// Rendering
|
|
|
|
this.render = function ( scene, camera ) {
|
|
|
|
var renderTarget, forceClear;
|
|
|
|
if ( arguments[ 2 ] !== undefined ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
|
|
renderTarget = arguments[ 2 ];
|
|
|
|
}
|
|
|
|
if ( arguments[ 3 ] !== undefined ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
|
|
forceClear = arguments[ 3 ];
|
|
|
|
}
|
|
|
|
if ( camera !== undefined && camera.isCamera !== true ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( _isContextLost === true ) { return; }
|
|
|
|
// reset caching for this frame
|
|
|
|
bindingStates.resetDefaultState();
|
|
_currentMaterialId = - 1;
|
|
_currentCamera = null;
|
|
|
|
// update scene graph
|
|
|
|
if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
|
|
|
|
// update camera matrices and frustum
|
|
|
|
if ( camera.parent === null ) { camera.updateMatrixWorld(); }
|
|
|
|
if ( xr.enabled === true && xr.isPresenting === true ) {
|
|
|
|
camera = xr.getCamera( camera );
|
|
|
|
}
|
|
|
|
//
|
|
if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
|
|
|
|
currentRenderState = renderStates.get( scene, camera );
|
|
currentRenderState.init();
|
|
|
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
_frustum.setFromProjectionMatrix( _projScreenMatrix );
|
|
|
|
_localClippingEnabled = this.localClippingEnabled;
|
|
_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
|
|
|
|
currentRenderList = renderLists.get( scene, camera );
|
|
currentRenderList.init();
|
|
|
|
projectObject( scene, camera, 0, _this.sortObjects );
|
|
|
|
currentRenderList.finish();
|
|
|
|
if ( _this.sortObjects === true ) {
|
|
|
|
currentRenderList.sort( _opaqueSort, _transparentSort );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if ( _clippingEnabled === true ) { clipping.beginShadows(); }
|
|
|
|
var shadowsArray = currentRenderState.state.shadowsArray;
|
|
|
|
shadowMap.render( shadowsArray, scene, camera );
|
|
|
|
currentRenderState.setupLights( camera );
|
|
|
|
if ( _clippingEnabled === true ) { clipping.endShadows(); }
|
|
|
|
//
|
|
|
|
if ( this.info.autoReset === true ) { this.info.reset(); }
|
|
|
|
if ( renderTarget !== undefined ) {
|
|
|
|
this.setRenderTarget( renderTarget );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
background.render( currentRenderList, scene, camera, forceClear );
|
|
|
|
// render scene
|
|
|
|
var opaqueObjects = currentRenderList.opaque;
|
|
var transparentObjects = currentRenderList.transparent;
|
|
|
|
if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
|
|
if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
|
|
|
|
//
|
|
|
|
if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
|
|
|
|
//
|
|
|
|
if ( _currentRenderTarget !== null ) {
|
|
|
|
// Generate mipmap if we're using any kind of mipmap filtering
|
|
|
|
textures.updateRenderTargetMipmap( _currentRenderTarget );
|
|
|
|
// resolve multisample renderbuffers to a single-sample texture if necessary
|
|
|
|
textures.updateMultisampleRenderTarget( _currentRenderTarget );
|
|
|
|
}
|
|
|
|
// Ensure depth buffer writing is enabled so it can be cleared on next render
|
|
|
|
state.buffers.depth.setTest( true );
|
|
state.buffers.depth.setMask( true );
|
|
state.buffers.color.setMask( true );
|
|
|
|
state.setPolygonOffset( false );
|
|
|
|
// _gl.finish();
|
|
|
|
currentRenderList = null;
|
|
currentRenderState = null;
|
|
|
|
};
|
|
|
|
function projectObject( object, camera, groupOrder, sortObjects ) {
|
|
|
|
if ( object.visible === false ) { return; }
|
|
|
|
var visible = object.layers.test( camera.layers );
|
|
|
|
if ( visible ) {
|
|
|
|
if ( object.isGroup ) {
|
|
|
|
groupOrder = object.renderOrder;
|
|
|
|
} else if ( object.isLOD ) {
|
|
|
|
if ( object.autoUpdate === true ) { object.update( camera ); }
|
|
|
|
} else if ( object.isLight ) {
|
|
|
|
currentRenderState.pushLight( object );
|
|
|
|
if ( object.castShadow ) {
|
|
|
|
currentRenderState.pushShadow( object );
|
|
|
|
}
|
|
|
|
} else if ( object.isSprite ) {
|
|
|
|
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
|
|
|
|
if ( sortObjects ) {
|
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
|
.applyMatrix4( _projScreenMatrix );
|
|
|
|
}
|
|
|
|
var geometry = objects.update( object );
|
|
var material = object.material;
|
|
|
|
if ( material.visible ) {
|
|
|
|
currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( object.isImmediateRenderObject ) {
|
|
|
|
if ( sortObjects ) {
|
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
|
.applyMatrix4( _projScreenMatrix );
|
|
|
|
}
|
|
|
|
currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
|
|
|
|
} else if ( object.isMesh || object.isLine || object.isPoints ) {
|
|
|
|
if ( object.isSkinnedMesh ) {
|
|
|
|
// update skeleton only once in a frame
|
|
|
|
if ( object.skeleton.frame !== info.render.frame ) {
|
|
|
|
object.skeleton.update();
|
|
object.skeleton.frame = info.render.frame;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
|
|
|
|
if ( sortObjects ) {
|
|
|
|
_vector3.setFromMatrixPosition( object.matrixWorld )
|
|
.applyMatrix4( _projScreenMatrix );
|
|
|
|
}
|
|
|
|
var geometry$1 = objects.update( object );
|
|
var material$1 = object.material;
|
|
|
|
if ( Array.isArray( material$1 ) ) {
|
|
|
|
var groups = geometry$1.groups;
|
|
|
|
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
|
|
|
var group = groups[ i ];
|
|
var groupMaterial = material$1[ group.materialIndex ];
|
|
|
|
if ( groupMaterial && groupMaterial.visible ) {
|
|
|
|
currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( material$1.visible ) {
|
|
|
|
currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
|
|
|
|
projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function renderObjects( renderList, scene, camera ) {
|
|
|
|
var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
|
|
|
|
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
|
|
|
|
var renderItem = renderList[ i ];
|
|
|
|
var object = renderItem.object;
|
|
var geometry = renderItem.geometry;
|
|
var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
|
|
var group = renderItem.group;
|
|
|
|
if ( camera.isArrayCamera ) {
|
|
|
|
_currentArrayCamera = camera;
|
|
|
|
var cameras = camera.cameras;
|
|
|
|
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
|
|
|
|
var camera2 = cameras[ j ];
|
|
|
|
if ( object.layers.test( camera2.layers ) ) {
|
|
|
|
state.viewport( _currentViewport.copy( camera2.viewport ) );
|
|
|
|
currentRenderState.setupLights( camera2 );
|
|
|
|
renderObject( object, scene, camera2, geometry, material, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
_currentArrayCamera = null;
|
|
|
|
renderObject( object, scene, camera, geometry, material, group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function renderObject( object, scene, camera, geometry, material, group ) {
|
|
|
|
object.onBeforeRender( _this, scene, camera, geometry, material, group );
|
|
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
|
|
|
|
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
|
|
|
|
if ( object.isImmediateRenderObject ) {
|
|
|
|
var program = setProgram( camera, scene, material, object );
|
|
|
|
state.setMaterial( material );
|
|
|
|
bindingStates.reset();
|
|
|
|
renderObjectImmediate( object, program );
|
|
|
|
} else {
|
|
|
|
_this.renderBufferDirect( camera, scene, geometry, material, object, group );
|
|
|
|
}
|
|
|
|
object.onAfterRender( _this, scene, camera, geometry, material, group );
|
|
currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
|
|
|
|
}
|
|
|
|
function initMaterial( material, scene, object ) {
|
|
|
|
if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
|
|
|
|
var materialProperties = properties.get( material );
|
|
|
|
var lights = currentRenderState.state.lights;
|
|
var shadowsArray = currentRenderState.state.shadowsArray;
|
|
|
|
var lightsStateVersion = lights.state.version;
|
|
|
|
var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
|
|
var programCacheKey = programCache.getProgramCacheKey( parameters );
|
|
|
|
var program = materialProperties.program;
|
|
var programChange = true;
|
|
|
|
if ( program === undefined ) {
|
|
|
|
// new material
|
|
material.addEventListener( 'dispose', onMaterialDispose );
|
|
|
|
} else if ( program.cacheKey !== programCacheKey ) {
|
|
|
|
// changed glsl or parameters
|
|
releaseMaterialProgramReference( material );
|
|
|
|
} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
|
|
|
|
programChange = false;
|
|
|
|
} else if ( parameters.shaderID !== undefined ) {
|
|
|
|
// same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect
|
|
|
|
var environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
materialProperties.envMap = cubemaps.get( material.envMap || environment );
|
|
|
|
return;
|
|
|
|
} else {
|
|
|
|
// only rebuild uniform list
|
|
programChange = false;
|
|
|
|
}
|
|
|
|
if ( programChange ) {
|
|
|
|
parameters.uniforms = programCache.getUniforms( material );
|
|
|
|
material.onBeforeCompile( parameters, _this );
|
|
|
|
program = programCache.acquireProgram( parameters, programCacheKey );
|
|
|
|
materialProperties.program = program;
|
|
materialProperties.uniforms = parameters.uniforms;
|
|
materialProperties.outputEncoding = parameters.outputEncoding;
|
|
|
|
}
|
|
|
|
var uniforms = materialProperties.uniforms;
|
|
|
|
if ( ! material.isShaderMaterial &&
|
|
! material.isRawShaderMaterial ||
|
|
material.clipping === true ) {
|
|
|
|
materialProperties.numClippingPlanes = clipping.numPlanes;
|
|
materialProperties.numIntersection = clipping.numIntersection;
|
|
uniforms.clippingPlanes = clipping.uniform;
|
|
|
|
}
|
|
|
|
materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
materialProperties.fog = scene.fog;
|
|
materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
|
|
|
|
// store the light setup it was created for
|
|
|
|
materialProperties.needsLights = materialNeedsLights( material );
|
|
materialProperties.lightsStateVersion = lightsStateVersion;
|
|
|
|
if ( materialProperties.needsLights ) {
|
|
|
|
// wire up the material to this renderer's lighting state
|
|
|
|
uniforms.ambientLightColor.value = lights.state.ambient;
|
|
uniforms.lightProbe.value = lights.state.probe;
|
|
uniforms.directionalLights.value = lights.state.directional;
|
|
uniforms.directionalLightShadows.value = lights.state.directionalShadow;
|
|
uniforms.spotLights.value = lights.state.spot;
|
|
uniforms.spotLightShadows.value = lights.state.spotShadow;
|
|
uniforms.rectAreaLights.value = lights.state.rectArea;
|
|
uniforms.ltc_1.value = lights.state.rectAreaLTC1;
|
|
uniforms.ltc_2.value = lights.state.rectAreaLTC2;
|
|
uniforms.pointLights.value = lights.state.point;
|
|
uniforms.pointLightShadows.value = lights.state.pointShadow;
|
|
uniforms.hemisphereLights.value = lights.state.hemi;
|
|
|
|
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
|
|
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
|
|
uniforms.spotShadowMap.value = lights.state.spotShadowMap;
|
|
uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
|
|
uniforms.pointShadowMap.value = lights.state.pointShadowMap;
|
|
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
|
|
// TODO (abelnation): add area lights shadow info to uniforms
|
|
|
|
}
|
|
|
|
var progUniforms = materialProperties.program.getUniforms();
|
|
var uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
|
|
|
|
materialProperties.uniformsList = uniformsList;
|
|
|
|
}
|
|
|
|
function setProgram( camera, scene, material, object ) {
|
|
|
|
if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
|
|
|
|
textures.resetTextureUnits();
|
|
|
|
var fog = scene.fog;
|
|
var environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
|
|
var envMap = cubemaps.get( material.envMap || environment );
|
|
|
|
var materialProperties = properties.get( material );
|
|
var lights = currentRenderState.state.lights;
|
|
|
|
if ( _clippingEnabled === true ) {
|
|
|
|
if ( _localClippingEnabled === true || camera !== _currentCamera ) {
|
|
|
|
var useCache =
|
|
camera === _currentCamera &&
|
|
material.id === _currentMaterialId;
|
|
|
|
// we might want to call this function with some ClippingGroup
|
|
// object instead of the material, once it becomes feasible
|
|
// (#8465, #8379)
|
|
clipping.setState( material, camera, useCache );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.version === materialProperties.__version ) {
|
|
|
|
if ( material.fog && materialProperties.fog !== fog ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
} else if ( materialProperties.environment !== environment ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
} else if ( materialProperties.numClippingPlanes !== undefined &&
|
|
( materialProperties.numClippingPlanes !== clipping.numPlanes ||
|
|
materialProperties.numIntersection !== clipping.numIntersection ) ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
} else if ( materialProperties.outputEncoding !== encoding ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
} else if ( materialProperties.envMap !== envMap ) {
|
|
|
|
initMaterial( material, scene, object );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
initMaterial( material, scene, object );
|
|
materialProperties.__version = material.version;
|
|
|
|
}
|
|
|
|
var refreshProgram = false;
|
|
var refreshMaterial = false;
|
|
var refreshLights = false;
|
|
|
|
var program = materialProperties.program,
|
|
p_uniforms = program.getUniforms(),
|
|
m_uniforms = materialProperties.uniforms;
|
|
|
|
if ( state.useProgram( program.program ) ) {
|
|
|
|
refreshProgram = true;
|
|
refreshMaterial = true;
|
|
refreshLights = true;
|
|
|
|
}
|
|
|
|
if ( material.id !== _currentMaterialId ) {
|
|
|
|
_currentMaterialId = material.id;
|
|
|
|
refreshMaterial = true;
|
|
|
|
}
|
|
|
|
if ( refreshProgram || _currentCamera !== camera ) {
|
|
|
|
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
|
|
|
|
if ( capabilities.logarithmicDepthBuffer ) {
|
|
|
|
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
|
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
|
|
|
}
|
|
|
|
if ( _currentCamera !== camera ) {
|
|
|
|
_currentCamera = camera;
|
|
|
|
// lighting uniforms depend on the camera so enforce an update
|
|
// now, in case this material supports lights - or later, when
|
|
// the next material that does gets activated:
|
|
|
|
refreshMaterial = true; // set to true on material change
|
|
refreshLights = true; // remains set until update done
|
|
|
|
}
|
|
|
|
// load material specific uniforms
|
|
// (shader material also gets them for the sake of genericity)
|
|
|
|
if ( material.isShaderMaterial ||
|
|
material.isMeshPhongMaterial ||
|
|
material.isMeshToonMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.envMap ) {
|
|
|
|
var uCamPos = p_uniforms.map.cameraPosition;
|
|
|
|
if ( uCamPos !== undefined ) {
|
|
|
|
uCamPos.setValue( _gl,
|
|
_vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( material.isMeshPhongMaterial ||
|
|
material.isMeshToonMaterial ||
|
|
material.isMeshLambertMaterial ||
|
|
material.isMeshBasicMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.isShaderMaterial ) {
|
|
|
|
p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
|
|
|
|
}
|
|
|
|
if ( material.isMeshPhongMaterial ||
|
|
material.isMeshToonMaterial ||
|
|
material.isMeshLambertMaterial ||
|
|
material.isMeshBasicMaterial ||
|
|
material.isMeshStandardMaterial ||
|
|
material.isShaderMaterial ||
|
|
material.isShadowMaterial ||
|
|
material.skinning ) {
|
|
|
|
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// skinning uniforms must be set even if material didn't change
|
|
// auto-setting of texture unit for bone texture must go before other textures
|
|
// otherwise textures used for skinning can take over texture units reserved for other material textures
|
|
|
|
if ( material.skinning ) {
|
|
|
|
p_uniforms.setOptional( _gl, object, 'bindMatrix' );
|
|
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
|
|
|
|
var skeleton = object.skeleton;
|
|
|
|
if ( skeleton ) {
|
|
|
|
var bones = skeleton.bones;
|
|
|
|
if ( capabilities.floatVertexTextures ) {
|
|
|
|
if ( skeleton.boneTexture === undefined ) {
|
|
|
|
// layout (1 matrix = 4 pixels)
|
|
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
|
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
|
|
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
|
|
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
|
|
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
|
|
|
|
|
|
var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
|
|
size = MathUtils.ceilPowerOfTwo( size );
|
|
size = Math.max( size, 4 );
|
|
|
|
var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
|
|
boneMatrices.set( skeleton.boneMatrices ); // copy current values
|
|
|
|
var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
|
|
|
|
skeleton.boneMatrices = boneMatrices;
|
|
skeleton.boneTexture = boneTexture;
|
|
skeleton.boneTextureSize = size;
|
|
|
|
}
|
|
|
|
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
|
|
p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
|
|
|
|
} else {
|
|
|
|
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
|
|
|
|
materialProperties.receiveShadow = object.receiveShadow;
|
|
p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
|
|
|
|
}
|
|
|
|
if ( refreshMaterial ) {
|
|
|
|
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
|
|
|
|
if ( materialProperties.needsLights ) {
|
|
|
|
// the current material requires lighting info
|
|
|
|
// note: all lighting uniforms are always set correctly
|
|
// they simply reference the renderer's state for their
|
|
// values
|
|
//
|
|
// use the current material's .needsUpdate flags to set
|
|
// the GL state when required
|
|
|
|
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
|
|
|
|
}
|
|
|
|
// refresh uniforms common to several materials
|
|
|
|
if ( fog && material.fog ) {
|
|
|
|
materials.refreshFogUniforms( m_uniforms, fog );
|
|
|
|
}
|
|
|
|
materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
|
|
|
|
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
|
|
|
|
}
|
|
|
|
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
|
|
|
|
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
|
|
material.uniformsNeedUpdate = false;
|
|
|
|
}
|
|
|
|
if ( material.isSpriteMaterial ) {
|
|
|
|
p_uniforms.setValue( _gl, 'center', object.center );
|
|
|
|
}
|
|
|
|
// common matrices
|
|
|
|
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
|
|
p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
|
|
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
|
|
|
|
function markUniformsLightsNeedsUpdate( uniforms, value ) {
|
|
|
|
uniforms.ambientLightColor.needsUpdate = value;
|
|
uniforms.lightProbe.needsUpdate = value;
|
|
|
|
uniforms.directionalLights.needsUpdate = value;
|
|
uniforms.directionalLightShadows.needsUpdate = value;
|
|
uniforms.pointLights.needsUpdate = value;
|
|
uniforms.pointLightShadows.needsUpdate = value;
|
|
uniforms.spotLights.needsUpdate = value;
|
|
uniforms.spotLightShadows.needsUpdate = value;
|
|
uniforms.rectAreaLights.needsUpdate = value;
|
|
uniforms.hemisphereLights.needsUpdate = value;
|
|
|
|
}
|
|
|
|
function materialNeedsLights( material ) {
|
|
|
|
return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
|
|
material.isMeshStandardMaterial || material.isShadowMaterial ||
|
|
( material.isShaderMaterial && material.lights === true );
|
|
|
|
}
|
|
|
|
//
|
|
this.setFramebuffer = function ( value ) {
|
|
|
|
if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
|
|
|
|
_framebuffer = value;
|
|
|
|
};
|
|
|
|
this.getActiveCubeFace = function () {
|
|
|
|
return _currentActiveCubeFace;
|
|
|
|
};
|
|
|
|
this.getActiveMipmapLevel = function () {
|
|
|
|
return _currentActiveMipmapLevel;
|
|
|
|
};
|
|
|
|
this.getRenderList = function () {
|
|
|
|
return currentRenderList;
|
|
|
|
};
|
|
|
|
this.setRenderList = function ( renderList ) {
|
|
|
|
currentRenderList = renderList;
|
|
|
|
};
|
|
|
|
this.getRenderState = function () {
|
|
|
|
return currentRenderState;
|
|
|
|
};
|
|
|
|
this.setRenderState = function ( renderState ) {
|
|
|
|
currentRenderState = renderState;
|
|
|
|
};
|
|
|
|
this.getRenderTarget = function () {
|
|
|
|
return _currentRenderTarget;
|
|
|
|
};
|
|
|
|
this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
|
|
if ( activeCubeFace === void 0 ) activeCubeFace = 0;
|
|
if ( activeMipmapLevel === void 0 ) activeMipmapLevel = 0;
|
|
|
|
|
|
_currentRenderTarget = renderTarget;
|
|
_currentActiveCubeFace = activeCubeFace;
|
|
_currentActiveMipmapLevel = activeMipmapLevel;
|
|
|
|
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
|
|
|
|
textures.setupRenderTarget( renderTarget );
|
|
|
|
}
|
|
|
|
var framebuffer = _framebuffer;
|
|
var isCube = false;
|
|
|
|
if ( renderTarget ) {
|
|
|
|
var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
|
|
|
if ( renderTarget.isWebGLCubeRenderTarget ) {
|
|
|
|
framebuffer = _webglFramebuffer[ activeCubeFace ];
|
|
isCube = true;
|
|
|
|
} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
|
|
|
|
framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
|
|
|
|
} else {
|
|
|
|
framebuffer = _webglFramebuffer;
|
|
|
|
}
|
|
|
|
_currentViewport.copy( renderTarget.viewport );
|
|
_currentScissor.copy( renderTarget.scissor );
|
|
_currentScissorTest = renderTarget.scissorTest;
|
|
|
|
} else {
|
|
|
|
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
|
|
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
|
|
_currentScissorTest = _scissorTest;
|
|
|
|
}
|
|
|
|
if ( _currentFramebuffer !== framebuffer ) {
|
|
|
|
_gl.bindFramebuffer( 36160, framebuffer );
|
|
_currentFramebuffer = framebuffer;
|
|
|
|
}
|
|
|
|
state.viewport( _currentViewport );
|
|
state.scissor( _currentScissor );
|
|
state.setScissorTest( _currentScissorTest );
|
|
|
|
if ( isCube ) {
|
|
|
|
var textureProperties = properties.get( renderTarget.texture );
|
|
_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
|
|
|
|
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
|
|
return;
|
|
|
|
}
|
|
|
|
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
|
|
|
if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
|
|
|
|
framebuffer = framebuffer[ activeCubeFaceIndex ];
|
|
|
|
}
|
|
|
|
if ( framebuffer ) {
|
|
|
|
var restore = false;
|
|
|
|
if ( framebuffer !== _currentFramebuffer ) {
|
|
|
|
_gl.bindFramebuffer( 36160, framebuffer );
|
|
|
|
restore = true;
|
|
|
|
}
|
|
|
|
try {
|
|
|
|
var texture = renderTarget.texture;
|
|
var textureFormat = texture.format;
|
|
var textureType = texture.type;
|
|
|
|
if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
|
|
! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
|
|
! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
|
|
|
|
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
|
|
|
|
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
|
|
|
|
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
|
|
|
|
}
|
|
|
|
} finally {
|
|
|
|
if ( restore ) {
|
|
|
|
_gl.bindFramebuffer( 36160, _currentFramebuffer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.copyFramebufferToTexture = function ( position, texture, level ) {
|
|
|
|
if ( level === undefined ) { level = 0; }
|
|
|
|
var levelScale = Math.pow( 2, - level );
|
|
var width = Math.floor( texture.image.width * levelScale );
|
|
var height = Math.floor( texture.image.height * levelScale );
|
|
var glFormat = utils.convert( texture.format );
|
|
|
|
textures.setTexture2D( texture, 0 );
|
|
|
|
_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
|
|
|
|
state.unbindTexture();
|
|
|
|
};
|
|
|
|
this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
|
|
|
|
if ( level === undefined ) { level = 0; }
|
|
|
|
var width = srcTexture.image.width;
|
|
var height = srcTexture.image.height;
|
|
var glFormat = utils.convert( dstTexture.format );
|
|
var glType = utils.convert( dstTexture.type );
|
|
|
|
textures.setTexture2D( dstTexture, 0 );
|
|
|
|
// As another texture upload may have changed pixelStorei
|
|
// parameters, make sure they are correct for the dstTexture
|
|
_gl.pixelStorei( 37440, dstTexture.flipY );
|
|
_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
|
|
_gl.pixelStorei( 3317, dstTexture.unpackAlignment );
|
|
|
|
if ( srcTexture.isDataTexture ) {
|
|
|
|
_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
|
|
|
|
} else {
|
|
|
|
if ( srcTexture.isCompressedTexture ) {
|
|
|
|
_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
|
|
|
|
} else {
|
|
|
|
_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Generate mipmaps only when copying level 0
|
|
if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
|
|
|
|
state.unbindTexture();
|
|
|
|
};
|
|
|
|
this.initTexture = function ( texture ) {
|
|
|
|
textures.setTexture2D( texture, 0 );
|
|
|
|
state.unbindTexture();
|
|
|
|
};
|
|
|
|
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
|
|
|
|
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function WebGL1Renderer( parameters ) {
|
|
|
|
WebGLRenderer.call( this, parameters );
|
|
|
|
}
|
|
|
|
WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
|
|
|
|
constructor: WebGL1Renderer,
|
|
|
|
isWebGL1Renderer: true
|
|
|
|
} );
|
|
|
|
var FogExp2 = function FogExp2( color, density ) {
|
|
|
|
Object.defineProperty( this, 'isFogExp2', { value: true } );
|
|
|
|
this.name = '';
|
|
|
|
this.color = new Color( color );
|
|
this.density = ( density !== undefined ) ? density : 0.00025;
|
|
|
|
};
|
|
|
|
FogExp2.prototype.clone = function clone () {
|
|
|
|
return new FogExp2( this.color, this.density );
|
|
|
|
};
|
|
|
|
FogExp2.prototype.toJSON = function toJSON ( /* meta */ ) {
|
|
|
|
return {
|
|
type: 'FogExp2',
|
|
color: this.color.getHex(),
|
|
density: this.density
|
|
};
|
|
|
|
};
|
|
|
|
var Fog = function Fog( color, near, far ) {
|
|
|
|
Object.defineProperty( this, 'isFog', { value: true } );
|
|
|
|
this.name = '';
|
|
|
|
this.color = new Color( color );
|
|
|
|
this.near = ( near !== undefined ) ? near : 1;
|
|
this.far = ( far !== undefined ) ? far : 1000;
|
|
|
|
};
|
|
|
|
Fog.prototype.clone = function clone () {
|
|
|
|
return new Fog( this.color, this.near, this.far );
|
|
|
|
};
|
|
|
|
Fog.prototype.toJSON = function toJSON ( /* meta */ ) {
|
|
|
|
return {
|
|
type: 'Fog',
|
|
color: this.color.getHex(),
|
|
near: this.near,
|
|
far: this.far
|
|
};
|
|
|
|
};
|
|
|
|
function Scene() {
|
|
|
|
Object3D.call(this);
|
|
|
|
Object.defineProperty( this, 'isScene', { value: true } );
|
|
|
|
this.type = 'Scene';
|
|
|
|
this.background = null;
|
|
this.environment = null;
|
|
this.fog = null;
|
|
|
|
this.overrideMaterial = null;
|
|
|
|
this.autoUpdate = true; // checked by the renderer
|
|
|
|
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
|
|
|
|
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Scene.prototype = Object.create( Object3D.prototype );
|
|
Scene.prototype.constructor = Scene;
|
|
|
|
Scene.prototype.copy = function copy ( source, recursive ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, recursive );
|
|
|
|
if ( source.background !== null ) { this.background = source.background.clone(); }
|
|
if ( source.environment !== null ) { this.environment = source.environment.clone(); }
|
|
if ( source.fog !== null ) { this.fog = source.fog.clone(); }
|
|
|
|
if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
|
|
|
|
this.autoUpdate = source.autoUpdate;
|
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Scene.prototype.toJSON = function toJSON ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
|
|
if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
|
|
if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
function InterleavedBuffer( array, stride ) {
|
|
|
|
this.array = array;
|
|
this.stride = stride;
|
|
this.count = array !== undefined ? array.length / stride : 0;
|
|
|
|
this.usage = StaticDrawUsage;
|
|
this.updateRange = { offset: 0, count: - 1 };
|
|
|
|
this.version = 0;
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
}
|
|
|
|
Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value === true ) { this.version ++; }
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( InterleavedBuffer.prototype, {
|
|
|
|
isInterleavedBuffer: true,
|
|
|
|
onUploadCallback: function () {},
|
|
|
|
setUsage: function ( value ) {
|
|
|
|
this.usage = value;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.array = new source.array.constructor( source.array );
|
|
this.count = source.count;
|
|
this.stride = source.stride;
|
|
this.usage = source.usage;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copyAt: function ( index1, attribute, index2 ) {
|
|
|
|
index1 *= this.stride;
|
|
index2 *= attribute.stride;
|
|
|
|
for ( var i = 0, l = this.stride; i < l; i ++ ) {
|
|
|
|
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
set: function ( value, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
this.array.set( value, offset );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function ( data ) {
|
|
|
|
if ( data.arrayBuffers === undefined ) {
|
|
|
|
data.arrayBuffers = {};
|
|
|
|
}
|
|
|
|
if ( this.array.buffer._uuid === undefined ) {
|
|
|
|
this.array.buffer._uuid = MathUtils.generateUUID();
|
|
|
|
}
|
|
|
|
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
|
|
|
|
data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
|
|
|
|
}
|
|
|
|
var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
|
|
|
|
var ib = new InterleavedBuffer( array, this.stride );
|
|
ib.setUsage( this.usage );
|
|
|
|
return ib;
|
|
|
|
},
|
|
|
|
onUpload: function ( callback ) {
|
|
|
|
this.onUploadCallback = callback;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( data ) {
|
|
|
|
if ( data.arrayBuffers === undefined ) {
|
|
|
|
data.arrayBuffers = {};
|
|
|
|
}
|
|
|
|
// generate UUID for array buffer if necessary
|
|
|
|
if ( this.array.buffer._uuid === undefined ) {
|
|
|
|
this.array.buffer._uuid = MathUtils.generateUUID();
|
|
|
|
}
|
|
|
|
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
|
|
|
|
data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
return {
|
|
uuid: this.uuid,
|
|
buffer: this.array.buffer._uuid,
|
|
type: this.array.constructor.name,
|
|
stride: this.stride
|
|
};
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _vector$6 = new Vector3();
|
|
|
|
function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
|
|
|
|
this.name = '';
|
|
|
|
this.data = interleavedBuffer;
|
|
this.itemSize = itemSize;
|
|
this.offset = offset;
|
|
|
|
this.normalized = normalized === true;
|
|
|
|
}
|
|
|
|
Object.defineProperties( InterleavedBufferAttribute.prototype, {
|
|
|
|
count: {
|
|
|
|
get: function () {
|
|
|
|
return this.data.count;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
array: {
|
|
|
|
get: function () {
|
|
|
|
return this.data.array;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
needsUpdate: {
|
|
|
|
set: function ( value ) {
|
|
|
|
this.data.needsUpdate = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( InterleavedBufferAttribute.prototype, {
|
|
|
|
isInterleavedBufferAttribute: true,
|
|
|
|
applyMatrix4: function ( m ) {
|
|
|
|
for ( var i = 0, l = this.data.count; i < l; i ++ ) {
|
|
|
|
_vector$6.x = this.getX( i );
|
|
_vector$6.y = this.getY( i );
|
|
_vector$6.z = this.getZ( i );
|
|
|
|
_vector$6.applyMatrix4( m );
|
|
|
|
this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setX: function ( index, x ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset ] = x;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setY: function ( index, y ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setZ: function ( index, z ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setW: function ( index, w ) {
|
|
|
|
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getX: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset ];
|
|
|
|
},
|
|
|
|
getY: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 1 ];
|
|
|
|
},
|
|
|
|
getZ: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 2 ];
|
|
|
|
},
|
|
|
|
getW: function ( index ) {
|
|
|
|
return this.data.array[ index * this.data.stride + this.offset + 3 ];
|
|
|
|
},
|
|
|
|
setXY: function ( index, x, y ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZ: function ( index, x, y, z ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
this.data.array[ index + 2 ] = z;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setXYZW: function ( index, x, y, z, w ) {
|
|
|
|
index = index * this.data.stride + this.offset;
|
|
|
|
this.data.array[ index + 0 ] = x;
|
|
this.data.array[ index + 1 ] = y;
|
|
this.data.array[ index + 2 ] = z;
|
|
this.data.array[ index + 3 ] = w;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function ( data ) {
|
|
|
|
if ( data === undefined ) {
|
|
|
|
console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0; i < this.count; i ++ ) {
|
|
|
|
var index = i * this.data.stride + this.offset;
|
|
|
|
for ( var j = 0; j < this.itemSize; j ++ ) {
|
|
|
|
array.push( this.data.array[ index + j ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
|
|
|
|
} else {
|
|
|
|
if ( data.interleavedBuffers === undefined ) {
|
|
|
|
data.interleavedBuffers = {};
|
|
|
|
}
|
|
|
|
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
|
|
|
|
data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
|
|
|
|
}
|
|
|
|
return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( data ) {
|
|
|
|
if ( data === undefined ) {
|
|
|
|
console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0; i < this.count; i ++ ) {
|
|
|
|
var index = i * this.data.stride + this.offset;
|
|
|
|
for ( var j = 0; j < this.itemSize; j ++ ) {
|
|
|
|
array.push( this.data.array[ index + j ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// deinterleave data and save it as an ordinary buffer attribute for now
|
|
|
|
return {
|
|
itemSize: this.itemSize,
|
|
type: this.array.constructor.name,
|
|
array: array,
|
|
normalized: this.normalized
|
|
};
|
|
|
|
} else {
|
|
|
|
// save as true interlaved attribtue
|
|
|
|
if ( data.interleavedBuffers === undefined ) {
|
|
|
|
data.interleavedBuffers = {};
|
|
|
|
}
|
|
|
|
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
|
|
|
|
data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
|
|
|
|
}
|
|
|
|
return {
|
|
isInterleavedBufferAttribute: true,
|
|
itemSize: this.itemSize,
|
|
data: this.data.uuid,
|
|
offset: this.offset,
|
|
normalized: this.normalized
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
* rotation: <float>,
|
|
* sizeAttenuation: <bool>
|
|
* }
|
|
*/
|
|
|
|
function SpriteMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'SpriteMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.map = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.rotation = 0;
|
|
|
|
this.sizeAttenuation = true;
|
|
|
|
this.transparent = true;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
SpriteMaterial.prototype = Object.create( Material.prototype );
|
|
SpriteMaterial.prototype.constructor = SpriteMaterial;
|
|
SpriteMaterial.prototype.isSpriteMaterial = true;
|
|
|
|
SpriteMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.rotation = source.rotation;
|
|
|
|
this.sizeAttenuation = source.sizeAttenuation;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _geometry;
|
|
|
|
var _intersectPoint = new Vector3();
|
|
var _worldScale = new Vector3();
|
|
var _mvPosition = new Vector3();
|
|
|
|
var _alignedPosition = new Vector2();
|
|
var _rotatedPosition = new Vector2();
|
|
var _viewWorldMatrix = new Matrix4();
|
|
|
|
var _vA$1 = new Vector3();
|
|
var _vB$1 = new Vector3();
|
|
var _vC$1 = new Vector3();
|
|
|
|
var _uvA$1 = new Vector2();
|
|
var _uvB$1 = new Vector2();
|
|
var _uvC$1 = new Vector2();
|
|
|
|
function Sprite( material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Sprite';
|
|
|
|
if ( _geometry === undefined ) {
|
|
|
|
_geometry = new BufferGeometry();
|
|
|
|
var float32Array = new Float32Array( [
|
|
- 0.5, - 0.5, 0, 0, 0,
|
|
0.5, - 0.5, 0, 1, 0,
|
|
0.5, 0.5, 0, 1, 1,
|
|
- 0.5, 0.5, 0, 0, 1
|
|
] );
|
|
|
|
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
|
|
|
|
_geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
|
|
_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
|
|
_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
|
|
|
|
}
|
|
|
|
this.geometry = _geometry;
|
|
this.material = ( material !== undefined ) ? material : new SpriteMaterial();
|
|
|
|
this.center = new Vector2( 0.5, 0.5 );
|
|
|
|
}
|
|
|
|
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Sprite,
|
|
|
|
isSprite: true,
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
if ( raycaster.camera === null ) {
|
|
|
|
console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
|
|
|
|
}
|
|
|
|
_worldScale.setFromMatrixScale( this.matrixWorld );
|
|
|
|
_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
|
|
this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
|
|
|
|
_mvPosition.setFromMatrixPosition( this.modelViewMatrix );
|
|
|
|
if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
|
|
|
|
_worldScale.multiplyScalar( - _mvPosition.z );
|
|
|
|
}
|
|
|
|
var rotation = this.material.rotation;
|
|
var sin, cos;
|
|
|
|
if ( rotation !== 0 ) {
|
|
|
|
cos = Math.cos( rotation );
|
|
sin = Math.sin( rotation );
|
|
|
|
}
|
|
|
|
var center = this.center;
|
|
|
|
transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
|
|
transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
|
|
transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
|
|
|
|
_uvA$1.set( 0, 0 );
|
|
_uvB$1.set( 1, 0 );
|
|
_uvC$1.set( 1, 1 );
|
|
|
|
// check first triangle
|
|
var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
|
|
|
|
if ( intersect === null ) {
|
|
|
|
// check second triangle
|
|
transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
|
|
_uvB$1.set( 0, 1 );
|
|
|
|
intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
|
|
if ( intersect === null ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) { return; }
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
point: _intersectPoint.clone(),
|
|
uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
|
|
face: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
if ( source.center !== undefined ) { this.center.copy( source.center ); }
|
|
|
|
this.material = source.material;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
|
|
|
|
// compute position in camera space
|
|
_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
|
|
|
|
// to check if rotation is not zero
|
|
if ( sin !== undefined ) {
|
|
|
|
_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
|
|
_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
|
|
|
|
} else {
|
|
|
|
_rotatedPosition.copy( _alignedPosition );
|
|
|
|
}
|
|
|
|
|
|
vertexPosition.copy( mvPosition );
|
|
vertexPosition.x += _rotatedPosition.x;
|
|
vertexPosition.y += _rotatedPosition.y;
|
|
|
|
// transform to world space
|
|
vertexPosition.applyMatrix4( _viewWorldMatrix );
|
|
|
|
}
|
|
|
|
var _v1$4 = new Vector3();
|
|
var _v2$2 = new Vector3();
|
|
|
|
function LOD() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this._currentLevel = 0;
|
|
|
|
this.type = 'LOD';
|
|
|
|
Object.defineProperties( this, {
|
|
levels: {
|
|
enumerable: true,
|
|
value: []
|
|
}
|
|
} );
|
|
|
|
this.autoUpdate = true;
|
|
|
|
}
|
|
|
|
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: LOD,
|
|
|
|
isLOD: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, false );
|
|
|
|
var levels = source.levels;
|
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
|
|
|
var level = levels[ i ];
|
|
|
|
this.addLevel( level.object.clone(), level.distance );
|
|
|
|
}
|
|
|
|
this.autoUpdate = source.autoUpdate;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
addLevel: function ( object, distance ) {
|
|
|
|
if ( distance === undefined ) { distance = 0; }
|
|
|
|
distance = Math.abs( distance );
|
|
|
|
var levels = this.levels;
|
|
|
|
var l;
|
|
|
|
for ( l = 0; l < levels.length; l ++ ) {
|
|
|
|
if ( distance < levels[ l ].distance ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
levels.splice( l, 0, { distance: distance, object: object } );
|
|
|
|
this.add( object );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getCurrentLevel: function () {
|
|
|
|
return this._currentLevel;
|
|
|
|
},
|
|
|
|
getObjectForDistance: function ( distance ) {
|
|
|
|
var levels = this.levels;
|
|
|
|
if ( levels.length > 0 ) {
|
|
|
|
var i, l;
|
|
|
|
for ( i = 1, l = levels.length; i < l; i ++ ) {
|
|
|
|
if ( distance < levels[ i ].distance ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return levels[ i - 1 ].object;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
var levels = this.levels;
|
|
|
|
if ( levels.length > 0 ) {
|
|
|
|
_v1$4.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( _v1$4 );
|
|
|
|
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
update: function ( camera ) {
|
|
|
|
var levels = this.levels;
|
|
|
|
if ( levels.length > 1 ) {
|
|
|
|
_v1$4.setFromMatrixPosition( camera.matrixWorld );
|
|
_v2$2.setFromMatrixPosition( this.matrixWorld );
|
|
|
|
var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
|
|
|
|
levels[ 0 ].object.visible = true;
|
|
|
|
var i, l;
|
|
|
|
for ( i = 1, l = levels.length; i < l; i ++ ) {
|
|
|
|
if ( distance >= levels[ i ].distance ) {
|
|
|
|
levels[ i - 1 ].object.visible = false;
|
|
levels[ i ].object.visible = true;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._currentLevel = i - 1;
|
|
|
|
for ( ; i < l; i ++ ) {
|
|
|
|
levels[ i ].object.visible = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
|
|
|
|
data.object.levels = [];
|
|
|
|
var levels = this.levels;
|
|
|
|
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
|
|
|
var level = levels[ i ];
|
|
|
|
data.object.levels.push( {
|
|
object: level.object.uuid,
|
|
distance: level.distance
|
|
} );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function SkinnedMesh( geometry, material ) {
|
|
|
|
if ( geometry && geometry.isGeometry ) {
|
|
|
|
console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.type = 'SkinnedMesh';
|
|
|
|
this.bindMode = 'attached';
|
|
this.bindMatrix = new Matrix4();
|
|
this.bindMatrixInverse = new Matrix4();
|
|
|
|
}
|
|
|
|
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
|
|
|
constructor: SkinnedMesh,
|
|
|
|
isSkinnedMesh: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Mesh.prototype.copy.call( this, source );
|
|
|
|
this.bindMode = source.bindMode;
|
|
this.bindMatrix.copy( source.bindMatrix );
|
|
this.bindMatrixInverse.copy( source.bindMatrixInverse );
|
|
|
|
this.skeleton = source.skeleton;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
bind: function ( skeleton, bindMatrix ) {
|
|
|
|
this.skeleton = skeleton;
|
|
|
|
if ( bindMatrix === undefined ) {
|
|
|
|
this.updateMatrixWorld( true );
|
|
|
|
this.skeleton.calculateInverses();
|
|
|
|
bindMatrix = this.matrixWorld;
|
|
|
|
}
|
|
|
|
this.bindMatrix.copy( bindMatrix );
|
|
this.bindMatrixInverse.getInverse( bindMatrix );
|
|
|
|
},
|
|
|
|
pose: function () {
|
|
|
|
this.skeleton.pose();
|
|
|
|
},
|
|
|
|
normalizeSkinWeights: function () {
|
|
|
|
var vector = new Vector4();
|
|
|
|
var skinWeight = this.geometry.attributes.skinWeight;
|
|
|
|
for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
|
|
|
|
vector.x = skinWeight.getX( i );
|
|
vector.y = skinWeight.getY( i );
|
|
vector.z = skinWeight.getZ( i );
|
|
vector.w = skinWeight.getW( i );
|
|
|
|
var scale = 1.0 / vector.manhattanLength();
|
|
|
|
if ( scale !== Infinity ) {
|
|
|
|
vector.multiplyScalar( scale );
|
|
|
|
} else {
|
|
|
|
vector.set( 1, 0, 0, 0 ); // do something reasonable
|
|
|
|
}
|
|
|
|
skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMatrixWorld: function ( force ) {
|
|
|
|
Mesh.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
if ( this.bindMode === 'attached' ) {
|
|
|
|
this.bindMatrixInverse.getInverse( this.matrixWorld );
|
|
|
|
} else if ( this.bindMode === 'detached' ) {
|
|
|
|
this.bindMatrixInverse.getInverse( this.bindMatrix );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
boneTransform: ( function () {
|
|
|
|
var basePosition = new Vector3();
|
|
|
|
var skinIndex = new Vector4();
|
|
var skinWeight = new Vector4();
|
|
|
|
var vector = new Vector3();
|
|
var matrix = new Matrix4();
|
|
|
|
return function ( index, target ) {
|
|
|
|
var skeleton = this.skeleton;
|
|
var geometry = this.geometry;
|
|
|
|
skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
|
|
skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
|
|
|
|
basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
|
|
|
|
target.set( 0, 0, 0 );
|
|
|
|
for ( var i = 0; i < 4; i ++ ) {
|
|
|
|
var weight = skinWeight.getComponent( i );
|
|
|
|
if ( weight !== 0 ) {
|
|
|
|
var boneIndex = skinIndex.getComponent( i );
|
|
|
|
matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
|
|
|
|
target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return target.applyMatrix4( this.bindMatrixInverse );
|
|
|
|
};
|
|
|
|
}() )
|
|
|
|
} );
|
|
|
|
var _offsetMatrix = new Matrix4();
|
|
var _identityMatrix = new Matrix4();
|
|
|
|
function Skeleton( bones, boneInverses ) {
|
|
|
|
// copy the bone array
|
|
|
|
bones = bones || [];
|
|
|
|
this.bones = bones.slice( 0 );
|
|
this.boneMatrices = new Float32Array( this.bones.length * 16 );
|
|
|
|
this.frame = - 1;
|
|
|
|
// use the supplied bone inverses or calculate the inverses
|
|
|
|
if ( boneInverses === undefined ) {
|
|
|
|
this.calculateInverses();
|
|
|
|
} else {
|
|
|
|
if ( this.bones.length === boneInverses.length ) {
|
|
|
|
this.boneInverses = boneInverses.slice( 0 );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
|
|
|
|
this.boneInverses = [];
|
|
|
|
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
|
|
|
this.boneInverses.push( new Matrix4() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Object.assign( Skeleton.prototype, {
|
|
|
|
calculateInverses: function () {
|
|
|
|
this.boneInverses = [];
|
|
|
|
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
|
|
|
var inverse = new Matrix4();
|
|
|
|
if ( this.bones[ i ] ) {
|
|
|
|
inverse.getInverse( this.bones[ i ].matrixWorld );
|
|
|
|
}
|
|
|
|
this.boneInverses.push( inverse );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
pose: function () {
|
|
|
|
// recover the bind-time world matrices
|
|
|
|
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
|
|
|
var bone = this.bones[ i ];
|
|
|
|
if ( bone ) {
|
|
|
|
bone.matrixWorld.getInverse( this.boneInverses[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// compute the local matrices, positions, rotations and scales
|
|
|
|
for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
var bone$1 = this.bones[ i$1 ];
|
|
|
|
if ( bone$1 ) {
|
|
|
|
if ( bone$1.parent && bone$1.parent.isBone ) {
|
|
|
|
bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
|
|
bone$1.matrix.multiply( bone$1.matrixWorld );
|
|
|
|
} else {
|
|
|
|
bone$1.matrix.copy( bone$1.matrixWorld );
|
|
|
|
}
|
|
|
|
bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
update: function () {
|
|
|
|
var bones = this.bones;
|
|
var boneInverses = this.boneInverses;
|
|
var boneMatrices = this.boneMatrices;
|
|
var boneTexture = this.boneTexture;
|
|
|
|
// flatten bone matrices to array
|
|
|
|
for ( var i = 0, il = bones.length; i < il; i ++ ) {
|
|
|
|
// compute the offset between the current and the original transform
|
|
|
|
var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
|
|
|
|
_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
|
|
_offsetMatrix.toArray( boneMatrices, i * 16 );
|
|
|
|
}
|
|
|
|
if ( boneTexture !== undefined ) {
|
|
|
|
boneTexture.needsUpdate = true;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new Skeleton( this.bones, this.boneInverses );
|
|
|
|
},
|
|
|
|
getBoneByName: function ( name ) {
|
|
|
|
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
|
|
|
var bone = this.bones[ i ];
|
|
|
|
if ( bone.name === name ) {
|
|
|
|
return bone;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return undefined;
|
|
|
|
},
|
|
|
|
dispose: function ( ) {
|
|
|
|
if ( this.boneTexture ) {
|
|
|
|
this.boneTexture.dispose();
|
|
|
|
this.boneTexture = undefined;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function Bone() {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Bone';
|
|
|
|
}
|
|
|
|
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Bone,
|
|
|
|
isBone: true
|
|
|
|
} );
|
|
|
|
var _instanceLocalMatrix = new Matrix4();
|
|
var _instanceWorldMatrix = new Matrix4();
|
|
|
|
var _instanceIntersects = [];
|
|
|
|
var _mesh = new Mesh();
|
|
|
|
function InstancedMesh( geometry, material, count ) {
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
|
|
this.instanceColor = null;
|
|
|
|
this.count = count;
|
|
|
|
this.frustumCulled = false;
|
|
|
|
}
|
|
|
|
InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
|
|
|
constructor: InstancedMesh,
|
|
|
|
isInstancedMesh: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Mesh.prototype.copy.call( this, source );
|
|
|
|
this.instanceMatrix.copy( source.instanceMatrix );
|
|
this.count = source.count;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setColorAt: function ( index, color ) {
|
|
|
|
if ( this.instanceColor === null ) {
|
|
|
|
this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );
|
|
|
|
}
|
|
|
|
color.toArray( this.instanceColor.array, index * 3 );
|
|
|
|
},
|
|
|
|
getMatrixAt: function ( index, matrix ) {
|
|
|
|
matrix.fromArray( this.instanceMatrix.array, index * 16 );
|
|
|
|
},
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
var matrixWorld = this.matrixWorld;
|
|
var raycastTimes = this.count;
|
|
|
|
_mesh.geometry = this.geometry;
|
|
_mesh.material = this.material;
|
|
|
|
if ( _mesh.material === undefined ) { return; }
|
|
|
|
for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
|
|
|
|
// calculate the world matrix for each instance
|
|
|
|
this.getMatrixAt( instanceId, _instanceLocalMatrix );
|
|
|
|
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
|
|
|
|
// the mesh represents this single instance
|
|
|
|
_mesh.matrixWorld = _instanceWorldMatrix;
|
|
|
|
_mesh.raycast( raycaster, _instanceIntersects );
|
|
|
|
// process the result of raycast
|
|
|
|
for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
|
|
|
|
var intersect = _instanceIntersects[ i ];
|
|
intersect.instanceId = instanceId;
|
|
intersect.object = this;
|
|
intersects.push( intersect );
|
|
|
|
}
|
|
|
|
_instanceIntersects.length = 0;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
setMatrixAt: function ( index, matrix ) {
|
|
|
|
matrix.toArray( this.instanceMatrix.array, index * 16 );
|
|
|
|
},
|
|
|
|
updateMorphTargets: function () {
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* linewidth: <float>,
|
|
* linecap: "round",
|
|
* linejoin: "round"
|
|
* }
|
|
*/
|
|
|
|
function LineBasicMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'LineBasicMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.linewidth = 1;
|
|
this.linecap = 'round';
|
|
this.linejoin = 'round';
|
|
|
|
this.morphTargets = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
LineBasicMaterial.prototype = Object.create( Material.prototype );
|
|
LineBasicMaterial.prototype.constructor = LineBasicMaterial;
|
|
|
|
LineBasicMaterial.prototype.isLineBasicMaterial = true;
|
|
|
|
LineBasicMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.linewidth = source.linewidth;
|
|
this.linecap = source.linecap;
|
|
this.linejoin = source.linejoin;
|
|
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _start = new Vector3();
|
|
var _end = new Vector3();
|
|
var _inverseMatrix$1 = new Matrix4();
|
|
var _ray$1 = new Ray();
|
|
var _sphere$2 = new Sphere();
|
|
|
|
function Line( geometry, material, mode ) {
|
|
|
|
if ( mode === 1 ) {
|
|
|
|
console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
|
|
|
|
}
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Line';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new LineBasicMaterial();
|
|
|
|
this.updateMorphTargets();
|
|
|
|
}
|
|
|
|
Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Line,
|
|
|
|
isLine: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.material = source.material;
|
|
this.geometry = source.geometry;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
computeLineDistances: function () {
|
|
|
|
var geometry = this.geometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
// we assume non-indexed geometry
|
|
|
|
if ( geometry.index === null ) {
|
|
|
|
var positionAttribute = geometry.attributes.position;
|
|
var lineDistances = [ 0 ];
|
|
|
|
for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
|
|
|
|
_start.fromBufferAttribute( positionAttribute, i - 1 );
|
|
_end.fromBufferAttribute( positionAttribute, i );
|
|
|
|
lineDistances[ i ] = lineDistances[ i - 1 ];
|
|
lineDistances[ i ] += _start.distanceTo( _end );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
var lineDistances$1 = geometry.lineDistances;
|
|
|
|
lineDistances$1[ 0 ] = 0;
|
|
|
|
for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
|
|
|
|
lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
|
|
lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
var geometry = this.geometry;
|
|
var matrixWorld = this.matrixWorld;
|
|
var threshold = raycaster.params.Line.threshold;
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
|
|
|
|
_sphere$2.copy( geometry.boundingSphere );
|
|
_sphere$2.applyMatrix4( matrixWorld );
|
|
_sphere$2.radius += threshold;
|
|
|
|
if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
|
|
|
|
//
|
|
|
|
_inverseMatrix$1.getInverse( matrixWorld );
|
|
_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
|
|
|
|
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
|
|
var localThresholdSq = localThreshold * localThreshold;
|
|
|
|
var vStart = new Vector3();
|
|
var vEnd = new Vector3();
|
|
var interSegment = new Vector3();
|
|
var interRay = new Vector3();
|
|
var step = ( this && this.isLineSegments ) ? 2 : 1;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
var positions = attributes.position.array;
|
|
|
|
if ( index !== null ) {
|
|
|
|
var indices = index.array;
|
|
|
|
for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
|
|
|
|
var a = indices[ i ];
|
|
var b = indices[ i + 1 ];
|
|
|
|
vStart.fromArray( positions, a * 3 );
|
|
vEnd.fromArray( positions, b * 3 );
|
|
|
|
var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
|
|
|
if ( distSq > localThresholdSq ) { continue; }
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
|
|
|
|
vStart.fromArray( positions, 3 * i$1 );
|
|
vEnd.fromArray( positions, 3 * i$1 + 3 );
|
|
|
|
var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
|
|
|
if ( distSq$1 > localThresholdSq ) { continue; }
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance$1 = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance$1,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i$1,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
var nbVertices = vertices.length;
|
|
|
|
for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
|
|
|
|
var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
|
|
|
|
if ( distSq$2 > localThresholdSq ) { continue; }
|
|
|
|
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
|
|
|
var distance$2 = raycaster.ray.origin.distanceTo( interRay );
|
|
|
|
if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance$2,
|
|
// What do we want? intersection point on the ray or on the segment??
|
|
// point: raycaster.ray.at( distance ),
|
|
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
|
index: i$2,
|
|
face: null,
|
|
faceIndex: null,
|
|
object: this
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMorphTargets: function () {
|
|
|
|
var geometry = this.geometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
var keys = Object.keys( morphAttributes );
|
|
|
|
if ( keys.length > 0 ) {
|
|
|
|
var morphAttribute = morphAttributes[ keys[ 0 ] ];
|
|
|
|
if ( morphAttribute !== undefined ) {
|
|
|
|
this.morphTargetInfluences = [];
|
|
this.morphTargetDictionary = {};
|
|
|
|
for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
|
|
|
|
var name = morphAttribute[ m ].name || String( m );
|
|
|
|
this.morphTargetInfluences.push( 0 );
|
|
this.morphTargetDictionary[ name ] = m;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
|
|
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
|
|
|
|
console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _start$1 = new Vector3();
|
|
var _end$1 = new Vector3();
|
|
|
|
function LineSegments( geometry, material ) {
|
|
|
|
Line.call( this, geometry, material );
|
|
|
|
this.type = 'LineSegments';
|
|
|
|
}
|
|
|
|
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
|
|
|
|
constructor: LineSegments,
|
|
|
|
isLineSegments: true,
|
|
|
|
computeLineDistances: function () {
|
|
|
|
var geometry = this.geometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
// we assume non-indexed geometry
|
|
|
|
if ( geometry.index === null ) {
|
|
|
|
var positionAttribute = geometry.attributes.position;
|
|
var lineDistances = [];
|
|
|
|
for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
|
|
|
|
_start$1.fromBufferAttribute( positionAttribute, i );
|
|
_end$1.fromBufferAttribute( positionAttribute, i + 1 );
|
|
|
|
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
|
|
lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
|
|
|
|
} else {
|
|
|
|
console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
|
|
|
|
}
|
|
|
|
} else if ( geometry.isGeometry ) {
|
|
|
|
var vertices = geometry.vertices;
|
|
var lineDistances$1 = geometry.lineDistances;
|
|
|
|
for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
|
|
|
|
_start$1.copy( vertices[ i$1 ] );
|
|
_end$1.copy( vertices[ i$1 + 1 ] );
|
|
|
|
lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
|
|
lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function LineLoop( geometry, material ) {
|
|
|
|
Line.call( this, geometry, material );
|
|
|
|
this.type = 'LineLoop';
|
|
|
|
}
|
|
|
|
LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
|
|
|
|
constructor: LineLoop,
|
|
|
|
isLineLoop: true,
|
|
|
|
} );
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
* map: new THREE.Texture( <Image> ),
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* size: <float>,
|
|
* sizeAttenuation: <bool>
|
|
*
|
|
* morphTargets: <bool>
|
|
* }
|
|
*/
|
|
|
|
function PointsMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'PointsMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.map = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.size = 1;
|
|
this.sizeAttenuation = true;
|
|
|
|
this.morphTargets = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
PointsMaterial.prototype = Object.create( Material.prototype );
|
|
PointsMaterial.prototype.constructor = PointsMaterial;
|
|
|
|
PointsMaterial.prototype.isPointsMaterial = true;
|
|
|
|
PointsMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.size = source.size;
|
|
this.sizeAttenuation = source.sizeAttenuation;
|
|
|
|
this.morphTargets = source.morphTargets;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _inverseMatrix$2 = new Matrix4();
|
|
var _ray$2 = new Ray();
|
|
var _sphere$3 = new Sphere();
|
|
var _position$1 = new Vector3();
|
|
|
|
function Points( geometry, material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Points';
|
|
|
|
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
|
this.material = material !== undefined ? material : new PointsMaterial();
|
|
|
|
this.updateMorphTargets();
|
|
|
|
}
|
|
|
|
Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Points,
|
|
|
|
isPoints: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.material = source.material;
|
|
this.geometry = source.geometry;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
raycast: function ( raycaster, intersects ) {
|
|
|
|
var geometry = this.geometry;
|
|
var matrixWorld = this.matrixWorld;
|
|
var threshold = raycaster.params.Points.threshold;
|
|
|
|
// Checking boundingSphere distance to ray
|
|
|
|
if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
|
|
|
|
_sphere$3.copy( geometry.boundingSphere );
|
|
_sphere$3.applyMatrix4( matrixWorld );
|
|
_sphere$3.radius += threshold;
|
|
|
|
if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
|
|
|
|
//
|
|
|
|
_inverseMatrix$2.getInverse( matrixWorld );
|
|
_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
|
|
|
|
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
|
|
var localThresholdSq = localThreshold * localThreshold;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var index = geometry.index;
|
|
var attributes = geometry.attributes;
|
|
var positions = attributes.position.array;
|
|
|
|
if ( index !== null ) {
|
|
|
|
var indices = index.array;
|
|
|
|
for ( var i = 0, il = indices.length; i < il; i ++ ) {
|
|
|
|
var a = indices[ i ];
|
|
|
|
_position$1.fromArray( positions, a * 3 );
|
|
|
|
testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
|
|
|
|
_position$1.fromArray( positions, i$1 * 3 );
|
|
|
|
testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var vertices = geometry.vertices;
|
|
|
|
for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
|
|
|
|
testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
updateMorphTargets: function () {
|
|
|
|
var geometry = this.geometry;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
var morphAttributes = geometry.morphAttributes;
|
|
var keys = Object.keys( morphAttributes );
|
|
|
|
if ( keys.length > 0 ) {
|
|
|
|
var morphAttribute = morphAttributes[ keys[ 0 ] ];
|
|
|
|
if ( morphAttribute !== undefined ) {
|
|
|
|
this.morphTargetInfluences = [];
|
|
this.morphTargetDictionary = {};
|
|
|
|
for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
|
|
|
|
var name = morphAttribute[ m ].name || String( m );
|
|
|
|
this.morphTargetInfluences.push( 0 );
|
|
this.morphTargetDictionary[ name ] = m;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
var morphTargets = geometry.morphTargets;
|
|
|
|
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
|
|
|
|
console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
|
|
|
|
var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
|
|
|
|
if ( rayPointDistanceSq < localThresholdSq ) {
|
|
|
|
var intersectPoint = new Vector3();
|
|
|
|
_ray$2.closestPointToPoint( point, intersectPoint );
|
|
intersectPoint.applyMatrix4( matrixWorld );
|
|
|
|
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
|
|
|
|
if ( distance < raycaster.near || distance > raycaster.far ) { return; }
|
|
|
|
intersects.push( {
|
|
|
|
distance: distance,
|
|
distanceToRay: Math.sqrt( rayPointDistanceSq ),
|
|
point: intersectPoint,
|
|
index: index,
|
|
face: null,
|
|
object: object
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
|
|
|
Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.format = format !== undefined ? format : RGBFormat;
|
|
|
|
this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
|
|
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
|
|
|
|
this.generateMipmaps = false;
|
|
|
|
var scope = this;
|
|
|
|
function updateVideo() {
|
|
|
|
scope.needsUpdate = true;
|
|
video.requestVideoFrameCallback( updateVideo );
|
|
|
|
}
|
|
|
|
if ( 'requestVideoFrameCallback' in video ) {
|
|
|
|
video.requestVideoFrameCallback( updateVideo );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
|
|
|
|
constructor: VideoTexture,
|
|
|
|
isVideoTexture: true,
|
|
|
|
update: function () {
|
|
|
|
var video = this.image;
|
|
var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
|
|
|
|
if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
|
|
|
|
this.needsUpdate = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
|
|
|
this.image = { width: width, height: height };
|
|
this.mipmaps = mipmaps;
|
|
|
|
// no flipping for cube textures
|
|
// (also flipping doesn't work for compressed textures )
|
|
|
|
this.flipY = false;
|
|
|
|
// can't generate mipmaps for compressed textures
|
|
// mips must be embedded in DDS files
|
|
|
|
this.generateMipmaps = false;
|
|
|
|
}
|
|
|
|
CompressedTexture.prototype = Object.create( Texture.prototype );
|
|
CompressedTexture.prototype.constructor = CompressedTexture;
|
|
|
|
CompressedTexture.prototype.isCompressedTexture = true;
|
|
|
|
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
|
|
|
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.needsUpdate = true;
|
|
|
|
}
|
|
|
|
CanvasTexture.prototype = Object.create( Texture.prototype );
|
|
CanvasTexture.prototype.constructor = CanvasTexture;
|
|
CanvasTexture.prototype.isCanvasTexture = true;
|
|
|
|
function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
|
|
|
|
format = format !== undefined ? format : DepthFormat;
|
|
|
|
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
|
|
|
|
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
|
|
|
|
}
|
|
|
|
if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
|
|
if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
|
|
|
|
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
|
this.image = { width: width, height: height };
|
|
|
|
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
|
|
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
|
|
|
|
this.flipY = false;
|
|
this.generateMipmaps = false;
|
|
|
|
}
|
|
|
|
DepthTexture.prototype = Object.create( Texture.prototype );
|
|
DepthTexture.prototype.constructor = DepthTexture;
|
|
DepthTexture.prototype.isDepthTexture = true;
|
|
|
|
function WireframeGeometry( geometry ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'WireframeGeometry';
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
|
|
// helper variables
|
|
|
|
var edge = [ 0, 0 ], edges = {};
|
|
var keys = [ 'a', 'b', 'c' ];
|
|
|
|
// different logic for Geometry and BufferGeometry
|
|
|
|
if ( geometry && geometry.isGeometry ) {
|
|
|
|
// create a data structure that contains all edges without duplicates
|
|
|
|
var faces = geometry.faces;
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
for ( var j = 0; j < 3; j ++ ) {
|
|
|
|
var edge1 = face[ keys[ j ] ];
|
|
var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
|
|
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
|
|
edge[ 1 ] = Math.max( edge1, edge2 );
|
|
|
|
var key = edge[ 0 ] + ',' + edge[ 1 ];
|
|
|
|
if ( edges[ key ] === undefined ) {
|
|
|
|
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( var key$1 in edges ) {
|
|
|
|
var e = edges[ key$1 ];
|
|
|
|
var vertex = geometry.vertices[ e.index1 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
vertex = geometry.vertices[ e.index2 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
} else if ( geometry && geometry.isBufferGeometry ) {
|
|
|
|
var vertex$1 = new Vector3();
|
|
|
|
if ( geometry.index !== null ) {
|
|
|
|
// indexed BufferGeometry
|
|
|
|
var position = geometry.attributes.position;
|
|
var indices = geometry.index;
|
|
var groups = geometry.groups;
|
|
|
|
if ( groups.length === 0 ) {
|
|
|
|
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
|
|
|
|
}
|
|
|
|
// create a data structure that contains all eges without duplicates
|
|
|
|
for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
|
|
|
|
var group = groups[ o ];
|
|
|
|
var start = group.start;
|
|
var count = group.count;
|
|
|
|
for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
|
|
|
|
for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
|
|
|
|
var edge1$1 = indices.getX( i$1 + j$1 );
|
|
var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
|
|
edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
|
|
edge[ 1 ] = Math.max( edge1$1, edge2$1 );
|
|
|
|
var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
|
|
|
|
if ( edges[ key$2 ] === undefined ) {
|
|
|
|
edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( var key$3 in edges ) {
|
|
|
|
var e$1 = edges[ key$3 ];
|
|
|
|
vertex$1.fromBufferAttribute( position, e$1.index1 );
|
|
vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
|
|
|
|
vertex$1.fromBufferAttribute( position, e$1.index2 );
|
|
vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// non-indexed BufferGeometry
|
|
|
|
var position$1 = geometry.attributes.position;
|
|
|
|
for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
|
|
|
|
for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
|
|
|
|
// three edges per triangle, an edge is represented as (index1, index2)
|
|
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
|
|
|
|
var index1 = 3 * i$2 + j$2;
|
|
vertex$1.fromBufferAttribute( position$1, index1 );
|
|
vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
|
|
|
|
var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
|
|
vertex$1.fromBufferAttribute( position$1, index2 );
|
|
vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
|
|
}
|
|
|
|
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
WireframeGeometry.prototype.constructor = WireframeGeometry;
|
|
|
|
/**
|
|
* Parametric Surfaces Geometry
|
|
* based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
|
|
*/
|
|
|
|
// ParametricGeometry
|
|
|
|
function ParametricGeometry( func, slices, stacks ) {
|
|
|
|
Geometry.call( this );
|
|
|
|
this.type = 'ParametricGeometry';
|
|
|
|
this.parameters = {
|
|
func: func,
|
|
slices: slices,
|
|
stacks: stacks
|
|
};
|
|
|
|
this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
ParametricGeometry.prototype = Object.create( Geometry.prototype );
|
|
ParametricGeometry.prototype.constructor = ParametricGeometry;
|
|
|
|
// ParametricBufferGeometry
|
|
|
|
function ParametricBufferGeometry( func, slices, stacks ) {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'ParametricBufferGeometry';
|
|
|
|
this.parameters = {
|
|
func: func,
|
|
slices: slices,
|
|
stacks: stacks
|
|
};
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
var EPS = 0.00001;
|
|
|
|
var normal = new Vector3();
|
|
|
|
var p0 = new Vector3(), p1 = new Vector3();
|
|
var pu = new Vector3(), pv = new Vector3();
|
|
|
|
if ( func.length < 3 ) {
|
|
|
|
console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
|
|
|
|
}
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
var sliceCount = slices + 1;
|
|
|
|
for ( var i = 0; i <= stacks; i ++ ) {
|
|
|
|
var v = i / stacks;
|
|
|
|
for ( var j = 0; j <= slices; j ++ ) {
|
|
|
|
var u = j / slices;
|
|
|
|
// vertex
|
|
|
|
func( u, v, p0 );
|
|
vertices.push( p0.x, p0.y, p0.z );
|
|
|
|
// normal
|
|
|
|
// approximate tangent vectors via finite differences
|
|
|
|
if ( u - EPS >= 0 ) {
|
|
|
|
func( u - EPS, v, p1 );
|
|
pu.subVectors( p0, p1 );
|
|
|
|
} else {
|
|
|
|
func( u + EPS, v, p1 );
|
|
pu.subVectors( p1, p0 );
|
|
|
|
}
|
|
|
|
if ( v - EPS >= 0 ) {
|
|
|
|
func( u, v - EPS, p1 );
|
|
pv.subVectors( p0, p1 );
|
|
|
|
} else {
|
|
|
|
func( u, v + EPS, p1 );
|
|
pv.subVectors( p1, p0 );
|
|
|
|
}
|
|
|
|
// cross product of tangent vectors returns surface normal
|
|
|
|
normal.crossVectors( pu, pv ).normalize();
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( u, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
|
|
|
|
for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
|
|
|
|
var a = i$1 * sliceCount + j$1;
|
|
var b = i$1 * sliceCount + j$1 + 1;
|
|
var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
|
|
var d = ( i$1 + 1 ) * sliceCount + j$1;
|
|
|
|
// faces one and two
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
|
|
|
|
// PolyhedronGeometry
|
|
|
|
function PolyhedronGeometry( vertices, indices, radius, detail ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'PolyhedronGeometry';
|
|
|
|
this.parameters = {
|
|
vertices: vertices,
|
|
indices: indices,
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
|
|
|
|
// PolyhedronBufferGeometry
|
|
|
|
function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'PolyhedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
vertices: vertices,
|
|
indices: indices,
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
radius = radius || 1;
|
|
detail = detail || 0;
|
|
|
|
// default buffer data
|
|
|
|
var vertexBuffer = [];
|
|
var uvBuffer = [];
|
|
|
|
// the subdivision creates the vertex buffer data
|
|
|
|
subdivide( detail );
|
|
|
|
// all vertices should lie on a conceptual sphere with a given radius
|
|
|
|
applyRadius( radius );
|
|
|
|
// finally, create the uv data
|
|
|
|
generateUVs();
|
|
|
|
// build non-indexed geometry
|
|
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
|
|
|
|
if ( detail === 0 ) {
|
|
|
|
this.computeVertexNormals(); // flat normals
|
|
|
|
} else {
|
|
|
|
this.normalizeNormals(); // smooth normals
|
|
|
|
}
|
|
|
|
// helper functions
|
|
|
|
function subdivide( detail ) {
|
|
|
|
var a = new Vector3();
|
|
var b = new Vector3();
|
|
var c = new Vector3();
|
|
|
|
// iterate over all faces and apply a subdivison with the given detail value
|
|
|
|
for ( var i = 0; i < indices.length; i += 3 ) {
|
|
|
|
// get the vertices of the face
|
|
|
|
getVertexByIndex( indices[ i + 0 ], a );
|
|
getVertexByIndex( indices[ i + 1 ], b );
|
|
getVertexByIndex( indices[ i + 2 ], c );
|
|
|
|
// perform subdivision
|
|
|
|
subdivideFace( a, b, c, detail );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function subdivideFace( a, b, c, detail ) {
|
|
|
|
var cols = Math.pow( 2, detail );
|
|
|
|
// we use this multidimensional array as a data structure for creating the subdivision
|
|
|
|
var v = [];
|
|
|
|
// construct all of the vertices for this subdivision
|
|
|
|
for ( var i = 0; i <= cols; i ++ ) {
|
|
|
|
v[ i ] = [];
|
|
|
|
var aj = a.clone().lerp( c, i / cols );
|
|
var bj = b.clone().lerp( c, i / cols );
|
|
|
|
var rows = cols - i;
|
|
|
|
for ( var j = 0; j <= rows; j ++ ) {
|
|
|
|
if ( j === 0 && i === cols ) {
|
|
|
|
v[ i ][ j ] = aj;
|
|
|
|
} else {
|
|
|
|
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// construct all of the faces
|
|
|
|
for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
|
|
|
|
for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
|
|
|
|
var k = Math.floor( j$1 / 2 );
|
|
|
|
if ( j$1 % 2 === 0 ) {
|
|
|
|
pushVertex( v[ i$1 ][ k + 1 ] );
|
|
pushVertex( v[ i$1 + 1 ][ k ] );
|
|
pushVertex( v[ i$1 ][ k ] );
|
|
|
|
} else {
|
|
|
|
pushVertex( v[ i$1 ][ k + 1 ] );
|
|
pushVertex( v[ i$1 + 1 ][ k + 1 ] );
|
|
pushVertex( v[ i$1 + 1 ][ k ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function applyRadius( radius ) {
|
|
|
|
var vertex = new Vector3();
|
|
|
|
// iterate over the entire buffer and apply the radius to each vertex
|
|
|
|
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
|
|
|
vertex.x = vertexBuffer[ i + 0 ];
|
|
vertex.y = vertexBuffer[ i + 1 ];
|
|
vertex.z = vertexBuffer[ i + 2 ];
|
|
|
|
vertex.normalize().multiplyScalar( radius );
|
|
|
|
vertexBuffer[ i + 0 ] = vertex.x;
|
|
vertexBuffer[ i + 1 ] = vertex.y;
|
|
vertexBuffer[ i + 2 ] = vertex.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateUVs() {
|
|
|
|
var vertex = new Vector3();
|
|
|
|
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
|
|
|
vertex.x = vertexBuffer[ i + 0 ];
|
|
vertex.y = vertexBuffer[ i + 1 ];
|
|
vertex.z = vertexBuffer[ i + 2 ];
|
|
|
|
var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
|
|
var v = inclination( vertex ) / Math.PI + 0.5;
|
|
uvBuffer.push( u, 1 - v );
|
|
|
|
}
|
|
|
|
correctUVs();
|
|
|
|
correctSeam();
|
|
|
|
}
|
|
|
|
function correctSeam() {
|
|
|
|
// handle case when face straddles the seam, see #3269
|
|
|
|
for ( var i = 0; i < uvBuffer.length; i += 6 ) {
|
|
|
|
// uv data of a single face
|
|
|
|
var x0 = uvBuffer[ i + 0 ];
|
|
var x1 = uvBuffer[ i + 2 ];
|
|
var x2 = uvBuffer[ i + 4 ];
|
|
|
|
var max = Math.max( x0, x1, x2 );
|
|
var min = Math.min( x0, x1, x2 );
|
|
|
|
// 0.9 is somewhat arbitrary
|
|
|
|
if ( max > 0.9 && min < 0.1 ) {
|
|
|
|
if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
|
|
if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
|
|
if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function pushVertex( vertex ) {
|
|
|
|
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
function getVertexByIndex( index, vertex ) {
|
|
|
|
var stride = index * 3;
|
|
|
|
vertex.x = vertices[ stride + 0 ];
|
|
vertex.y = vertices[ stride + 1 ];
|
|
vertex.z = vertices[ stride + 2 ];
|
|
|
|
}
|
|
|
|
function correctUVs() {
|
|
|
|
var a = new Vector3();
|
|
var b = new Vector3();
|
|
var c = new Vector3();
|
|
|
|
var centroid = new Vector3();
|
|
|
|
var uvA = new Vector2();
|
|
var uvB = new Vector2();
|
|
var uvC = new Vector2();
|
|
|
|
for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
|
|
|
|
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
|
|
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
|
|
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
|
|
|
|
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
|
|
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
|
|
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
|
|
|
|
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
|
|
|
|
var azi = azimuth( centroid );
|
|
|
|
correctUV( uvA, j + 0, a, azi );
|
|
correctUV( uvB, j + 2, b, azi );
|
|
correctUV( uvC, j + 4, c, azi );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function correctUV( uv, stride, vector, azimuth ) {
|
|
|
|
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
|
|
|
|
uvBuffer[ stride ] = uv.x - 1;
|
|
|
|
}
|
|
|
|
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
|
|
|
|
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Angle around the Y axis, counter-clockwise when looking from above.
|
|
|
|
function azimuth( vector ) {
|
|
|
|
return Math.atan2( vector.z, - vector.x );
|
|
|
|
}
|
|
|
|
|
|
// Angle above the XZ plane.
|
|
|
|
function inclination( vector ) {
|
|
|
|
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
|
|
|
|
// TetrahedronGeometry
|
|
|
|
function TetrahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'TetrahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
|
|
|
|
|
|
// TetrahedronBufferGeometry
|
|
|
|
function TetrahedronBufferGeometry( radius, detail ) {
|
|
|
|
var vertices = [
|
|
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
|
|
];
|
|
|
|
var indices = [
|
|
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'TetrahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
|
|
|
|
// OctahedronGeometry
|
|
|
|
function OctahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'OctahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
OctahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
OctahedronGeometry.prototype.constructor = OctahedronGeometry;
|
|
|
|
// OctahedronBufferGeometry
|
|
|
|
function OctahedronBufferGeometry( radius, detail ) {
|
|
|
|
var vertices = [
|
|
1, 0, 0, - 1, 0, 0, 0, 1, 0,
|
|
0, - 1, 0, 0, 0, 1, 0, 0, - 1
|
|
];
|
|
|
|
var indices = [
|
|
0, 2, 4, 0, 4, 3, 0, 3, 5,
|
|
0, 5, 2, 1, 2, 5, 1, 5, 3,
|
|
1, 3, 4, 1, 4, 2
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'OctahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
|
|
|
|
// IcosahedronGeometry
|
|
|
|
function IcosahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'IcosahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
|
|
|
|
// IcosahedronBufferGeometry
|
|
|
|
function IcosahedronBufferGeometry( radius, detail ) {
|
|
|
|
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
|
|
var vertices = [
|
|
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
|
|
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
|
|
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
|
|
];
|
|
|
|
var indices = [
|
|
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
|
|
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
|
|
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
|
|
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'IcosahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
|
|
|
|
// DodecahedronGeometry
|
|
|
|
function DodecahedronGeometry( radius, detail ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'DodecahedronGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
|
|
DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
|
|
|
|
// DodecahedronBufferGeometry
|
|
|
|
function DodecahedronBufferGeometry( radius, detail ) {
|
|
|
|
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
var r = 1 / t;
|
|
|
|
var vertices = [
|
|
|
|
// (±1, ±1, ±1)
|
|
- 1, - 1, - 1, - 1, - 1, 1,
|
|
- 1, 1, - 1, - 1, 1, 1,
|
|
1, - 1, - 1, 1, - 1, 1,
|
|
1, 1, - 1, 1, 1, 1,
|
|
|
|
// (0, ±1/φ, ±φ)
|
|
0, - r, - t, 0, - r, t,
|
|
0, r, - t, 0, r, t,
|
|
|
|
// (±1/φ, ±φ, 0)
|
|
- r, - t, 0, - r, t, 0,
|
|
r, - t, 0, r, t, 0,
|
|
|
|
// (±φ, 0, ±1/φ)
|
|
- t, 0, - r, t, 0, - r,
|
|
- t, 0, r, t, 0, r
|
|
];
|
|
|
|
var indices = [
|
|
3, 11, 7, 3, 7, 15, 3, 15, 13,
|
|
7, 19, 17, 7, 17, 6, 7, 6, 15,
|
|
17, 4, 8, 17, 8, 10, 17, 10, 6,
|
|
8, 0, 16, 8, 16, 2, 8, 2, 10,
|
|
0, 12, 1, 0, 1, 18, 0, 18, 16,
|
|
6, 10, 2, 6, 2, 13, 6, 13, 15,
|
|
2, 16, 18, 2, 18, 3, 2, 3, 13,
|
|
18, 1, 9, 18, 9, 11, 18, 11, 3,
|
|
4, 14, 12, 4, 12, 0, 4, 0, 8,
|
|
11, 9, 5, 11, 5, 19, 11, 19, 7,
|
|
19, 5, 14, 19, 14, 4, 19, 4, 17,
|
|
1, 12, 14, 1, 14, 5, 1, 5, 9
|
|
];
|
|
|
|
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
|
|
|
this.type = 'DodecahedronBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
detail: detail
|
|
};
|
|
|
|
}
|
|
|
|
DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
|
DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
|
|
|
|
// TubeGeometry
|
|
|
|
function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'TubeGeometry';
|
|
|
|
this.parameters = {
|
|
path: path,
|
|
tubularSegments: tubularSegments,
|
|
radius: radius,
|
|
radialSegments: radialSegments,
|
|
closed: closed
|
|
};
|
|
|
|
if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
|
|
|
|
var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
|
|
|
|
// expose internals
|
|
|
|
this.tangents = bufferGeometry.tangents;
|
|
this.normals = bufferGeometry.normals;
|
|
this.binormals = bufferGeometry.binormals;
|
|
|
|
// create geometry
|
|
|
|
this.fromBufferGeometry( bufferGeometry );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TubeGeometry.prototype = Object.create( Geometry.prototype );
|
|
TubeGeometry.prototype.constructor = TubeGeometry;
|
|
|
|
|
|
// TubeBufferGeometry
|
|
|
|
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'TubeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
path: path,
|
|
tubularSegments: tubularSegments,
|
|
radius: radius,
|
|
radialSegments: radialSegments,
|
|
closed: closed
|
|
};
|
|
|
|
tubularSegments = tubularSegments || 64;
|
|
radius = radius || 1;
|
|
radialSegments = radialSegments || 8;
|
|
closed = closed || false;
|
|
|
|
var frames = path.computeFrenetFrames( tubularSegments, closed );
|
|
|
|
// expose internals
|
|
|
|
this.tangents = frames.tangents;
|
|
this.normals = frames.normals;
|
|
this.binormals = frames.binormals;
|
|
|
|
// helper variables
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
var uv = new Vector2();
|
|
var P = new Vector3();
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
var indices = [];
|
|
|
|
// create buffer data
|
|
|
|
generateBufferData();
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// functions
|
|
|
|
function generateBufferData() {
|
|
|
|
for ( var i = 0; i < tubularSegments; i ++ ) {
|
|
|
|
generateSegment( i );
|
|
|
|
}
|
|
|
|
// if the geometry is not closed, generate the last row of vertices and normals
|
|
// at the regular position on the given path
|
|
//
|
|
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
|
|
|
|
generateSegment( ( closed === false ) ? tubularSegments : 0 );
|
|
|
|
// uvs are generated in a separate function.
|
|
// this makes it easy compute correct values for closed geometries
|
|
|
|
generateUVs();
|
|
|
|
// finally create faces
|
|
|
|
generateIndices();
|
|
|
|
}
|
|
|
|
function generateSegment( i ) {
|
|
|
|
// we use getPointAt to sample evenly distributed points from the given path
|
|
|
|
P = path.getPointAt( i / tubularSegments, P );
|
|
|
|
// retrieve corresponding normal and binormal
|
|
|
|
var N = frames.normals[ i ];
|
|
var B = frames.binormals[ i ];
|
|
|
|
// generate normals and vertices for the current segment
|
|
|
|
for ( var j = 0; j <= radialSegments; j ++ ) {
|
|
|
|
var v = j / radialSegments * Math.PI * 2;
|
|
|
|
var sin = Math.sin( v );
|
|
var cos = - Math.cos( v );
|
|
|
|
// normal
|
|
|
|
normal.x = ( cos * N.x + sin * B.x );
|
|
normal.y = ( cos * N.y + sin * B.y );
|
|
normal.z = ( cos * N.z + sin * B.z );
|
|
normal.normalize();
|
|
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// vertex
|
|
|
|
vertex.x = P.x + radius * normal.x;
|
|
vertex.y = P.y + radius * normal.y;
|
|
vertex.z = P.z + radius * normal.z;
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateIndices() {
|
|
|
|
for ( var j = 1; j <= tubularSegments; j ++ ) {
|
|
|
|
for ( var i = 1; i <= radialSegments; i ++ ) {
|
|
|
|
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
|
|
var b = ( radialSegments + 1 ) * j + ( i - 1 );
|
|
var c = ( radialSegments + 1 ) * j + i;
|
|
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function generateUVs() {
|
|
|
|
for ( var i = 0; i <= tubularSegments; i ++ ) {
|
|
|
|
for ( var j = 0; j <= radialSegments; j ++ ) {
|
|
|
|
uv.x = i / tubularSegments;
|
|
uv.y = j / radialSegments;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
|
|
TubeBufferGeometry.prototype.toJSON = function toJSON () {
|
|
|
|
var data = BufferGeometry.prototype.toJSON.call( this );
|
|
|
|
data.path = this.parameters.path.toJSON();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
// TorusKnotGeometry
|
|
|
|
function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'TorusKnotGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
tubularSegments: tubularSegments,
|
|
radialSegments: radialSegments,
|
|
p: p,
|
|
q: q
|
|
};
|
|
|
|
if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
|
|
|
|
this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
|
|
TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
|
|
|
|
|
|
// TorusKnotBufferGeometry
|
|
|
|
function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'TorusKnotBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
tubularSegments: tubularSegments,
|
|
radialSegments: radialSegments,
|
|
p: p,
|
|
q: q
|
|
};
|
|
|
|
radius = radius || 1;
|
|
tube = tube || 0.4;
|
|
tubularSegments = Math.floor( tubularSegments ) || 64;
|
|
radialSegments = Math.floor( radialSegments ) || 8;
|
|
p = p || 2;
|
|
q = q || 3;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
|
|
var P1 = new Vector3();
|
|
var P2 = new Vector3();
|
|
|
|
var B = new Vector3();
|
|
var T = new Vector3();
|
|
var N = new Vector3();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var i = 0; i <= tubularSegments; ++ i ) {
|
|
|
|
// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
|
|
|
|
var u = i / tubularSegments * p * Math.PI * 2;
|
|
|
|
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
|
|
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
|
|
|
|
calculatePositionOnCurve( u, p, q, radius, P1 );
|
|
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
|
|
|
|
// calculate orthonormal basis
|
|
|
|
T.subVectors( P2, P1 );
|
|
N.addVectors( P2, P1 );
|
|
B.crossVectors( T, N );
|
|
N.crossVectors( B, T );
|
|
|
|
// normalize B, N. T can be ignored, we don't use it
|
|
|
|
B.normalize();
|
|
N.normalize();
|
|
|
|
for ( var j = 0; j <= radialSegments; ++ j ) {
|
|
|
|
// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
|
|
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
|
|
|
|
var v = j / radialSegments * Math.PI * 2;
|
|
var cx = - tube * Math.cos( v );
|
|
var cy = tube * Math.sin( v );
|
|
|
|
// now calculate the final vertex position.
|
|
// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
|
|
|
|
vertex.x = P1.x + ( cx * N.x + cy * B.x );
|
|
vertex.y = P1.y + ( cx * N.y + cy * B.y );
|
|
vertex.z = P1.z + ( cx * N.z + cy * B.z );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
|
|
|
|
normal.subVectors( vertex, P1 ).normalize();
|
|
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( i / tubularSegments );
|
|
uvs.push( j / radialSegments );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
|
|
|
|
for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
|
|
|
|
// indices
|
|
|
|
var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
|
|
var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
|
|
var c = ( radialSegments + 1 ) * j$1 + i$1;
|
|
var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// this function calculates the current position on the torus curve
|
|
|
|
function calculatePositionOnCurve( u, p, q, radius, position ) {
|
|
|
|
var cu = Math.cos( u );
|
|
var su = Math.sin( u );
|
|
var quOverP = q / p * u;
|
|
var cs = Math.cos( quOverP );
|
|
|
|
position.x = radius * ( 2 + cs ) * 0.5 * cu;
|
|
position.y = radius * ( 2 + cs ) * su * 0.5;
|
|
position.z = radius * Math.sin( quOverP ) * 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
|
|
|
|
// TorusGeometry
|
|
|
|
function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'TorusGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
radialSegments: radialSegments,
|
|
tubularSegments: tubularSegments,
|
|
arc: arc
|
|
};
|
|
|
|
this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TorusGeometry.prototype = Object.create( Geometry.prototype );
|
|
TorusGeometry.prototype.constructor = TorusGeometry;
|
|
|
|
|
|
// TorusBufferGeometry
|
|
|
|
function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'TorusBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
tube: tube,
|
|
radialSegments: radialSegments,
|
|
tubularSegments: tubularSegments,
|
|
arc: arc
|
|
};
|
|
|
|
radius = radius || 1;
|
|
tube = tube || 0.4;
|
|
radialSegments = Math.floor( radialSegments ) || 8;
|
|
tubularSegments = Math.floor( tubularSegments ) || 6;
|
|
arc = arc || Math.PI * 2;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var center = new Vector3();
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var j = 0; j <= radialSegments; j ++ ) {
|
|
|
|
for ( var i = 0; i <= tubularSegments; i ++ ) {
|
|
|
|
var u = i / tubularSegments * arc;
|
|
var v = j / radialSegments * Math.PI * 2;
|
|
|
|
// vertex
|
|
|
|
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
|
|
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
|
|
vertex.z = tube * Math.sin( v );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
center.x = radius * Math.cos( u );
|
|
center.y = radius * Math.sin( u );
|
|
normal.subVectors( vertex, center ).normalize();
|
|
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( i / tubularSegments );
|
|
uvs.push( j / radialSegments );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
|
|
|
|
for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
|
|
|
|
// indices
|
|
|
|
var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
|
|
var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
|
|
var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
|
|
var d = ( tubularSegments + 1 ) * j$1 + i$1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
|
|
|
|
/**
|
|
* Port from https://github.com/mapbox/earcut (v2.2.2)
|
|
*/
|
|
|
|
var Earcut = {
|
|
|
|
triangulate: function ( data, holeIndices, dim ) {
|
|
|
|
dim = dim || 2;
|
|
|
|
var hasHoles = holeIndices && holeIndices.length;
|
|
var outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
|
|
var outerNode = linkedList( data, 0, outerLen, dim, true );
|
|
var triangles = [];
|
|
|
|
if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
|
|
|
|
var minX, minY, maxX, maxY, x, y, invSize;
|
|
|
|
if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
|
|
|
|
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
|
|
if ( data.length > 80 * dim ) {
|
|
|
|
minX = maxX = data[ 0 ];
|
|
minY = maxY = data[ 1 ];
|
|
|
|
for ( var i = dim; i < outerLen; i += dim ) {
|
|
|
|
x = data[ i ];
|
|
y = data[ i + 1 ];
|
|
if ( x < minX ) { minX = x; }
|
|
if ( y < minY ) { minY = y; }
|
|
if ( x > maxX ) { maxX = x; }
|
|
if ( y > maxY ) { maxY = y; }
|
|
|
|
}
|
|
|
|
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
|
|
invSize = Math.max( maxX - minX, maxY - minY );
|
|
invSize = invSize !== 0 ? 1 / invSize : 0;
|
|
|
|
}
|
|
|
|
earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
|
|
|
|
return triangles;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// create a circular doubly linked list from polygon points in the specified winding order
|
|
function linkedList( data, start, end, dim, clockwise ) {
|
|
|
|
var i, last;
|
|
|
|
if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
|
|
|
|
for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
|
|
|
|
} else {
|
|
|
|
for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
|
|
|
|
}
|
|
|
|
if ( last && equals( last, last.next ) ) {
|
|
|
|
removeNode( last );
|
|
last = last.next;
|
|
|
|
}
|
|
|
|
return last;
|
|
|
|
}
|
|
|
|
// eliminate colinear or duplicate points
|
|
function filterPoints( start, end ) {
|
|
|
|
if ( ! start ) { return start; }
|
|
if ( ! end ) { end = start; }
|
|
|
|
var p = start,
|
|
again;
|
|
do {
|
|
|
|
again = false;
|
|
|
|
if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
|
|
|
|
removeNode( p );
|
|
p = end = p.prev;
|
|
if ( p === p.next ) { break; }
|
|
again = true;
|
|
|
|
} else {
|
|
|
|
p = p.next;
|
|
|
|
}
|
|
|
|
} while ( again || p !== end );
|
|
|
|
return end;
|
|
|
|
}
|
|
|
|
// main ear slicing loop which triangulates a polygon (given as a linked list)
|
|
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
|
|
|
|
if ( ! ear ) { return; }
|
|
|
|
// interlink polygon nodes in z-order
|
|
if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
|
|
|
|
var stop = ear,
|
|
prev, next;
|
|
|
|
// iterate through ears, slicing them one by one
|
|
while ( ear.prev !== ear.next ) {
|
|
|
|
prev = ear.prev;
|
|
next = ear.next;
|
|
|
|
if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
|
|
|
|
// cut off the triangle
|
|
triangles.push( prev.i / dim );
|
|
triangles.push( ear.i / dim );
|
|
triangles.push( next.i / dim );
|
|
|
|
removeNode( ear );
|
|
|
|
// skipping the next vertex leads to less sliver triangles
|
|
ear = next.next;
|
|
stop = next.next;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
ear = next;
|
|
|
|
// if we looped through the whole remaining polygon and can't find any more ears
|
|
if ( ear === stop ) {
|
|
|
|
// try filtering points and slicing again
|
|
if ( ! pass ) {
|
|
|
|
earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
|
|
|
|
// if this didn't work, try curing all small self-intersections locally
|
|
|
|
} else if ( pass === 1 ) {
|
|
|
|
ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
|
|
earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
|
|
|
|
// as a last resort, try splitting the remaining polygon into two
|
|
|
|
} else if ( pass === 2 ) {
|
|
|
|
splitEarcut( ear, triangles, dim, minX, minY, invSize );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// check whether a polygon node forms a valid ear with adjacent nodes
|
|
function isEar( ear ) {
|
|
|
|
var a = ear.prev,
|
|
b = ear,
|
|
c = ear.next;
|
|
|
|
if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
|
|
|
|
// now make sure we don't have other points inside the potential ear
|
|
var p = ear.next.next;
|
|
|
|
while ( p !== ear.prev ) {
|
|
|
|
if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
|
|
area( p.prev, p, p.next ) >= 0 ) { return false; }
|
|
p = p.next;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
function isEarHashed( ear, minX, minY, invSize ) {
|
|
|
|
var a = ear.prev,
|
|
b = ear,
|
|
c = ear.next;
|
|
|
|
if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
|
|
|
|
// triangle bbox; min & max are calculated like this for speed
|
|
var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
|
|
minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
|
|
maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
|
|
maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
|
|
|
|
// z-order range for the current triangle bbox;
|
|
var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
|
|
maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
|
|
|
|
var p = ear.prevZ,
|
|
n = ear.nextZ;
|
|
|
|
// look for points inside the triangle in both directions
|
|
while ( p && p.z >= minZ && n && n.z <= maxZ ) {
|
|
|
|
if ( p !== ear.prev && p !== ear.next &&
|
|
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
|
|
area( p.prev, p, p.next ) >= 0 ) { return false; }
|
|
p = p.prevZ;
|
|
|
|
if ( n !== ear.prev && n !== ear.next &&
|
|
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
|
|
area( n.prev, n, n.next ) >= 0 ) { return false; }
|
|
n = n.nextZ;
|
|
|
|
}
|
|
|
|
// look for remaining points in decreasing z-order
|
|
while ( p && p.z >= minZ ) {
|
|
|
|
if ( p !== ear.prev && p !== ear.next &&
|
|
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
|
|
area( p.prev, p, p.next ) >= 0 ) { return false; }
|
|
p = p.prevZ;
|
|
|
|
}
|
|
|
|
// look for remaining points in increasing z-order
|
|
while ( n && n.z <= maxZ ) {
|
|
|
|
if ( n !== ear.prev && n !== ear.next &&
|
|
pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
|
|
area( n.prev, n, n.next ) >= 0 ) { return false; }
|
|
n = n.nextZ;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// go through all polygon nodes and cure small local self-intersections
|
|
function cureLocalIntersections( start, triangles, dim ) {
|
|
|
|
var p = start;
|
|
do {
|
|
|
|
var a = p.prev,
|
|
b = p.next.next;
|
|
|
|
if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
|
|
|
|
triangles.push( a.i / dim );
|
|
triangles.push( p.i / dim );
|
|
triangles.push( b.i / dim );
|
|
|
|
// remove two nodes involved
|
|
removeNode( p );
|
|
removeNode( p.next );
|
|
|
|
p = start = b;
|
|
|
|
}
|
|
|
|
p = p.next;
|
|
|
|
} while ( p !== start );
|
|
|
|
return filterPoints( p );
|
|
|
|
}
|
|
|
|
// try splitting polygon into two and triangulate them independently
|
|
function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
|
|
|
|
// look for a valid diagonal that divides the polygon into two
|
|
var a = start;
|
|
do {
|
|
|
|
var b = a.next.next;
|
|
while ( b !== a.prev ) {
|
|
|
|
if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
|
|
|
|
// split the polygon in two by the diagonal
|
|
var c = splitPolygon( a, b );
|
|
|
|
// filter colinear points around the cuts
|
|
a = filterPoints( a, a.next );
|
|
c = filterPoints( c, c.next );
|
|
|
|
// run earcut on each half
|
|
earcutLinked( a, triangles, dim, minX, minY, invSize );
|
|
earcutLinked( c, triangles, dim, minX, minY, invSize );
|
|
return;
|
|
|
|
}
|
|
|
|
b = b.next;
|
|
|
|
}
|
|
|
|
a = a.next;
|
|
|
|
} while ( a !== start );
|
|
|
|
}
|
|
|
|
// link every hole into the outer loop, producing a single-ring polygon without holes
|
|
function eliminateHoles( data, holeIndices, outerNode, dim ) {
|
|
|
|
var queue = [];
|
|
var i, len, start, end, list;
|
|
|
|
for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
|
|
|
|
start = holeIndices[ i ] * dim;
|
|
end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
|
|
list = linkedList( data, start, end, dim, false );
|
|
if ( list === list.next ) { list.steiner = true; }
|
|
queue.push( getLeftmost( list ) );
|
|
|
|
}
|
|
|
|
queue.sort( compareX );
|
|
|
|
// process holes from left to right
|
|
for ( i = 0; i < queue.length; i ++ ) {
|
|
|
|
eliminateHole( queue[ i ], outerNode );
|
|
outerNode = filterPoints( outerNode, outerNode.next );
|
|
|
|
}
|
|
|
|
return outerNode;
|
|
|
|
}
|
|
|
|
function compareX( a, b ) {
|
|
|
|
return a.x - b.x;
|
|
|
|
}
|
|
|
|
// find a bridge between vertices that connects hole with an outer ring and and link it
|
|
function eliminateHole( hole, outerNode ) {
|
|
|
|
outerNode = findHoleBridge( hole, outerNode );
|
|
if ( outerNode ) {
|
|
|
|
var b = splitPolygon( outerNode, hole );
|
|
|
|
// filter collinear points around the cuts
|
|
filterPoints( outerNode, outerNode.next );
|
|
filterPoints( b, b.next );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// David Eberly's algorithm for finding a bridge between hole and outer polygon
|
|
function findHoleBridge( hole, outerNode ) {
|
|
|
|
var p = outerNode;
|
|
var hx = hole.x;
|
|
var hy = hole.y;
|
|
var qx = - Infinity, m;
|
|
|
|
// find a segment intersected by a ray from the hole's leftmost point to the left;
|
|
// segment's endpoint with lesser x will be potential connection point
|
|
do {
|
|
|
|
if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
|
|
|
|
var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
|
|
if ( x <= hx && x > qx ) {
|
|
|
|
qx = x;
|
|
if ( x === hx ) {
|
|
|
|
if ( hy === p.y ) { return p; }
|
|
if ( hy === p.next.y ) { return p.next; }
|
|
|
|
}
|
|
|
|
m = p.x < p.next.x ? p : p.next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
p = p.next;
|
|
|
|
} while ( p !== outerNode );
|
|
|
|
if ( ! m ) { return null; }
|
|
|
|
if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
|
|
|
|
// look for points inside the triangle of hole point, segment intersection and endpoint;
|
|
// if there are no points found, we have a valid connection;
|
|
// otherwise choose the point of the minimum angle with the ray as connection point
|
|
|
|
var stop = m,
|
|
mx = m.x,
|
|
my = m.y;
|
|
var tanMin = Infinity, tan;
|
|
|
|
p = m;
|
|
|
|
do {
|
|
|
|
if ( hx >= p.x && p.x >= mx && hx !== p.x &&
|
|
pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
|
|
|
|
tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
|
|
|
|
if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
|
|
|
|
m = p;
|
|
tanMin = tan;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
p = p.next;
|
|
|
|
} while ( p !== stop );
|
|
|
|
return m;
|
|
|
|
}
|
|
|
|
// whether sector in vertex m contains sector in vertex p in the same coordinates
|
|
function sectorContainsSector( m, p ) {
|
|
|
|
return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
|
|
|
|
}
|
|
|
|
// interlink polygon nodes in z-order
|
|
function indexCurve( start, minX, minY, invSize ) {
|
|
|
|
var p = start;
|
|
do {
|
|
|
|
if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
|
|
p.prevZ = p.prev;
|
|
p.nextZ = p.next;
|
|
p = p.next;
|
|
|
|
} while ( p !== start );
|
|
|
|
p.prevZ.nextZ = null;
|
|
p.prevZ = null;
|
|
|
|
sortLinked( p );
|
|
|
|
}
|
|
|
|
// Simon Tatham's linked list merge sort algorithm
|
|
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
|
function sortLinked( list ) {
|
|
|
|
var i, p, q, e, tail, numMerges, pSize, qSize,
|
|
inSize = 1;
|
|
|
|
do {
|
|
|
|
p = list;
|
|
list = null;
|
|
tail = null;
|
|
numMerges = 0;
|
|
|
|
while ( p ) {
|
|
|
|
numMerges ++;
|
|
q = p;
|
|
pSize = 0;
|
|
for ( i = 0; i < inSize; i ++ ) {
|
|
|
|
pSize ++;
|
|
q = q.nextZ;
|
|
if ( ! q ) { break; }
|
|
|
|
}
|
|
|
|
qSize = inSize;
|
|
|
|
while ( pSize > 0 || ( qSize > 0 && q ) ) {
|
|
|
|
if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
|
|
|
|
e = p;
|
|
p = p.nextZ;
|
|
pSize --;
|
|
|
|
} else {
|
|
|
|
e = q;
|
|
q = q.nextZ;
|
|
qSize --;
|
|
|
|
}
|
|
|
|
if ( tail ) { tail.nextZ = e; }
|
|
else { list = e; }
|
|
|
|
e.prevZ = tail;
|
|
tail = e;
|
|
|
|
}
|
|
|
|
p = q;
|
|
|
|
}
|
|
|
|
tail.nextZ = null;
|
|
inSize *= 2;
|
|
|
|
} while ( numMerges > 1 );
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
// z-order of a point given coords and inverse of the longer side of data bbox
|
|
function zOrder( x, y, minX, minY, invSize ) {
|
|
|
|
// coords are transformed into non-negative 15-bit integer range
|
|
x = 32767 * ( x - minX ) * invSize;
|
|
y = 32767 * ( y - minY ) * invSize;
|
|
|
|
x = ( x | ( x << 8 ) ) & 0x00FF00FF;
|
|
x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
|
|
x = ( x | ( x << 2 ) ) & 0x33333333;
|
|
x = ( x | ( x << 1 ) ) & 0x55555555;
|
|
|
|
y = ( y | ( y << 8 ) ) & 0x00FF00FF;
|
|
y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
|
|
y = ( y | ( y << 2 ) ) & 0x33333333;
|
|
y = ( y | ( y << 1 ) ) & 0x55555555;
|
|
|
|
return x | ( y << 1 );
|
|
|
|
}
|
|
|
|
// find the leftmost node of a polygon ring
|
|
function getLeftmost( start ) {
|
|
|
|
var p = start,
|
|
leftmost = start;
|
|
do {
|
|
|
|
if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
|
|
p = p.next;
|
|
|
|
} while ( p !== start );
|
|
|
|
return leftmost;
|
|
|
|
}
|
|
|
|
// check if a point lies within a convex triangle
|
|
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
|
|
|
|
return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
|
|
( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
|
|
( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
|
|
|
|
}
|
|
|
|
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
|
|
function isValidDiagonal( a, b ) {
|
|
|
|
return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
|
|
( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
|
|
( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
|
|
equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
|
|
|
|
}
|
|
|
|
// signed area of a triangle
|
|
function area( p, q, r ) {
|
|
|
|
return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
|
|
|
|
}
|
|
|
|
// check if two points are equal
|
|
function equals( p1, p2 ) {
|
|
|
|
return p1.x === p2.x && p1.y === p2.y;
|
|
|
|
}
|
|
|
|
// check if two segments intersect
|
|
function intersects( p1, q1, p2, q2 ) {
|
|
|
|
var o1 = sign( area( p1, q1, p2 ) );
|
|
var o2 = sign( area( p1, q1, q2 ) );
|
|
var o3 = sign( area( p2, q2, p1 ) );
|
|
var o4 = sign( area( p2, q2, q1 ) );
|
|
|
|
if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
|
|
|
|
if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
|
|
if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
|
|
if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
|
|
if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// for collinear points p, q, r, check if point q lies on segment pr
|
|
function onSegment( p, q, r ) {
|
|
|
|
return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
|
|
|
|
}
|
|
|
|
function sign( num ) {
|
|
|
|
return num > 0 ? 1 : num < 0 ? - 1 : 0;
|
|
|
|
}
|
|
|
|
// check if a polygon diagonal intersects any polygon segments
|
|
function intersectsPolygon( a, b ) {
|
|
|
|
var p = a;
|
|
do {
|
|
|
|
if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
|
|
intersects( p, p.next, a, b ) ) { return true; }
|
|
p = p.next;
|
|
|
|
} while ( p !== a );
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// check if a polygon diagonal is locally inside the polygon
|
|
function locallyInside( a, b ) {
|
|
|
|
return area( a.prev, a, a.next ) < 0 ?
|
|
area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
|
|
area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
|
|
|
|
}
|
|
|
|
// check if the middle point of a polygon diagonal is inside the polygon
|
|
function middleInside( a, b ) {
|
|
|
|
var p = a,
|
|
inside = false;
|
|
var px = ( a.x + b.x ) / 2,
|
|
py = ( a.y + b.y ) / 2;
|
|
do {
|
|
|
|
if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
|
|
( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
|
|
{ inside = ! inside; }
|
|
p = p.next;
|
|
|
|
} while ( p !== a );
|
|
|
|
return inside;
|
|
|
|
}
|
|
|
|
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
|
|
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
|
|
function splitPolygon( a, b ) {
|
|
|
|
var a2 = new Node( a.i, a.x, a.y ),
|
|
b2 = new Node( b.i, b.x, b.y ),
|
|
an = a.next,
|
|
bp = b.prev;
|
|
|
|
a.next = b;
|
|
b.prev = a;
|
|
|
|
a2.next = an;
|
|
an.prev = a2;
|
|
|
|
b2.next = a2;
|
|
a2.prev = b2;
|
|
|
|
bp.next = b2;
|
|
b2.prev = bp;
|
|
|
|
return b2;
|
|
|
|
}
|
|
|
|
// create a node and optionally link it with previous one (in a circular doubly linked list)
|
|
function insertNode( i, x, y, last ) {
|
|
|
|
var p = new Node( i, x, y );
|
|
|
|
if ( ! last ) {
|
|
|
|
p.prev = p;
|
|
p.next = p;
|
|
|
|
} else {
|
|
|
|
p.next = last.next;
|
|
p.prev = last;
|
|
last.next.prev = p;
|
|
last.next = p;
|
|
|
|
}
|
|
|
|
return p;
|
|
|
|
}
|
|
|
|
function removeNode( p ) {
|
|
|
|
p.next.prev = p.prev;
|
|
p.prev.next = p.next;
|
|
|
|
if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
|
|
if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
|
|
|
|
}
|
|
|
|
function Node( i, x, y ) {
|
|
|
|
// vertex index in coordinates array
|
|
this.i = i;
|
|
|
|
// vertex coordinates
|
|
this.x = x;
|
|
this.y = y;
|
|
|
|
// previous and next vertex nodes in a polygon ring
|
|
this.prev = null;
|
|
this.next = null;
|
|
|
|
// z-order curve value
|
|
this.z = null;
|
|
|
|
// previous and next nodes in z-order
|
|
this.prevZ = null;
|
|
this.nextZ = null;
|
|
|
|
// indicates whether this is a steiner point
|
|
this.steiner = false;
|
|
|
|
}
|
|
|
|
function signedArea( data, start, end, dim ) {
|
|
|
|
var sum = 0;
|
|
for ( var i = start, j = end - dim; i < end; i += dim ) {
|
|
|
|
sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
|
|
j = i;
|
|
|
|
}
|
|
|
|
return sum;
|
|
|
|
}
|
|
|
|
var ShapeUtils = {
|
|
|
|
// calculate area of the contour polygon
|
|
|
|
area: function ( contour ) {
|
|
|
|
var n = contour.length;
|
|
var a = 0.0;
|
|
|
|
for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
|
|
|
|
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
|
|
|
|
}
|
|
|
|
return a * 0.5;
|
|
|
|
},
|
|
|
|
isClockWise: function ( pts ) {
|
|
|
|
return ShapeUtils.area( pts ) < 0;
|
|
|
|
},
|
|
|
|
triangulateShape: function ( contour, holes ) {
|
|
|
|
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
|
|
var holeIndices = []; // array of hole indices
|
|
var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
|
|
|
|
removeDupEndPts( contour );
|
|
addContour( vertices, contour );
|
|
|
|
//
|
|
|
|
var holeIndex = contour.length;
|
|
|
|
holes.forEach( removeDupEndPts );
|
|
|
|
for ( var i = 0; i < holes.length; i ++ ) {
|
|
|
|
holeIndices.push( holeIndex );
|
|
holeIndex += holes[ i ].length;
|
|
addContour( vertices, holes[ i ] );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var triangles = Earcut.triangulate( vertices, holeIndices );
|
|
|
|
//
|
|
|
|
for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
|
|
|
|
faces.push( triangles.slice( i$1, i$1 + 3 ) );
|
|
|
|
}
|
|
|
|
return faces;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function removeDupEndPts( points ) {
|
|
|
|
var l = points.length;
|
|
|
|
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
|
|
|
|
points.pop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function addContour( vertices, contour ) {
|
|
|
|
for ( var i = 0; i < contour.length; i ++ ) {
|
|
|
|
vertices.push( contour[ i ].x );
|
|
vertices.push( contour[ i ].y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Creates extruded geometry from a path shape.
|
|
*
|
|
* parameters = {
|
|
*
|
|
* curveSegments: <int>, // number of points on the curves
|
|
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
|
|
* depth: <float>, // Depth to extrude the shape
|
|
*
|
|
* bevelEnabled: <bool>, // turn on bevel
|
|
* bevelThickness: <float>, // how deep into the original shape bevel goes
|
|
* bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
|
|
* bevelOffset: <float>, // how far from shape outline does bevel start
|
|
* bevelSegments: <int>, // number of bevel layers
|
|
*
|
|
* extrudePath: <THREE.Curve> // curve to extrude shape along
|
|
*
|
|
* UVGenerator: <Object> // object that provides UV generator functions
|
|
*
|
|
* }
|
|
*/
|
|
|
|
// ExtrudeGeometry
|
|
|
|
function ExtrudeGeometry( shapes, options ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'ExtrudeGeometry';
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
options: options
|
|
};
|
|
|
|
this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
|
|
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
|
|
|
|
ExtrudeGeometry.prototype.toJSON = function toJSON$1 () {
|
|
|
|
var data = Geometry.prototype.toJSON.call(this);
|
|
|
|
var shapes = this.parameters.shapes;
|
|
var options = this.parameters.options;
|
|
|
|
return toJSON( shapes, options, data );
|
|
|
|
};
|
|
|
|
|
|
// ExtrudeBufferGeometry
|
|
|
|
function ExtrudeBufferGeometry( shapes, options ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'ExtrudeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
options: options
|
|
};
|
|
|
|
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
|
|
|
|
var scope = this;
|
|
|
|
var verticesArray = [];
|
|
var uvArray = [];
|
|
|
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
|
|
|
|
var shape = shapes[ i ];
|
|
addShape( shape );
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
|
|
|
|
this.computeVertexNormals();
|
|
|
|
// functions
|
|
|
|
function addShape( shape ) {
|
|
|
|
var placeholder = [];
|
|
|
|
// options
|
|
|
|
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
|
var steps = options.steps !== undefined ? options.steps : 1;
|
|
var depth = options.depth !== undefined ? options.depth : 100;
|
|
|
|
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
|
|
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
|
|
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
|
|
var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
|
|
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
|
|
|
|
var extrudePath = options.extrudePath;
|
|
|
|
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
|
|
|
|
// deprecated options
|
|
|
|
if ( options.amount !== undefined ) {
|
|
|
|
console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
|
|
depth = options.amount;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var extrudePts, extrudeByPath = false;
|
|
var splineTube, binormal, normal, position2;
|
|
|
|
if ( extrudePath ) {
|
|
|
|
extrudePts = extrudePath.getSpacedPoints( steps );
|
|
|
|
extrudeByPath = true;
|
|
bevelEnabled = false; // bevels not supported for path extrusion
|
|
|
|
// SETUP TNB variables
|
|
|
|
// TODO1 - have a .isClosed in spline?
|
|
|
|
splineTube = extrudePath.computeFrenetFrames( steps, false );
|
|
|
|
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
|
|
|
binormal = new Vector3();
|
|
normal = new Vector3();
|
|
position2 = new Vector3();
|
|
|
|
}
|
|
|
|
// Safeguards if bevels are not enabled
|
|
|
|
if ( ! bevelEnabled ) {
|
|
|
|
bevelSegments = 0;
|
|
bevelThickness = 0;
|
|
bevelSize = 0;
|
|
bevelOffset = 0;
|
|
|
|
}
|
|
|
|
// Variables initialization
|
|
|
|
var shapePoints = shape.extractPoints( curveSegments );
|
|
|
|
var vertices = shapePoints.shape;
|
|
var holes = shapePoints.holes;
|
|
|
|
var reverse = ! ShapeUtils.isClockWise( vertices );
|
|
|
|
if ( reverse ) {
|
|
|
|
vertices = vertices.reverse();
|
|
|
|
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
var ahole = holes[ h ];
|
|
|
|
if ( ShapeUtils.isClockWise( ahole ) ) {
|
|
|
|
holes[ h ] = ahole.reverse();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
var faces = ShapeUtils.triangulateShape( vertices, holes );
|
|
|
|
/* Vertices */
|
|
|
|
var contour = vertices; // vertices has all points but contour has only points of circumference
|
|
|
|
for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
|
|
|
|
var ahole$1 = holes[ h$1 ];
|
|
|
|
vertices = vertices.concat( ahole$1 );
|
|
|
|
}
|
|
|
|
|
|
function scalePt2( pt, vec, size ) {
|
|
|
|
if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
|
|
|
|
return vec.clone().multiplyScalar( size ).add( pt );
|
|
|
|
}
|
|
|
|
var vlen = vertices.length, flen = faces.length;
|
|
|
|
|
|
// Find directions for point movement
|
|
|
|
|
|
function getBevelVec( inPt, inPrev, inNext ) {
|
|
|
|
// computes for inPt the corresponding point inPt' on a new contour
|
|
// shifted by 1 unit (length of normalized vector) to the left
|
|
// if we walk along contour clockwise, this new contour is outside the old one
|
|
//
|
|
// inPt' is the intersection of the two lines parallel to the two
|
|
// adjacent edges of inPt at a distance of 1 unit on the left side.
|
|
|
|
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
|
|
|
|
// good reading for geometry algorithms (here: line-line intersection)
|
|
// http://geomalgorithms.com/a05-_intersect-1.html
|
|
|
|
var v_prev_x = inPt.x - inPrev.x,
|
|
v_prev_y = inPt.y - inPrev.y;
|
|
var v_next_x = inNext.x - inPt.x,
|
|
v_next_y = inNext.y - inPt.y;
|
|
|
|
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
|
|
|
|
// check for collinear edges
|
|
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
|
|
|
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
|
|
|
|
// not collinear
|
|
|
|
// length of vectors for normalizing
|
|
|
|
var v_prev_len = Math.sqrt( v_prev_lensq );
|
|
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
|
|
|
|
// shift adjacent points by unit vectors to the left
|
|
|
|
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
|
|
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
|
|
|
|
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
|
|
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
|
|
|
|
// scaling factor for v_prev to intersection point
|
|
|
|
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
|
|
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
|
|
( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
|
|
|
// vector from inPt to intersection point
|
|
|
|
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
|
|
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
|
|
|
|
// Don't normalize!, otherwise sharp corners become ugly
|
|
// but prevent crazy spikes
|
|
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
|
|
if ( v_trans_lensq <= 2 ) {
|
|
|
|
return new Vector2( v_trans_x, v_trans_y );
|
|
|
|
} else {
|
|
|
|
shrink_by = Math.sqrt( v_trans_lensq / 2 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// handle special case of collinear edges
|
|
|
|
var direction_eq = false; // assumes: opposite
|
|
|
|
if ( v_prev_x > Number.EPSILON ) {
|
|
|
|
if ( v_next_x > Number.EPSILON ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( v_prev_x < - Number.EPSILON ) {
|
|
|
|
if ( v_next_x < - Number.EPSILON ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
|
|
|
|
direction_eq = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( direction_eq ) {
|
|
|
|
// console.log("Warning: lines are a straight sequence");
|
|
v_trans_x = - v_prev_y;
|
|
v_trans_y = v_prev_x;
|
|
shrink_by = Math.sqrt( v_prev_lensq );
|
|
|
|
} else {
|
|
|
|
// console.log("Warning: lines are a straight spike");
|
|
v_trans_x = v_prev_x;
|
|
v_trans_y = v_prev_y;
|
|
shrink_by = Math.sqrt( v_prev_lensq / 2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
|
|
|
|
}
|
|
|
|
|
|
var contourMovements = [];
|
|
|
|
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
|
|
|
if ( j === il ) { j = 0; }
|
|
if ( k === il ) { k = 0; }
|
|
|
|
// (j)---(i)---(k)
|
|
// console.log('i,j,k', i, j , k)
|
|
|
|
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
|
|
|
}
|
|
|
|
var holesMovements = [];
|
|
var oneHoleMovements, verticesMovements = contourMovements.concat();
|
|
|
|
for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
|
|
|
|
var ahole$2 = holes[ h$2 ];
|
|
|
|
oneHoleMovements = [];
|
|
|
|
for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
|
|
|
|
if ( j$1 === il$1 ) { j$1 = 0; }
|
|
if ( k$1 === il$1 ) { k$1 = 0; }
|
|
|
|
// (j)---(i)---(k)
|
|
oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
|
|
|
|
}
|
|
|
|
holesMovements.push( oneHoleMovements );
|
|
verticesMovements = verticesMovements.concat( oneHoleMovements );
|
|
|
|
}
|
|
|
|
|
|
// Loop bevelSegments, 1 for the front, 1 for the back
|
|
|
|
for ( var b = 0; b < bevelSegments; b ++ ) {
|
|
|
|
//for ( b = bevelSegments; b > 0; b -- ) {
|
|
|
|
var t = b / bevelSegments;
|
|
var z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
|
var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
|
|
|
|
// contract shape
|
|
|
|
for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
|
|
|
|
var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
|
|
|
|
v( vert.x, vert.y, - z );
|
|
|
|
}
|
|
|
|
// expand holes
|
|
|
|
for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
|
|
|
|
var ahole$3 = holes[ h$3 ];
|
|
oneHoleMovements = holesMovements[ h$3 ];
|
|
|
|
for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
|
|
|
|
var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
|
|
|
|
v( vert$1.x, vert$1.y, - z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var bs = bevelSize + bevelOffset;
|
|
|
|
// Back facing vertices
|
|
|
|
for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
|
|
|
|
var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert$2.x, vert$2.y, 0 );
|
|
|
|
} else {
|
|
|
|
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
|
|
|
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
|
|
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
|
|
|
|
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
|
|
|
|
v( position2.x, position2.y, position2.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Add stepped vertices...
|
|
// Including front facing vertices
|
|
|
|
for ( var s = 1; s <= steps; s ++ ) {
|
|
|
|
for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
|
|
|
|
var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert$3.x, vert$3.y, depth / steps * s );
|
|
|
|
} else {
|
|
|
|
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
|
|
|
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
|
|
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
|
|
|
|
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
|
|
|
|
v( position2.x, position2.y, position2.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Add bevel segments planes
|
|
|
|
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
|
for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
|
|
|
|
var t$1 = b$1 / bevelSegments;
|
|
var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
|
|
var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
|
|
|
|
// contract shape
|
|
|
|
for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
|
|
|
|
var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
|
|
v( vert$4.x, vert$4.y, depth + z$1 );
|
|
|
|
}
|
|
|
|
// expand holes
|
|
|
|
for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
|
|
|
|
var ahole$4 = holes[ h$4 ];
|
|
oneHoleMovements = holesMovements[ h$4 ];
|
|
|
|
for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
|
|
|
|
var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
|
|
|
|
if ( ! extrudeByPath ) {
|
|
|
|
v( vert$5.x, vert$5.y, depth + z$1 );
|
|
|
|
} else {
|
|
|
|
v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* Faces */
|
|
|
|
// Top and bottom faces
|
|
|
|
buildLidFaces();
|
|
|
|
// Sides faces
|
|
|
|
buildSideFaces();
|
|
|
|
|
|
///// Internal functions
|
|
|
|
function buildLidFaces() {
|
|
|
|
var start = verticesArray.length / 3;
|
|
|
|
if ( bevelEnabled ) {
|
|
|
|
var layer = 0; // steps + 1
|
|
var offset = vlen * layer;
|
|
|
|
// Bottom faces
|
|
|
|
for ( var i = 0; i < flen; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
|
|
|
|
}
|
|
|
|
layer = steps + bevelSegments * 2;
|
|
offset = vlen * layer;
|
|
|
|
// Top faces
|
|
|
|
for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
|
|
|
|
var face$1 = faces[ i$1 ];
|
|
f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Bottom faces
|
|
|
|
for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
|
|
|
|
var face$2 = faces[ i$2 ];
|
|
f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
|
|
|
|
}
|
|
|
|
// Top faces
|
|
|
|
for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
|
|
|
|
var face$3 = faces[ i$3 ];
|
|
f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
|
|
|
|
}
|
|
|
|
// Create faces for the z-sides of the shape
|
|
|
|
function buildSideFaces() {
|
|
|
|
var start = verticesArray.length / 3;
|
|
var layeroffset = 0;
|
|
sidewalls( contour, layeroffset );
|
|
layeroffset += contour.length;
|
|
|
|
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
|
var ahole = holes[ h ];
|
|
sidewalls( ahole, layeroffset );
|
|
|
|
//, true
|
|
layeroffset += ahole.length;
|
|
|
|
}
|
|
|
|
|
|
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
|
|
|
|
|
|
}
|
|
|
|
function sidewalls( contour, layeroffset ) {
|
|
|
|
var i = contour.length;
|
|
|
|
while ( -- i >= 0 ) {
|
|
|
|
var j = i;
|
|
var k = i - 1;
|
|
if ( k < 0 ) { k = contour.length - 1; }
|
|
|
|
//console.log('b', i,j, i-1, k,vertices.length);
|
|
|
|
for ( var s = 0, sl = ( steps + bevelSegments * 2 ); 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 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function v( x, y, z ) {
|
|
|
|
placeholder.push( x );
|
|
placeholder.push( y );
|
|
placeholder.push( z );
|
|
|
|
}
|
|
|
|
|
|
function f3( a, b, c ) {
|
|
|
|
addVertex( a );
|
|
addVertex( b );
|
|
addVertex( c );
|
|
|
|
var nextIndex = verticesArray.length / 3;
|
|
var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
|
|
|
addUV( uvs[ 0 ] );
|
|
addUV( uvs[ 1 ] );
|
|
addUV( uvs[ 2 ] );
|
|
|
|
}
|
|
|
|
function f4( a, b, c, d ) {
|
|
|
|
addVertex( a );
|
|
addVertex( b );
|
|
addVertex( d );
|
|
|
|
addVertex( b );
|
|
addVertex( c );
|
|
addVertex( d );
|
|
|
|
|
|
var nextIndex = verticesArray.length / 3;
|
|
var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
|
|
|
addUV( uvs[ 0 ] );
|
|
addUV( uvs[ 1 ] );
|
|
addUV( uvs[ 3 ] );
|
|
|
|
addUV( uvs[ 1 ] );
|
|
addUV( uvs[ 2 ] );
|
|
addUV( uvs[ 3 ] );
|
|
|
|
}
|
|
|
|
function addVertex( index ) {
|
|
|
|
verticesArray.push( placeholder[ index * 3 + 0 ] );
|
|
verticesArray.push( placeholder[ index * 3 + 1 ] );
|
|
verticesArray.push( placeholder[ index * 3 + 2 ] );
|
|
|
|
}
|
|
|
|
|
|
function addUV( vector2 ) {
|
|
|
|
uvArray.push( vector2.x );
|
|
uvArray.push( vector2.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
|
|
|
|
ExtrudeBufferGeometry.prototype.toJSON = function toJSON$2 () {
|
|
|
|
var data = BufferGeometry.prototype.toJSON.call( this );
|
|
|
|
var shapes = this.parameters.shapes;
|
|
var options = this.parameters.options;
|
|
|
|
return toJSON( shapes, options, data );
|
|
|
|
};
|
|
|
|
var WorldUVGenerator = {
|
|
|
|
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
|
|
|
|
var a_x = vertices[ indexA * 3 ];
|
|
var a_y = vertices[ indexA * 3 + 1 ];
|
|
var b_x = vertices[ indexB * 3 ];
|
|
var b_y = vertices[ indexB * 3 + 1 ];
|
|
var c_x = vertices[ indexC * 3 ];
|
|
var c_y = vertices[ indexC * 3 + 1 ];
|
|
|
|
return [
|
|
new Vector2( a_x, a_y ),
|
|
new Vector2( b_x, b_y ),
|
|
new Vector2( c_x, c_y )
|
|
];
|
|
|
|
},
|
|
|
|
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
|
|
|
|
var a_x = vertices[ indexA * 3 ];
|
|
var a_y = vertices[ indexA * 3 + 1 ];
|
|
var a_z = vertices[ indexA * 3 + 2 ];
|
|
var b_x = vertices[ indexB * 3 ];
|
|
var b_y = vertices[ indexB * 3 + 1 ];
|
|
var b_z = vertices[ indexB * 3 + 2 ];
|
|
var c_x = vertices[ indexC * 3 ];
|
|
var c_y = vertices[ indexC * 3 + 1 ];
|
|
var c_z = vertices[ indexC * 3 + 2 ];
|
|
var d_x = vertices[ indexD * 3 ];
|
|
var d_y = vertices[ indexD * 3 + 1 ];
|
|
var d_z = vertices[ indexD * 3 + 2 ];
|
|
|
|
if ( Math.abs( a_y - b_y ) < 0.01 ) {
|
|
|
|
return [
|
|
new Vector2( a_x, 1 - a_z ),
|
|
new Vector2( b_x, 1 - b_z ),
|
|
new Vector2( c_x, 1 - c_z ),
|
|
new Vector2( d_x, 1 - d_z )
|
|
];
|
|
|
|
} else {
|
|
|
|
return [
|
|
new Vector2( a_y, 1 - a_z ),
|
|
new Vector2( b_y, 1 - b_z ),
|
|
new Vector2( c_y, 1 - c_z ),
|
|
new Vector2( d_y, 1 - d_z )
|
|
];
|
|
|
|
}
|
|
|
|
}
|
|
};
|
|
|
|
function toJSON( shapes, options, data ) {
|
|
|
|
data.shapes = [];
|
|
|
|
if ( Array.isArray( shapes ) ) {
|
|
|
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
|
|
|
|
var shape = shapes[ i ];
|
|
|
|
data.shapes.push( shape.uuid );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
data.shapes.push( shapes.uuid );
|
|
|
|
}
|
|
|
|
if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
/**
|
|
* Text = 3D Text
|
|
*
|
|
* parameters = {
|
|
* font: <THREE.Font>, // font
|
|
*
|
|
* size: <float>, // size of the text
|
|
* height: <float>, // thickness to extrude text
|
|
* curveSegments: <int>, // number of points on the curves
|
|
*
|
|
* bevelEnabled: <bool>, // turn on bevel
|
|
* bevelThickness: <float>, // how deep into text bevel goes
|
|
* bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
|
|
* bevelOffset: <float> // how far from text outline does bevel start
|
|
* }
|
|
*/
|
|
|
|
// TextGeometry
|
|
|
|
function TextGeometry( text, parameters ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'TextGeometry';
|
|
|
|
this.parameters = {
|
|
text: text,
|
|
parameters: parameters
|
|
};
|
|
|
|
this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
TextGeometry.prototype = Object.create( Geometry.prototype );
|
|
TextGeometry.prototype.constructor = TextGeometry;
|
|
|
|
|
|
// TextBufferGeometry
|
|
|
|
function TextBufferGeometry( text, parameters ) {
|
|
|
|
parameters = parameters || {};
|
|
|
|
var font = parameters.font;
|
|
|
|
if ( ! ( font && font.isFont ) ) {
|
|
|
|
console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
|
|
return new Geometry();
|
|
|
|
}
|
|
|
|
var shapes = font.generateShapes( text, parameters.size );
|
|
|
|
// translate parameters to ExtrudeGeometry API
|
|
|
|
parameters.depth = parameters.height !== undefined ? parameters.height : 50;
|
|
|
|
// defaults
|
|
|
|
if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
|
|
if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
|
|
if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
|
|
|
|
ExtrudeBufferGeometry.call( this, shapes, parameters );
|
|
|
|
this.type = 'TextBufferGeometry';
|
|
|
|
}
|
|
|
|
TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
|
|
TextBufferGeometry.prototype.constructor = TextBufferGeometry;
|
|
|
|
// SphereGeometry
|
|
|
|
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'SphereGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
SphereGeometry.prototype = Object.create( Geometry.prototype );
|
|
SphereGeometry.prototype.constructor = SphereGeometry;
|
|
|
|
// SphereBufferGeometry
|
|
|
|
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'SphereBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
widthSegments: widthSegments,
|
|
heightSegments: heightSegments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
radius = radius || 1;
|
|
|
|
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
|
|
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
|
|
|
|
phiStart = phiStart !== undefined ? phiStart : 0;
|
|
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
|
|
|
|
var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
|
|
|
|
var index = 0;
|
|
var grid = [];
|
|
|
|
var vertex = new Vector3();
|
|
var normal = new Vector3();
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var iy = 0; iy <= heightSegments; iy ++ ) {
|
|
|
|
var verticesRow = [];
|
|
|
|
var v = iy / heightSegments;
|
|
|
|
// special case for the poles
|
|
|
|
var uOffset = 0;
|
|
|
|
if ( iy == 0 && thetaStart == 0 ) {
|
|
|
|
uOffset = 0.5 / widthSegments;
|
|
|
|
} else if ( iy == heightSegments && thetaEnd == Math.PI ) {
|
|
|
|
uOffset = - 0.5 / widthSegments;
|
|
|
|
}
|
|
|
|
for ( var ix = 0; ix <= widthSegments; ix ++ ) {
|
|
|
|
var u = ix / widthSegments;
|
|
|
|
// vertex
|
|
|
|
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
|
|
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normal.copy( vertex ).normalize();
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( u + uOffset, 1 - v );
|
|
|
|
verticesRow.push( index ++ );
|
|
|
|
}
|
|
|
|
grid.push( verticesRow );
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
|
|
|
|
for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
|
|
|
|
var a = grid[ iy$1 ][ ix$1 + 1 ];
|
|
var b = grid[ iy$1 ][ ix$1 ];
|
|
var c = grid[ iy$1 + 1 ][ ix$1 ];
|
|
var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
|
|
|
|
if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
|
|
if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
|
|
|
|
// RingGeometry
|
|
|
|
function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'RingGeometry';
|
|
|
|
this.parameters = {
|
|
innerRadius: innerRadius,
|
|
outerRadius: outerRadius,
|
|
thetaSegments: thetaSegments,
|
|
phiSegments: phiSegments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
RingGeometry.prototype = Object.create( Geometry.prototype );
|
|
RingGeometry.prototype.constructor = RingGeometry;
|
|
|
|
// RingBufferGeometry
|
|
|
|
function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'RingBufferGeometry';
|
|
|
|
this.parameters = {
|
|
innerRadius: innerRadius,
|
|
outerRadius: outerRadius,
|
|
thetaSegments: thetaSegments,
|
|
phiSegments: phiSegments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
innerRadius = innerRadius || 0.5;
|
|
outerRadius = outerRadius || 1;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
|
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
|
|
phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// some helper variables
|
|
|
|
var radius = innerRadius;
|
|
var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var j = 0; j <= phiSegments; j ++ ) {
|
|
|
|
for ( var i = 0; i <= thetaSegments; i ++ ) {
|
|
|
|
// values are generate from the inside of the ring to the outside
|
|
|
|
var segment = thetaStart + i / thetaSegments * thetaLength;
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * Math.cos( segment );
|
|
vertex.y = radius * Math.sin( segment );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
// uv
|
|
|
|
uv.x = ( vertex.x / outerRadius + 1 ) / 2;
|
|
uv.y = ( vertex.y / outerRadius + 1 ) / 2;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
// increase the radius for next row of vertices
|
|
|
|
radius += radiusStep;
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
|
|
|
|
var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
|
|
|
|
for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
|
|
|
|
var segment$1 = i$1 + thetaSegmentLevel;
|
|
|
|
var a = segment$1;
|
|
var b = segment$1 + thetaSegments + 1;
|
|
var c = segment$1 + thetaSegments + 2;
|
|
var d = segment$1 + 1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
RingBufferGeometry.prototype.constructor = RingBufferGeometry;
|
|
|
|
// LatheGeometry
|
|
|
|
function LatheGeometry( points, segments, phiStart, phiLength ) {
|
|
|
|
Geometry.call(this);
|
|
|
|
this.type = 'LatheGeometry';
|
|
|
|
this.parameters = {
|
|
points: points,
|
|
segments: segments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
LatheGeometry.prototype = Object.create( Geometry.prototype );
|
|
LatheGeometry.prototype.constructor = LatheGeometry;
|
|
|
|
// LatheBufferGeometry
|
|
|
|
function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'LatheBufferGeometry';
|
|
|
|
this.parameters = {
|
|
points: points,
|
|
segments: segments,
|
|
phiStart: phiStart,
|
|
phiLength: phiLength
|
|
};
|
|
|
|
segments = Math.floor( segments ) || 12;
|
|
phiStart = phiStart || 0;
|
|
phiLength = phiLength || Math.PI * 2;
|
|
|
|
// clamp phiLength so it's in range of [ 0, 2PI ]
|
|
|
|
phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
|
|
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var inverseSegments = 1.0 / segments;
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
// generate vertices and uvs
|
|
|
|
for ( var i = 0; i <= segments; i ++ ) {
|
|
|
|
var phi = phiStart + i * inverseSegments * phiLength;
|
|
|
|
var sin = Math.sin( phi );
|
|
var cos = Math.cos( phi );
|
|
|
|
for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
|
|
|
|
// vertex
|
|
|
|
vertex.x = points[ j ].x * sin;
|
|
vertex.y = points[ j ].y;
|
|
vertex.z = points[ j ].x * cos;
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// uv
|
|
|
|
uv.x = i / segments;
|
|
uv.y = j / ( points.length - 1 );
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
|
|
|
|
for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
|
|
|
|
var base = j$1 + i$1 * points.length;
|
|
|
|
var a = base;
|
|
var b = base + points.length;
|
|
var c = base + points.length + 1;
|
|
var d = base + 1;
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
// generate normals
|
|
|
|
this.computeVertexNormals();
|
|
|
|
// if the geometry is closed, we need to average the normals along the seam.
|
|
// because the corresponding vertices are identical (but still have different UVs).
|
|
|
|
if ( phiLength === Math.PI * 2 ) {
|
|
|
|
var normals = this.attributes.normal.array;
|
|
var n1 = new Vector3();
|
|
var n2 = new Vector3();
|
|
var n = new Vector3();
|
|
|
|
// this is the buffer offset for the last line of vertices
|
|
|
|
var base$1 = segments * points.length * 3;
|
|
|
|
for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
|
|
|
|
// select the normal of the vertex in the first line
|
|
|
|
n1.x = normals[ j$2 + 0 ];
|
|
n1.y = normals[ j$2 + 1 ];
|
|
n1.z = normals[ j$2 + 2 ];
|
|
|
|
// select the normal of the vertex in the last line
|
|
|
|
n2.x = normals[ base$1 + j$2 + 0 ];
|
|
n2.y = normals[ base$1 + j$2 + 1 ];
|
|
n2.z = normals[ base$1 + j$2 + 2 ];
|
|
|
|
// average normals
|
|
|
|
n.addVectors( n1, n2 ).normalize();
|
|
|
|
// assign the new values to both normals
|
|
|
|
normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
|
|
normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
|
|
normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
|
|
|
|
// ShapeGeometry
|
|
|
|
function ShapeGeometry( shapes, curveSegments ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'ShapeGeometry';
|
|
|
|
if ( typeof curveSegments === 'object' ) {
|
|
|
|
console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
|
|
|
|
curveSegments = curveSegments.curveSegments;
|
|
|
|
}
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
curveSegments: curveSegments
|
|
};
|
|
|
|
this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
ShapeGeometry.prototype = Object.create( Geometry.prototype );
|
|
ShapeGeometry.prototype.constructor = ShapeGeometry;
|
|
|
|
ShapeGeometry.prototype.toJSON = function toJSON$1$1 () {
|
|
|
|
var data = Geometry.prototype.toJSON.call( this );
|
|
|
|
var shapes = this.parameters.shapes;
|
|
|
|
return toJSON$1( shapes, data );
|
|
|
|
};
|
|
|
|
// ShapeBufferGeometry
|
|
|
|
function ShapeBufferGeometry( shapes, curveSegments ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'ShapeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
shapes: shapes,
|
|
curveSegments: curveSegments
|
|
};
|
|
|
|
curveSegments = curveSegments || 12;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var groupStart = 0;
|
|
var groupCount = 0;
|
|
|
|
// allow single and array values for "shapes" parameter
|
|
|
|
if ( Array.isArray( shapes ) === false ) {
|
|
|
|
addShape( shapes );
|
|
|
|
} else {
|
|
|
|
for ( var i = 0; i < shapes.length; i ++ ) {
|
|
|
|
addShape( shapes[ i ] );
|
|
|
|
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
|
|
|
|
groupStart += groupCount;
|
|
groupCount = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
|
|
// helper functions
|
|
|
|
function addShape( shape ) {
|
|
|
|
var indexOffset = vertices.length / 3;
|
|
var points = shape.extractPoints( curveSegments );
|
|
|
|
var shapeVertices = points.shape;
|
|
var shapeHoles = points.holes;
|
|
|
|
// check direction of vertices
|
|
|
|
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
|
|
|
|
shapeVertices = shapeVertices.reverse();
|
|
|
|
}
|
|
|
|
for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
|
|
|
|
var shapeHole = shapeHoles[ i ];
|
|
|
|
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
|
|
|
|
shapeHoles[ i ] = shapeHole.reverse();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
|
|
|
|
// join vertices of inner and outer paths to a single array
|
|
|
|
for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
|
|
|
|
var shapeHole$1 = shapeHoles[ i$1 ];
|
|
shapeVertices = shapeVertices.concat( shapeHole$1 );
|
|
|
|
}
|
|
|
|
// vertices, normals, uvs
|
|
|
|
for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
|
|
|
|
var vertex = shapeVertices[ i$2 ];
|
|
|
|
vertices.push( vertex.x, vertex.y, 0 );
|
|
normals.push( 0, 0, 1 );
|
|
uvs.push( vertex.x, vertex.y ); // world uvs
|
|
|
|
}
|
|
|
|
// incides
|
|
|
|
for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
|
|
|
|
var face = faces[ i$3 ];
|
|
|
|
var a = face[ 0 ] + indexOffset;
|
|
var b = face[ 1 ] + indexOffset;
|
|
var c = face[ 2 ] + indexOffset;
|
|
|
|
indices.push( a, b, c );
|
|
groupCount += 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
|
|
|
|
ShapeBufferGeometry.prototype.toJSON = function toJSON$2 () {
|
|
|
|
var data = BufferGeometry.prototype.toJSON.call( this );
|
|
|
|
var shapes = this.parameters.shapes;
|
|
|
|
return toJSON$1( shapes, data );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function toJSON$1( shapes, data ) {
|
|
|
|
data.shapes = [];
|
|
|
|
if ( Array.isArray( shapes ) ) {
|
|
|
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
|
|
|
|
var shape = shapes[ i ];
|
|
|
|
data.shapes.push( shape.uuid );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
data.shapes.push( shapes.uuid );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
function EdgesGeometry( geometry, thresholdAngle ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'EdgesGeometry';
|
|
|
|
this.parameters = {
|
|
thresholdAngle: thresholdAngle
|
|
};
|
|
|
|
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
|
|
|
|
// buffer
|
|
|
|
var vertices = [];
|
|
|
|
// helper variables
|
|
|
|
var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
|
|
var edge = [ 0, 0 ], edges = {};
|
|
var edge1, edge2, key;
|
|
var keys = [ 'a', 'b', 'c' ];
|
|
|
|
// prepare source geometry
|
|
|
|
var geometry2;
|
|
|
|
if ( geometry.isBufferGeometry ) {
|
|
|
|
geometry2 = new Geometry();
|
|
geometry2.fromBufferGeometry( geometry );
|
|
|
|
} else {
|
|
|
|
geometry2 = geometry.clone();
|
|
|
|
}
|
|
|
|
geometry2.mergeVertices();
|
|
geometry2.computeFaceNormals();
|
|
|
|
var sourceVertices = geometry2.vertices;
|
|
var faces = geometry2.faces;
|
|
|
|
// now create a data structure where each entry represents an edge with its adjoining faces
|
|
|
|
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
var face = faces[ i ];
|
|
|
|
for ( var j = 0; j < 3; j ++ ) {
|
|
|
|
edge1 = face[ keys[ j ] ];
|
|
edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
|
|
edge[ 0 ] = Math.min( edge1, edge2 );
|
|
edge[ 1 ] = Math.max( edge1, edge2 );
|
|
|
|
key = edge[ 0 ] + ',' + edge[ 1 ];
|
|
|
|
if ( edges[ key ] === undefined ) {
|
|
|
|
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
|
|
|
|
} else {
|
|
|
|
edges[ key ].face2 = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// generate vertices
|
|
|
|
for ( key in edges ) {
|
|
|
|
var e = edges[ key ];
|
|
|
|
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
|
|
|
|
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
|
|
|
|
var vertex = sourceVertices[ e.index1 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
vertex = sourceVertices[ e.index2 ];
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
|
|
}
|
|
|
|
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
EdgesGeometry.prototype.constructor = EdgesGeometry;
|
|
|
|
// CylinderGeometry
|
|
|
|
function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'CylinderGeometry';
|
|
|
|
this.parameters = {
|
|
radiusTop: radiusTop,
|
|
radiusBottom: radiusBottom,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
CylinderGeometry.prototype = Object.create( Geometry.prototype );
|
|
CylinderGeometry.prototype.constructor = CylinderGeometry;
|
|
|
|
// CylinderBufferGeometry
|
|
|
|
function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call(this);
|
|
this.type = 'CylinderBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radiusTop: radiusTop,
|
|
radiusBottom: radiusBottom,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
var scope = this;
|
|
|
|
radiusTop = radiusTop !== undefined ? radiusTop : 1;
|
|
radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
|
|
height = height || 1;
|
|
|
|
radialSegments = Math.floor( radialSegments ) || 8;
|
|
heightSegments = Math.floor( heightSegments ) || 1;
|
|
|
|
openEnded = openEnded !== undefined ? openEnded : false;
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var index = 0;
|
|
var indexArray = [];
|
|
var halfHeight = height / 2;
|
|
var groupStart = 0;
|
|
|
|
// generate geometry
|
|
|
|
generateTorso();
|
|
|
|
if ( openEnded === false ) {
|
|
|
|
if ( radiusTop > 0 ) { generateCap( true ); }
|
|
if ( radiusBottom > 0 ) { generateCap( false ); }
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
function generateTorso() {
|
|
|
|
var normal = new Vector3();
|
|
var vertex = new Vector3();
|
|
|
|
var groupCount = 0;
|
|
|
|
// this will be used to calculate the normal
|
|
var slope = ( radiusBottom - radiusTop ) / height;
|
|
|
|
// generate vertices, normals and uvs
|
|
|
|
for ( var y = 0; y <= heightSegments; y ++ ) {
|
|
|
|
var indexRow = [];
|
|
|
|
var v = y / heightSegments;
|
|
|
|
// calculate the radius of the current row
|
|
|
|
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
|
|
|
|
for ( var x = 0; x <= radialSegments; x ++ ) {
|
|
|
|
var u = x / radialSegments;
|
|
|
|
var theta = u * thetaLength + thetaStart;
|
|
|
|
var sinTheta = Math.sin( theta );
|
|
var cosTheta = Math.cos( theta );
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * sinTheta;
|
|
vertex.y = - v * height + halfHeight;
|
|
vertex.z = radius * cosTheta;
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normal.set( sinTheta, slope, cosTheta ).normalize();
|
|
normals.push( normal.x, normal.y, normal.z );
|
|
|
|
// uv
|
|
|
|
uvs.push( u, 1 - v );
|
|
|
|
// save index of vertex in respective row
|
|
|
|
indexRow.push( index ++ );
|
|
|
|
}
|
|
|
|
// now save vertices of the row in our index array
|
|
|
|
indexArray.push( indexRow );
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
|
|
|
|
for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
|
|
|
|
// we use the index array to access the correct indices
|
|
|
|
var a = indexArray[ y$1 ][ x$1 ];
|
|
var b = indexArray[ y$1 + 1 ][ x$1 ];
|
|
var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
|
|
var d = indexArray[ y$1 ][ x$1 + 1 ];
|
|
|
|
// faces
|
|
|
|
indices.push( a, b, d );
|
|
indices.push( b, c, d );
|
|
|
|
// update group counter
|
|
|
|
groupCount += 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, 0 );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
}
|
|
|
|
function generateCap( top ) {
|
|
|
|
// save the index of the first center vertex
|
|
var centerIndexStart = index;
|
|
|
|
var uv = new Vector2();
|
|
var vertex = new Vector3();
|
|
|
|
var groupCount = 0;
|
|
|
|
var radius = ( top === true ) ? radiusTop : radiusBottom;
|
|
var sign = ( top === true ) ? 1 : - 1;
|
|
|
|
// first we generate the center vertex data of the cap.
|
|
// because the geometry needs one set of uvs per face,
|
|
// we must generate a center vertex per face/segment
|
|
|
|
for ( var x = 1; x <= radialSegments; x ++ ) {
|
|
|
|
// vertex
|
|
|
|
vertices.push( 0, halfHeight * sign, 0 );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, sign, 0 );
|
|
|
|
// uv
|
|
|
|
uvs.push( 0.5, 0.5 );
|
|
|
|
// increase index
|
|
|
|
index ++;
|
|
|
|
}
|
|
|
|
// save the index of the last center vertex
|
|
var centerIndexEnd = index;
|
|
|
|
// now we generate the surrounding vertices, normals and uvs
|
|
|
|
for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
|
|
|
|
var u = x$1 / radialSegments;
|
|
var theta = u * thetaLength + thetaStart;
|
|
|
|
var cosTheta = Math.cos( theta );
|
|
var sinTheta = Math.sin( theta );
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * sinTheta;
|
|
vertex.y = halfHeight * sign;
|
|
vertex.z = radius * cosTheta;
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, sign, 0 );
|
|
|
|
// uv
|
|
|
|
uv.x = ( cosTheta * 0.5 ) + 0.5;
|
|
uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
// increase index
|
|
|
|
index ++;
|
|
|
|
}
|
|
|
|
// generate indices
|
|
|
|
for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
|
|
|
|
var c = centerIndexStart + x$2;
|
|
var i = centerIndexEnd + x$2;
|
|
|
|
if ( top === true ) {
|
|
|
|
// face top
|
|
|
|
indices.push( i, i + 1, c );
|
|
|
|
} else {
|
|
|
|
// face bottom
|
|
|
|
indices.push( i + 1, i, c );
|
|
|
|
}
|
|
|
|
groupCount += 3;
|
|
|
|
}
|
|
|
|
// add a group to the geometry. this will ensure multi material support
|
|
|
|
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
|
|
|
|
// calculate new start value for groups
|
|
|
|
groupStart += groupCount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
|
|
|
|
// ConeGeometry
|
|
|
|
function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
|
this.type = 'ConeGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
}
|
|
|
|
ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
|
|
ConeGeometry.prototype.constructor = ConeGeometry;
|
|
|
|
// ConeBufferGeometry
|
|
|
|
function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
|
|
|
CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
|
this.type = 'ConeBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
height: height,
|
|
radialSegments: radialSegments,
|
|
heightSegments: heightSegments,
|
|
openEnded: openEnded,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
}
|
|
|
|
ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
|
|
ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
|
|
|
|
// CircleGeometry
|
|
|
|
function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
|
|
|
|
Geometry.call(this);
|
|
this.type = 'CircleGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
segments: segments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
|
|
this.mergeVertices();
|
|
|
|
}
|
|
|
|
CircleGeometry.prototype = Object.create( Geometry.prototype );
|
|
CircleGeometry.prototype.constructor = CircleGeometry;
|
|
|
|
// CircleBufferGeometry
|
|
|
|
function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
|
|
|
|
BufferGeometry.call(this);
|
|
|
|
this.type = 'CircleBufferGeometry';
|
|
|
|
this.parameters = {
|
|
radius: radius,
|
|
segments: segments,
|
|
thetaStart: thetaStart,
|
|
thetaLength: thetaLength
|
|
};
|
|
|
|
radius = radius || 1;
|
|
segments = segments !== undefined ? Math.max( 3, segments ) : 8;
|
|
|
|
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
|
// buffers
|
|
|
|
var indices = [];
|
|
var vertices = [];
|
|
var normals = [];
|
|
var uvs = [];
|
|
|
|
// helper variables
|
|
|
|
var vertex = new Vector3();
|
|
var uv = new Vector2();
|
|
|
|
// center point
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
normals.push( 0, 0, 1 );
|
|
uvs.push( 0.5, 0.5 );
|
|
|
|
for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
|
|
|
|
var segment = thetaStart + s / segments * thetaLength;
|
|
|
|
// vertex
|
|
|
|
vertex.x = radius * Math.cos( segment );
|
|
vertex.y = radius * Math.sin( segment );
|
|
|
|
vertices.push( vertex.x, vertex.y, vertex.z );
|
|
|
|
// normal
|
|
|
|
normals.push( 0, 0, 1 );
|
|
|
|
// uvs
|
|
|
|
uv.x = ( vertices[ i ] / radius + 1 ) / 2;
|
|
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
|
|
|
|
uvs.push( uv.x, uv.y );
|
|
|
|
}
|
|
|
|
// indices
|
|
|
|
for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
|
|
|
|
indices.push( i$1, i$1 + 1, 0 );
|
|
|
|
}
|
|
|
|
// build geometry
|
|
|
|
this.setIndex( indices );
|
|
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
|
|
|
}
|
|
|
|
CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
|
|
|
|
var Geometries = /*#__PURE__*/Object.freeze({
|
|
__proto__: null,
|
|
WireframeGeometry: WireframeGeometry,
|
|
ParametricGeometry: ParametricGeometry,
|
|
ParametricBufferGeometry: ParametricBufferGeometry,
|
|
TetrahedronGeometry: TetrahedronGeometry,
|
|
TetrahedronBufferGeometry: TetrahedronBufferGeometry,
|
|
OctahedronGeometry: OctahedronGeometry,
|
|
OctahedronBufferGeometry: OctahedronBufferGeometry,
|
|
IcosahedronGeometry: IcosahedronGeometry,
|
|
IcosahedronBufferGeometry: IcosahedronBufferGeometry,
|
|
DodecahedronGeometry: DodecahedronGeometry,
|
|
DodecahedronBufferGeometry: DodecahedronBufferGeometry,
|
|
PolyhedronGeometry: PolyhedronGeometry,
|
|
PolyhedronBufferGeometry: PolyhedronBufferGeometry,
|
|
TubeGeometry: TubeGeometry,
|
|
TubeBufferGeometry: TubeBufferGeometry,
|
|
TorusKnotGeometry: TorusKnotGeometry,
|
|
TorusKnotBufferGeometry: TorusKnotBufferGeometry,
|
|
TorusGeometry: TorusGeometry,
|
|
TorusBufferGeometry: TorusBufferGeometry,
|
|
TextGeometry: TextGeometry,
|
|
TextBufferGeometry: TextBufferGeometry,
|
|
SphereGeometry: SphereGeometry,
|
|
SphereBufferGeometry: SphereBufferGeometry,
|
|
RingGeometry: RingGeometry,
|
|
RingBufferGeometry: RingBufferGeometry,
|
|
PlaneGeometry: PlaneGeometry,
|
|
PlaneBufferGeometry: PlaneBufferGeometry,
|
|
LatheGeometry: LatheGeometry,
|
|
LatheBufferGeometry: LatheBufferGeometry,
|
|
ShapeGeometry: ShapeGeometry,
|
|
ShapeBufferGeometry: ShapeBufferGeometry,
|
|
ExtrudeGeometry: ExtrudeGeometry,
|
|
ExtrudeBufferGeometry: ExtrudeBufferGeometry,
|
|
EdgesGeometry: EdgesGeometry,
|
|
ConeGeometry: ConeGeometry,
|
|
ConeBufferGeometry: ConeBufferGeometry,
|
|
CylinderGeometry: CylinderGeometry,
|
|
CylinderBufferGeometry: CylinderBufferGeometry,
|
|
CircleGeometry: CircleGeometry,
|
|
CircleBufferGeometry: CircleBufferGeometry,
|
|
BoxGeometry: BoxGeometry,
|
|
BoxBufferGeometry: BoxBufferGeometry
|
|
});
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <THREE.Color>
|
|
* }
|
|
*/
|
|
|
|
function ShadowMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'ShadowMaterial';
|
|
|
|
this.color = new Color( 0x000000 );
|
|
this.transparent = true;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
ShadowMaterial.prototype = Object.create( Material.prototype );
|
|
ShadowMaterial.prototype.constructor = ShadowMaterial;
|
|
|
|
ShadowMaterial.prototype.isShadowMaterial = true;
|
|
|
|
ShadowMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function RawShaderMaterial( parameters ) {
|
|
|
|
ShaderMaterial.call( this, parameters );
|
|
|
|
this.type = 'RawShaderMaterial';
|
|
|
|
}
|
|
|
|
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
|
RawShaderMaterial.prototype.constructor = RawShaderMaterial;
|
|
|
|
RawShaderMaterial.prototype.isRawShaderMaterial = true;
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* roughness: <float>,
|
|
* metalness: <float>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalMapType: THREE.TangentSpaceNormalMap,
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* roughnessMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* metalnessMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
|
* envMapIntensity: <float>
|
|
*
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshStandardMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.defines = { 'STANDARD': '' };
|
|
|
|
this.type = 'MeshStandardMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
this.roughness = 1.0;
|
|
this.metalness = 0.0;
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalMapType = TangentSpaceNormalMap;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.roughnessMap = null;
|
|
|
|
this.metalnessMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.envMapIntensity = 1.0;
|
|
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.vertexTangents = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshStandardMaterial.prototype = Object.create( Material.prototype );
|
|
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
|
|
|
|
MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
|
|
|
|
MeshStandardMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.defines = { 'STANDARD': '' };
|
|
|
|
this.color.copy( source.color );
|
|
this.roughness = source.roughness;
|
|
this.metalness = source.metalness;
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalMapType = source.normalMapType;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.roughnessMap = source.roughnessMap;
|
|
|
|
this.metalnessMap = source.metalnessMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.envMapIntensity = source.envMapIntensity;
|
|
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
this.vertexTangents = source.vertexTangents;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* clearcoat: <float>,
|
|
* clearcoatMap: new THREE.Texture( <Image> ),
|
|
* clearcoatRoughness: <float>,
|
|
* clearcoatRoughnessMap: new THREE.Texture( <Image> ),
|
|
* clearcoatNormalScale: <Vector2>,
|
|
* clearcoatNormalMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* reflectivity: <float>,
|
|
*
|
|
* sheen: <Color>,
|
|
*
|
|
* transmission: <float>,
|
|
* transmissionMap: new THREE.Texture( <Image> )
|
|
* }
|
|
*/
|
|
|
|
function MeshPhysicalMaterial( parameters ) {
|
|
|
|
MeshStandardMaterial.call( this );
|
|
|
|
this.defines = {
|
|
|
|
'STANDARD': '',
|
|
'PHYSICAL': ''
|
|
|
|
};
|
|
|
|
this.type = 'MeshPhysicalMaterial';
|
|
|
|
this.clearcoat = 0.0;
|
|
this.clearcoatMap = null;
|
|
this.clearcoatRoughness = 0.0;
|
|
this.clearcoatRoughnessMap = null;
|
|
this.clearcoatNormalScale = new Vector2( 1, 1 );
|
|
this.clearcoatNormalMap = null;
|
|
|
|
this.reflectivity = 0.5; // maps to F0 = 0.04
|
|
|
|
this.sheen = null; // null will disable sheen bsdf
|
|
|
|
this.transmission = 0.0;
|
|
this.transmissionMap = null;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
|
|
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
|
|
|
|
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
|
|
|
|
MeshPhysicalMaterial.prototype.copy = function ( source ) {
|
|
|
|
MeshStandardMaterial.prototype.copy.call( this, source );
|
|
|
|
this.defines = {
|
|
|
|
'STANDARD': '',
|
|
'PHYSICAL': ''
|
|
|
|
};
|
|
|
|
this.clearcoat = source.clearcoat;
|
|
this.clearcoatMap = source.clearcoatMap;
|
|
this.clearcoatRoughness = source.clearcoatRoughness;
|
|
this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
|
|
this.clearcoatNormalMap = source.clearcoatNormalMap;
|
|
this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
|
|
|
|
this.reflectivity = source.reflectivity;
|
|
|
|
if ( source.sheen ) {
|
|
|
|
this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
|
|
|
|
} else {
|
|
|
|
this.sheen = null;
|
|
|
|
}
|
|
|
|
this.transmission = source.transmission;
|
|
this.transmissionMap = source.transmissionMap;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* specular: <hex>,
|
|
* shininess: <float>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalMapType: THREE.TangentSpaceNormalMap,
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.MultiplyOperation,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshPhongMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshPhongMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
this.specular = new Color( 0x111111 );
|
|
this.shininess = 30;
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalMapType = TangentSpaceNormalMap;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshPhongMaterial.prototype = Object.create( Material.prototype );
|
|
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
|
|
|
|
MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
|
|
|
|
MeshPhongMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
this.specular.copy( source.specular );
|
|
this.shininess = source.shininess;
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalMapType = source.normalMapType;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
* gradientMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalMapType: THREE.TangentSpaceNormalMap,
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshToonMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.defines = { 'TOON': '' };
|
|
|
|
this.type = 'MeshToonMaterial';
|
|
|
|
this.color = new Color( 0xffffff );
|
|
|
|
this.map = null;
|
|
this.gradientMap = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalMapType = TangentSpaceNormalMap;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshToonMaterial.prototype = Object.create( Material.prototype );
|
|
MeshToonMaterial.prototype.constructor = MeshToonMaterial;
|
|
|
|
MeshToonMaterial.prototype.isMeshToonMaterial = true;
|
|
|
|
MeshToonMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
this.gradientMap = source.gradientMap;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalMapType = source.normalMapType;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* opacity: <float>,
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalMapType: THREE.TangentSpaceNormalMap,
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshNormalMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshNormalMaterial';
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalMapType = TangentSpaceNormalMap;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
|
|
this.fog = false;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshNormalMaterial.prototype = Object.create( Material.prototype );
|
|
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
|
|
|
|
MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
|
|
|
|
MeshNormalMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalMapType = source.normalMapType;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* lightMap: new THREE.Texture( <Image> ),
|
|
* lightMapIntensity: <float>
|
|
*
|
|
* aoMap: new THREE.Texture( <Image> ),
|
|
* aoMapIntensity: <float>
|
|
*
|
|
* emissive: <hex>,
|
|
* emissiveIntensity: <float>
|
|
* emissiveMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* specularMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
|
* combine: THREE.Multiply,
|
|
* reflectivity: <float>,
|
|
* refractionRatio: <float>,
|
|
*
|
|
* wireframe: <boolean>,
|
|
* wireframeLinewidth: <float>,
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshLambertMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.type = 'MeshLambertMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
|
|
this.map = null;
|
|
|
|
this.lightMap = null;
|
|
this.lightMapIntensity = 1.0;
|
|
|
|
this.aoMap = null;
|
|
this.aoMapIntensity = 1.0;
|
|
|
|
this.emissive = new Color( 0x000000 );
|
|
this.emissiveIntensity = 1.0;
|
|
this.emissiveMap = null;
|
|
|
|
this.specularMap = null;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.envMap = null;
|
|
this.combine = MultiplyOperation;
|
|
this.reflectivity = 1;
|
|
this.refractionRatio = 0.98;
|
|
|
|
this.wireframe = false;
|
|
this.wireframeLinewidth = 1;
|
|
this.wireframeLinecap = 'round';
|
|
this.wireframeLinejoin = 'round';
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshLambertMaterial.prototype = Object.create( Material.prototype );
|
|
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
|
|
|
|
MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
|
|
|
|
MeshLambertMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.map = source.map;
|
|
|
|
this.lightMap = source.lightMap;
|
|
this.lightMapIntensity = source.lightMapIntensity;
|
|
|
|
this.aoMap = source.aoMap;
|
|
this.aoMapIntensity = source.aoMapIntensity;
|
|
|
|
this.emissive.copy( source.emissive );
|
|
this.emissiveMap = source.emissiveMap;
|
|
this.emissiveIntensity = source.emissiveIntensity;
|
|
|
|
this.specularMap = source.specularMap;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.envMap = source.envMap;
|
|
this.combine = source.combine;
|
|
this.reflectivity = source.reflectivity;
|
|
this.refractionRatio = source.refractionRatio;
|
|
|
|
this.wireframe = source.wireframe;
|
|
this.wireframeLinewidth = source.wireframeLinewidth;
|
|
this.wireframeLinecap = source.wireframeLinecap;
|
|
this.wireframeLinejoin = source.wireframeLinejoin;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* matcap: new THREE.Texture( <Image> ),
|
|
*
|
|
* map: new THREE.Texture( <Image> ),
|
|
*
|
|
* bumpMap: new THREE.Texture( <Image> ),
|
|
* bumpScale: <float>,
|
|
*
|
|
* normalMap: new THREE.Texture( <Image> ),
|
|
* normalMapType: THREE.TangentSpaceNormalMap,
|
|
* normalScale: <Vector2>,
|
|
*
|
|
* displacementMap: new THREE.Texture( <Image> ),
|
|
* displacementScale: <float>,
|
|
* displacementBias: <float>,
|
|
*
|
|
* alphaMap: new THREE.Texture( <Image> ),
|
|
*
|
|
* skinning: <bool>,
|
|
* morphTargets: <bool>,
|
|
* morphNormals: <bool>
|
|
* }
|
|
*/
|
|
|
|
function MeshMatcapMaterial( parameters ) {
|
|
|
|
Material.call( this );
|
|
|
|
this.defines = { 'MATCAP': '' };
|
|
|
|
this.type = 'MeshMatcapMaterial';
|
|
|
|
this.color = new Color( 0xffffff ); // diffuse
|
|
|
|
this.matcap = null;
|
|
|
|
this.map = null;
|
|
|
|
this.bumpMap = null;
|
|
this.bumpScale = 1;
|
|
|
|
this.normalMap = null;
|
|
this.normalMapType = TangentSpaceNormalMap;
|
|
this.normalScale = new Vector2( 1, 1 );
|
|
|
|
this.displacementMap = null;
|
|
this.displacementScale = 1;
|
|
this.displacementBias = 0;
|
|
|
|
this.alphaMap = null;
|
|
|
|
this.skinning = false;
|
|
this.morphTargets = false;
|
|
this.morphNormals = false;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
MeshMatcapMaterial.prototype = Object.create( Material.prototype );
|
|
MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
|
|
|
|
MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
|
|
|
|
MeshMatcapMaterial.prototype.copy = function ( source ) {
|
|
|
|
Material.prototype.copy.call( this, source );
|
|
|
|
this.defines = { 'MATCAP': '' };
|
|
|
|
this.color.copy( source.color );
|
|
|
|
this.matcap = source.matcap;
|
|
|
|
this.map = source.map;
|
|
|
|
this.bumpMap = source.bumpMap;
|
|
this.bumpScale = source.bumpScale;
|
|
|
|
this.normalMap = source.normalMap;
|
|
this.normalMapType = source.normalMapType;
|
|
this.normalScale.copy( source.normalScale );
|
|
|
|
this.displacementMap = source.displacementMap;
|
|
this.displacementScale = source.displacementScale;
|
|
this.displacementBias = source.displacementBias;
|
|
|
|
this.alphaMap = source.alphaMap;
|
|
|
|
this.skinning = source.skinning;
|
|
this.morphTargets = source.morphTargets;
|
|
this.morphNormals = source.morphNormals;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* parameters = {
|
|
* color: <hex>,
|
|
* opacity: <float>,
|
|
*
|
|
* linewidth: <float>,
|
|
*
|
|
* scale: <float>,
|
|
* dashSize: <float>,
|
|
* gapSize: <float>
|
|
* }
|
|
*/
|
|
|
|
function LineDashedMaterial( parameters ) {
|
|
|
|
LineBasicMaterial.call( this );
|
|
|
|
this.type = 'LineDashedMaterial';
|
|
|
|
this.scale = 1;
|
|
this.dashSize = 3;
|
|
this.gapSize = 1;
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
|
|
LineDashedMaterial.prototype.constructor = LineDashedMaterial;
|
|
|
|
LineDashedMaterial.prototype.isLineDashedMaterial = true;
|
|
|
|
LineDashedMaterial.prototype.copy = function ( source ) {
|
|
|
|
LineBasicMaterial.prototype.copy.call( this, source );
|
|
|
|
this.scale = source.scale;
|
|
this.dashSize = source.dashSize;
|
|
this.gapSize = source.gapSize;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var Materials = /*#__PURE__*/Object.freeze({
|
|
__proto__: null,
|
|
ShadowMaterial: ShadowMaterial,
|
|
SpriteMaterial: SpriteMaterial,
|
|
RawShaderMaterial: RawShaderMaterial,
|
|
ShaderMaterial: ShaderMaterial,
|
|
PointsMaterial: PointsMaterial,
|
|
MeshPhysicalMaterial: MeshPhysicalMaterial,
|
|
MeshStandardMaterial: MeshStandardMaterial,
|
|
MeshPhongMaterial: MeshPhongMaterial,
|
|
MeshToonMaterial: MeshToonMaterial,
|
|
MeshNormalMaterial: MeshNormalMaterial,
|
|
MeshLambertMaterial: MeshLambertMaterial,
|
|
MeshDepthMaterial: MeshDepthMaterial,
|
|
MeshDistanceMaterial: MeshDistanceMaterial,
|
|
MeshBasicMaterial: MeshBasicMaterial,
|
|
MeshMatcapMaterial: MeshMatcapMaterial,
|
|
LineDashedMaterial: LineDashedMaterial,
|
|
LineBasicMaterial: LineBasicMaterial,
|
|
Material: Material
|
|
});
|
|
|
|
var AnimationUtils = {
|
|
|
|
// same as Array.prototype.slice, but also works on typed arrays
|
|
arraySlice: function ( array, from, to ) {
|
|
|
|
if ( AnimationUtils.isTypedArray( array ) ) {
|
|
|
|
// in ios9 array.subarray(from, undefined) will return empty array
|
|
// but array.subarray(from) or array.subarray(from, len) is correct
|
|
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
|
|
|
|
}
|
|
|
|
return array.slice( from, to );
|
|
|
|
},
|
|
|
|
// converts an array to a specific type
|
|
convertArray: function ( array, type, forceClone ) {
|
|
|
|
if ( ! array || // let 'undefined' and 'null' pass
|
|
! forceClone && array.constructor === type ) { return array; }
|
|
|
|
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
|
|
|
|
return new type( array ); // create typed array
|
|
|
|
}
|
|
|
|
return Array.prototype.slice.call( array ); // create Array
|
|
|
|
},
|
|
|
|
isTypedArray: function ( object ) {
|
|
|
|
return ArrayBuffer.isView( object ) &&
|
|
! ( object instanceof DataView );
|
|
|
|
},
|
|
|
|
// returns an array by which times and values can be sorted
|
|
getKeyframeOrder: function ( times ) {
|
|
|
|
function compareTime( i, j ) {
|
|
|
|
return times[ i ] - times[ j ];
|
|
|
|
}
|
|
|
|
var n = times.length;
|
|
var result = new Array( n );
|
|
for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
|
|
|
|
result.sort( compareTime );
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// uses the array previously returned by 'getKeyframeOrder' to sort data
|
|
sortedArray: function ( values, stride, order ) {
|
|
|
|
var nValues = values.length;
|
|
var result = new values.constructor( nValues );
|
|
|
|
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
|
|
|
|
var srcOffset = order[ i ] * stride;
|
|
|
|
for ( var j = 0; j !== stride; ++ j ) {
|
|
|
|
result[ dstOffset ++ ] = values[ srcOffset + j ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// function for parsing AOS keyframe formats
|
|
flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
|
|
|
|
var i = 1, key = jsonKeys[ 0 ];
|
|
|
|
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
}
|
|
|
|
if ( key === undefined ) { return; } // no data
|
|
|
|
var value = key[ valuePropertyName ];
|
|
if ( value === undefined ) { return; } // no data
|
|
|
|
if ( Array.isArray( value ) ) {
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
values.push.apply( values, value ); // push all elements
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
} else if ( value.toArray !== undefined ) {
|
|
|
|
// ...assume THREE.Math-ish
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
value.toArray( values, values.length );
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
} else {
|
|
|
|
// otherwise push as-is
|
|
|
|
do {
|
|
|
|
value = key[ valuePropertyName ];
|
|
|
|
if ( value !== undefined ) {
|
|
|
|
times.push( key.time );
|
|
values.push( value );
|
|
|
|
}
|
|
|
|
key = jsonKeys[ i ++ ];
|
|
|
|
} while ( key !== undefined );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
|
|
|
|
fps = fps || 30;
|
|
|
|
var clip = sourceClip.clone();
|
|
|
|
clip.name = name;
|
|
|
|
var tracks = [];
|
|
|
|
for ( var i = 0; i < clip.tracks.length; ++ i ) {
|
|
|
|
var track = clip.tracks[ i ];
|
|
var valueSize = track.getValueSize();
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
for ( var j = 0; j < track.times.length; ++ j ) {
|
|
|
|
var frame = track.times[ j ] * fps;
|
|
|
|
if ( frame < startFrame || frame >= endFrame ) { continue; }
|
|
|
|
times.push( track.times[ j ] );
|
|
|
|
for ( var k = 0; k < valueSize; ++ k ) {
|
|
|
|
values.push( track.values[ j * valueSize + k ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( times.length === 0 ) { continue; }
|
|
|
|
track.times = AnimationUtils.convertArray( times, track.times.constructor );
|
|
track.values = AnimationUtils.convertArray( values, track.values.constructor );
|
|
|
|
tracks.push( track );
|
|
|
|
}
|
|
|
|
clip.tracks = tracks;
|
|
|
|
// find minimum .times value across all tracks in the trimmed clip
|
|
|
|
var minStartTime = Infinity;
|
|
|
|
for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
|
|
|
|
if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
|
|
|
|
minStartTime = clip.tracks[ i$1 ].times[ 0 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// shift all tracks such that clip begins at t=0
|
|
|
|
for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
|
|
|
|
clip.tracks[ i$2 ].shift( - 1 * minStartTime );
|
|
|
|
}
|
|
|
|
clip.resetDuration();
|
|
|
|
return clip;
|
|
|
|
},
|
|
|
|
makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
|
|
|
|
if ( referenceFrame === undefined ) { referenceFrame = 0; }
|
|
if ( referenceClip === undefined ) { referenceClip = targetClip; }
|
|
if ( fps === undefined || fps <= 0 ) { fps = 30; }
|
|
|
|
var numTracks = targetClip.tracks.length;
|
|
var referenceTime = referenceFrame / fps;
|
|
|
|
// Make each track's values relative to the values at the reference frame
|
|
var loop = function ( i ) {
|
|
|
|
var referenceTrack = referenceClip.tracks[ i ];
|
|
var referenceTrackType = referenceTrack.ValueTypeName;
|
|
|
|
// Skip this track if it's non-numeric
|
|
if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
|
|
|
|
// Find the track in the target clip whose name and type matches the reference track
|
|
var targetTrack = targetClip.tracks.find( function ( track ) {
|
|
|
|
return track.name === referenceTrack.name
|
|
&& track.ValueTypeName === referenceTrackType;
|
|
|
|
} );
|
|
|
|
if ( targetTrack === undefined ) { return; }
|
|
|
|
var referenceOffset = 0;
|
|
var referenceValueSize = referenceTrack.getValueSize();
|
|
|
|
if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
|
|
|
|
referenceOffset = referenceValueSize / 3;
|
|
|
|
}
|
|
|
|
var targetOffset = 0;
|
|
var targetValueSize = targetTrack.getValueSize();
|
|
|
|
if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
|
|
|
|
targetOffset = targetValueSize / 3;
|
|
|
|
}
|
|
|
|
var lastIndex = referenceTrack.times.length - 1;
|
|
var referenceValue = (void 0);
|
|
|
|
// Find the value to subtract out of the track
|
|
if ( referenceTime <= referenceTrack.times[ 0 ] ) {
|
|
|
|
// Reference frame is earlier than the first keyframe, so just use the first keyframe
|
|
var startIndex = referenceOffset;
|
|
var endIndex = referenceValueSize - referenceOffset;
|
|
referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );
|
|
|
|
} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
|
|
|
|
// Reference frame is after the last keyframe, so just use the last keyframe
|
|
var startIndex$1 = lastIndex * referenceValueSize + referenceOffset;
|
|
var endIndex$1 = startIndex$1 + referenceValueSize - referenceOffset;
|
|
referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex$1, endIndex$1 );
|
|
|
|
} else {
|
|
|
|
// Interpolate to the reference value
|
|
var interpolant = referenceTrack.createInterpolant();
|
|
var startIndex$2 = referenceOffset;
|
|
var endIndex$2 = referenceValueSize - referenceOffset;
|
|
interpolant.evaluate( referenceTime );
|
|
referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex$2, endIndex$2 );
|
|
|
|
}
|
|
|
|
// Conjugate the quaternion
|
|
if ( referenceTrackType === 'quaternion' ) {
|
|
|
|
var referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
|
|
referenceQuat.toArray( referenceValue );
|
|
|
|
}
|
|
|
|
// Subtract the reference value from all of the track values
|
|
|
|
var numTimes = targetTrack.times.length;
|
|
for ( var j = 0; j < numTimes; ++ j ) {
|
|
|
|
var valueStart = j * targetValueSize + targetOffset;
|
|
|
|
if ( referenceTrackType === 'quaternion' ) {
|
|
|
|
// Multiply the conjugate for quaternion track types
|
|
Quaternion.multiplyQuaternionsFlat(
|
|
targetTrack.values,
|
|
valueStart,
|
|
referenceValue,
|
|
0,
|
|
targetTrack.values,
|
|
valueStart
|
|
);
|
|
|
|
} else {
|
|
|
|
var valueEnd = targetValueSize - targetOffset * 2;
|
|
|
|
// Subtract each value for all other numeric track types
|
|
for ( var k = 0; k < valueEnd; ++ k ) {
|
|
|
|
targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
for ( var i = 0; i < numTracks; ++ i ) loop( i );
|
|
|
|
targetClip.blendMode = AdditiveAnimationBlendMode;
|
|
|
|
return targetClip;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Abstract base class of interpolants over parametric samples.
|
|
*
|
|
* The parameter domain is one dimensional, typically the time or a path
|
|
* along a curve defined by the data.
|
|
*
|
|
* The sample values can have any dimensionality and derived classes may
|
|
* apply special interpretations to the data.
|
|
*
|
|
* This class provides the interval seek in a Template Method, deferring
|
|
* the actual interpolation to derived classes.
|
|
*
|
|
* Time complexity is O(1) for linear access crossing at most two points
|
|
* and O(log N) for random access, where N is the number of positions.
|
|
*
|
|
* References:
|
|
*
|
|
* http://www.oodesign.com/template-method-pattern.html
|
|
*
|
|
*/
|
|
|
|
function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
this.parameterPositions = parameterPositions;
|
|
this._cachedIndex = 0;
|
|
|
|
this.resultBuffer = resultBuffer !== undefined ?
|
|
resultBuffer : new sampleValues.constructor( sampleSize );
|
|
this.sampleValues = sampleValues;
|
|
this.valueSize = sampleSize;
|
|
|
|
}
|
|
|
|
Object.assign( Interpolant.prototype, {
|
|
|
|
evaluate: function ( t ) {
|
|
|
|
var pp = this.parameterPositions;
|
|
var i1 = this._cachedIndex,
|
|
t1 = pp[ i1 ],
|
|
t0 = pp[ i1 - 1 ];
|
|
|
|
validate_interval: {
|
|
|
|
seek: {
|
|
|
|
var right;
|
|
|
|
linear_scan: {
|
|
|
|
//- See http://jsperf.com/comparison-to-undefined/3
|
|
//- slower code:
|
|
//-
|
|
//- if ( t >= t1 || t1 === undefined ) {
|
|
forward_scan: if ( ! ( t < t1 ) ) {
|
|
|
|
for ( var giveUpAt = i1 + 2; ; ) {
|
|
|
|
if ( t1 === undefined ) {
|
|
|
|
if ( t < t0 ) { break forward_scan; }
|
|
|
|
// after end
|
|
|
|
i1 = pp.length;
|
|
this._cachedIndex = i1;
|
|
return this.afterEnd_( i1 - 1, t, t0 );
|
|
|
|
}
|
|
|
|
if ( i1 === giveUpAt ) { break; } // this loop
|
|
|
|
t0 = t1;
|
|
t1 = pp[ ++ i1 ];
|
|
|
|
if ( t < t1 ) {
|
|
|
|
// we have arrived at the sought interval
|
|
break seek;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// prepare binary search on the right side of the index
|
|
right = pp.length;
|
|
break linear_scan;
|
|
|
|
}
|
|
|
|
//- slower code:
|
|
//- if ( t < t0 || t0 === undefined ) {
|
|
if ( ! ( t >= t0 ) ) {
|
|
|
|
// looping?
|
|
|
|
var t1global = pp[ 1 ];
|
|
|
|
if ( t < t1global ) {
|
|
|
|
i1 = 2; // + 1, using the scan for the details
|
|
t0 = t1global;
|
|
|
|
}
|
|
|
|
// linear reverse scan
|
|
|
|
for ( var giveUpAt$1 = i1 - 2; ; ) {
|
|
|
|
if ( t0 === undefined ) {
|
|
|
|
// before start
|
|
|
|
this._cachedIndex = 0;
|
|
return this.beforeStart_( 0, t, t1 );
|
|
|
|
}
|
|
|
|
if ( i1 === giveUpAt$1 ) { break; } // this loop
|
|
|
|
t1 = t0;
|
|
t0 = pp[ -- i1 - 1 ];
|
|
|
|
if ( t >= t0 ) {
|
|
|
|
// we have arrived at the sought interval
|
|
break seek;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// prepare binary search on the left side of the index
|
|
right = i1;
|
|
i1 = 0;
|
|
break linear_scan;
|
|
|
|
}
|
|
|
|
// the interval is valid
|
|
|
|
break validate_interval;
|
|
|
|
} // linear scan
|
|
|
|
// binary search
|
|
|
|
while ( i1 < right ) {
|
|
|
|
var mid = ( i1 + right ) >>> 1;
|
|
|
|
if ( t < pp[ mid ] ) {
|
|
|
|
right = mid;
|
|
|
|
} else {
|
|
|
|
i1 = mid + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
t1 = pp[ i1 ];
|
|
t0 = pp[ i1 - 1 ];
|
|
|
|
// check boundary cases, again
|
|
|
|
if ( t0 === undefined ) {
|
|
|
|
this._cachedIndex = 0;
|
|
return this.beforeStart_( 0, t, t1 );
|
|
|
|
}
|
|
|
|
if ( t1 === undefined ) {
|
|
|
|
i1 = pp.length;
|
|
this._cachedIndex = i1;
|
|
return this.afterEnd_( i1 - 1, t0, t );
|
|
|
|
}
|
|
|
|
} // seek
|
|
|
|
this._cachedIndex = i1;
|
|
|
|
this.intervalChanged_( i1, t0, t1 );
|
|
|
|
} // validate_interval
|
|
|
|
return this.interpolate_( i1, t0, t, t1 );
|
|
|
|
},
|
|
|
|
settings: null, // optional, subclass-specific settings structure
|
|
// Note: The indirection allows central control of many interpolants.
|
|
|
|
// --- Protected interface
|
|
|
|
DefaultSettings_: {},
|
|
|
|
getSettings_: function () {
|
|
|
|
return this.settings || this.DefaultSettings_;
|
|
|
|
},
|
|
|
|
copySampleValue_: function ( index ) {
|
|
|
|
// copies a sample value to the result buffer
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
offset = index * stride;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] = values[ offset + i ];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// Template methods for derived classes:
|
|
|
|
interpolate_: function ( /* i1, t0, t, t1 */ ) {
|
|
|
|
throw new Error( 'call to abstract method' );
|
|
// implementations shall return this.resultBuffer
|
|
|
|
},
|
|
|
|
intervalChanged_: function ( /* i1, t0, t1 */ ) {
|
|
|
|
// empty
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
// DECLARE ALIAS AFTER assign prototype
|
|
Object.assign( Interpolant.prototype, {
|
|
|
|
//( 0, t, t0 ), returns this.resultBuffer
|
|
beforeStart_: Interpolant.prototype.copySampleValue_,
|
|
|
|
//( N-1, tN-1, t ), returns this.resultBuffer
|
|
afterEnd_: Interpolant.prototype.copySampleValue_,
|
|
|
|
} );
|
|
|
|
/**
|
|
* Fast and simple cubic spline interpolant.
|
|
*
|
|
* It was derived from a Hermitian construction setting the first derivative
|
|
* at each sample position to the linear slope between neighboring positions
|
|
* over their parameter interval.
|
|
*/
|
|
|
|
function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
this._weightPrev = - 0;
|
|
this._offsetPrev = - 0;
|
|
this._weightNext = - 0;
|
|
this._offsetNext = - 0;
|
|
|
|
}
|
|
|
|
CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: CubicInterpolant,
|
|
|
|
DefaultSettings_: {
|
|
|
|
endingStart: ZeroCurvatureEnding,
|
|
endingEnd: ZeroCurvatureEnding
|
|
|
|
},
|
|
|
|
intervalChanged_: function ( i1, t0, t1 ) {
|
|
|
|
var pp = this.parameterPositions;
|
|
var iPrev = i1 - 2,
|
|
iNext = i1 + 1,
|
|
|
|
tPrev = pp[ iPrev ],
|
|
tNext = pp[ iNext ];
|
|
|
|
if ( tPrev === undefined ) {
|
|
|
|
switch ( this.getSettings_().endingStart ) {
|
|
|
|
case ZeroSlopeEnding:
|
|
|
|
// f'(t0) = 0
|
|
iPrev = i1;
|
|
tPrev = 2 * t0 - t1;
|
|
|
|
break;
|
|
|
|
case WrapAroundEnding:
|
|
|
|
// use the other end of the curve
|
|
iPrev = pp.length - 2;
|
|
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
|
|
|
|
break;
|
|
|
|
default: // ZeroCurvatureEnding
|
|
|
|
// f''(t0) = 0 a.k.a. Natural Spline
|
|
iPrev = i1;
|
|
tPrev = t1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( tNext === undefined ) {
|
|
|
|
switch ( this.getSettings_().endingEnd ) {
|
|
|
|
case ZeroSlopeEnding:
|
|
|
|
// f'(tN) = 0
|
|
iNext = i1;
|
|
tNext = 2 * t1 - t0;
|
|
|
|
break;
|
|
|
|
case WrapAroundEnding:
|
|
|
|
// use the other end of the curve
|
|
iNext = 1;
|
|
tNext = t1 + pp[ 1 ] - pp[ 0 ];
|
|
|
|
break;
|
|
|
|
default: // ZeroCurvatureEnding
|
|
|
|
// f''(tN) = 0, a.k.a. Natural Spline
|
|
iNext = i1 - 1;
|
|
tNext = t0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var halfDt = ( t1 - t0 ) * 0.5,
|
|
stride = this.valueSize;
|
|
|
|
this._weightPrev = halfDt / ( t0 - tPrev );
|
|
this._weightNext = halfDt / ( tNext - t1 );
|
|
this._offsetPrev = iPrev * stride;
|
|
this._offsetNext = iNext * stride;
|
|
|
|
},
|
|
|
|
interpolate_: function ( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
o1 = i1 * stride, o0 = o1 - stride,
|
|
oP = this._offsetPrev, oN = this._offsetNext,
|
|
wP = this._weightPrev, wN = this._weightNext,
|
|
|
|
p = ( t - t0 ) / ( t1 - t0 ),
|
|
pp = p * p,
|
|
ppp = pp * p;
|
|
|
|
// evaluate polynomials
|
|
|
|
var sP = - wP * ppp + 2 * wP * pp - wP * p;
|
|
var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
|
|
var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
|
|
var sN = wN * ppp - wN * pp;
|
|
|
|
// combine data linearly
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] =
|
|
sP * values[ oP + i ] +
|
|
s0 * values[ o0 + i ] +
|
|
s1 * values[ o1 + i ] +
|
|
sN * values[ oN + i ];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: LinearInterpolant,
|
|
|
|
interpolate_: function ( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
offset1 = i1 * stride,
|
|
offset0 = offset1 - stride,
|
|
|
|
weight1 = ( t - t0 ) / ( t1 - t0 ),
|
|
weight0 = 1 - weight1;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
result[ i ] =
|
|
values[ offset0 + i ] * weight0 +
|
|
values[ offset1 + i ] * weight1;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* Interpolant that evaluates to the sample value at the position preceeding
|
|
* the parameter.
|
|
*/
|
|
|
|
function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: DiscreteInterpolant,
|
|
|
|
interpolate_: function ( i1 /*, t0, t, t1 */ ) {
|
|
|
|
return this.copySampleValue_( i1 - 1 );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function KeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
|
|
if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
|
|
|
|
this.name = name;
|
|
|
|
this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
|
|
this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
|
|
|
|
this.setInterpolation( interpolation || this.DefaultInterpolation );
|
|
|
|
}
|
|
|
|
// Static methods
|
|
|
|
Object.assign( KeyframeTrack, {
|
|
|
|
// Serialization (in static context, because of constructor invocation
|
|
// and automatic invocation of .toJSON):
|
|
|
|
toJSON: function ( track ) {
|
|
|
|
var trackType = track.constructor;
|
|
|
|
var json;
|
|
|
|
// derived classes can define a static toJSON method
|
|
if ( trackType.toJSON !== undefined ) {
|
|
|
|
json = trackType.toJSON( track );
|
|
|
|
} else {
|
|
|
|
// by default, we assume the data can be serialized as-is
|
|
json = {
|
|
|
|
'name': track.name,
|
|
'times': AnimationUtils.convertArray( track.times, Array ),
|
|
'values': AnimationUtils.convertArray( track.values, Array )
|
|
|
|
};
|
|
|
|
var interpolation = track.getInterpolation();
|
|
|
|
if ( interpolation !== track.DefaultInterpolation ) {
|
|
|
|
json.interpolation = interpolation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
json.type = track.ValueTypeName; // mandatory
|
|
|
|
return json;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( KeyframeTrack.prototype, {
|
|
|
|
constructor: KeyframeTrack,
|
|
|
|
TimeBufferType: Float32Array,
|
|
|
|
ValueBufferType: Float32Array,
|
|
|
|
DefaultInterpolation: InterpolateLinear,
|
|
|
|
InterpolantFactoryMethodDiscrete: function ( result ) {
|
|
|
|
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodLinear: function ( result ) {
|
|
|
|
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodSmooth: function ( result ) {
|
|
|
|
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
setInterpolation: function ( interpolation ) {
|
|
|
|
var factoryMethod;
|
|
|
|
switch ( interpolation ) {
|
|
|
|
case InterpolateDiscrete:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodDiscrete;
|
|
|
|
break;
|
|
|
|
case InterpolateLinear:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodLinear;
|
|
|
|
break;
|
|
|
|
case InterpolateSmooth:
|
|
|
|
factoryMethod = this.InterpolantFactoryMethodSmooth;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if ( factoryMethod === undefined ) {
|
|
|
|
var message = "unsupported interpolation for " +
|
|
this.ValueTypeName + " keyframe track named " + this.name;
|
|
|
|
if ( this.createInterpolant === undefined ) {
|
|
|
|
// fall back to default, unless the default itself is messed up
|
|
if ( interpolation !== this.DefaultInterpolation ) {
|
|
|
|
this.setInterpolation( this.DefaultInterpolation );
|
|
|
|
} else {
|
|
|
|
throw new Error( message ); // fatal, in this case
|
|
|
|
}
|
|
|
|
}
|
|
|
|
console.warn( 'THREE.KeyframeTrack:', message );
|
|
return this;
|
|
|
|
}
|
|
|
|
this.createInterpolant = factoryMethod;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
getInterpolation: function () {
|
|
|
|
switch ( this.createInterpolant ) {
|
|
|
|
case this.InterpolantFactoryMethodDiscrete:
|
|
|
|
return InterpolateDiscrete;
|
|
|
|
case this.InterpolantFactoryMethodLinear:
|
|
|
|
return InterpolateLinear;
|
|
|
|
case this.InterpolantFactoryMethodSmooth:
|
|
|
|
return InterpolateSmooth;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
getValueSize: function () {
|
|
|
|
return this.values.length / this.times.length;
|
|
|
|
},
|
|
|
|
// move all keyframes either forwards or backwards in time
|
|
shift: function ( timeOffset ) {
|
|
|
|
if ( timeOffset !== 0.0 ) {
|
|
|
|
var times = this.times;
|
|
|
|
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
|
|
|
times[ i ] += timeOffset;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
|
|
scale: function ( timeScale ) {
|
|
|
|
if ( timeScale !== 1.0 ) {
|
|
|
|
var times = this.times;
|
|
|
|
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
|
|
|
times[ i ] *= timeScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
|
|
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
|
|
trim: function ( startTime, endTime ) {
|
|
|
|
var times = this.times,
|
|
nKeys = times.length;
|
|
|
|
var from = 0,
|
|
to = nKeys - 1;
|
|
|
|
while ( from !== nKeys && times[ from ] < startTime ) {
|
|
|
|
++ from;
|
|
|
|
}
|
|
|
|
while ( to !== - 1 && times[ to ] > endTime ) {
|
|
|
|
-- to;
|
|
|
|
}
|
|
|
|
++ to; // inclusive -> exclusive bound
|
|
|
|
if ( from !== 0 || to !== nKeys ) {
|
|
|
|
// empty tracks are forbidden, so keep at least one keyframe
|
|
if ( from >= to ) {
|
|
|
|
to = Math.max( to, 1 );
|
|
from = to - 1;
|
|
|
|
}
|
|
|
|
var stride = this.getValueSize();
|
|
this.times = AnimationUtils.arraySlice( times, from, to );
|
|
this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
|
|
validate: function () {
|
|
|
|
var valid = true;
|
|
|
|
var valueSize = this.getValueSize();
|
|
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
|
|
|
|
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
|
|
valid = false;
|
|
|
|
}
|
|
|
|
var times = this.times,
|
|
values = this.values,
|
|
|
|
nKeys = times.length;
|
|
|
|
if ( nKeys === 0 ) {
|
|
|
|
console.error( 'THREE.KeyframeTrack: Track is empty.', this );
|
|
valid = false;
|
|
|
|
}
|
|
|
|
var prevTime = null;
|
|
|
|
for ( var i = 0; i !== nKeys; i ++ ) {
|
|
|
|
var currTime = times[ i ];
|
|
|
|
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
|
|
|
|
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
if ( prevTime !== null && prevTime > currTime ) {
|
|
|
|
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
prevTime = currTime;
|
|
|
|
}
|
|
|
|
if ( values !== undefined ) {
|
|
|
|
if ( AnimationUtils.isTypedArray( values ) ) {
|
|
|
|
for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
|
|
|
|
var value = values[ i$1 ];
|
|
|
|
if ( isNaN( value ) ) {
|
|
|
|
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
|
|
valid = false;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return valid;
|
|
|
|
},
|
|
|
|
// removes equivalent sequential keys as common in morph target sequences
|
|
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
|
|
optimize: function () {
|
|
|
|
// times or values may be shared with other tracks, so overwriting is unsafe
|
|
var times = AnimationUtils.arraySlice( this.times ),
|
|
values = AnimationUtils.arraySlice( this.values ),
|
|
stride = this.getValueSize(),
|
|
|
|
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
|
|
|
|
lastIndex = times.length - 1;
|
|
|
|
var writeIndex = 1;
|
|
|
|
for ( var i = 1; i < lastIndex; ++ i ) {
|
|
|
|
var keep = false;
|
|
|
|
var time = times[ i ];
|
|
var timeNext = times[ i + 1 ];
|
|
|
|
// remove adjacent keyframes scheduled at the same time
|
|
|
|
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
|
|
|
|
if ( ! smoothInterpolation ) {
|
|
|
|
// remove unnecessary keyframes same as their neighbors
|
|
|
|
var offset = i * stride,
|
|
offsetP = offset - stride,
|
|
offsetN = offset + stride;
|
|
|
|
for ( var j = 0; j !== stride; ++ j ) {
|
|
|
|
var value = values[ offset + j ];
|
|
|
|
if ( value !== values[ offsetP + j ] ||
|
|
value !== values[ offsetN + j ] ) {
|
|
|
|
keep = true;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
keep = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// in-place compaction
|
|
|
|
if ( keep ) {
|
|
|
|
if ( i !== writeIndex ) {
|
|
|
|
times[ writeIndex ] = times[ i ];
|
|
|
|
var readOffset = i * stride,
|
|
writeOffset = writeIndex * stride;
|
|
|
|
for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
|
|
|
|
values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
++ writeIndex;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// flush last keyframe (compaction looks ahead)
|
|
|
|
if ( lastIndex > 0 ) {
|
|
|
|
times[ writeIndex ] = times[ lastIndex ];
|
|
|
|
for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
|
|
|
|
values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
|
|
|
|
}
|
|
|
|
++ writeIndex;
|
|
|
|
}
|
|
|
|
if ( writeIndex !== times.length ) {
|
|
|
|
this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
|
|
this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
|
|
|
|
} else {
|
|
|
|
this.times = times;
|
|
this.values = values;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
var times = AnimationUtils.arraySlice( this.times, 0 );
|
|
var values = AnimationUtils.arraySlice( this.values, 0 );
|
|
|
|
var TypedKeyframeTrack = this.constructor;
|
|
var track = new TypedKeyframeTrack( this.name, times, values );
|
|
|
|
// Interpolant argument to constructor is not saved, so copy the factory method directly.
|
|
track.createInterpolant = this.createInterpolant;
|
|
|
|
return track;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track of Boolean keyframe values.
|
|
*/
|
|
|
|
function BooleanKeyframeTrack( name, times, values ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values );
|
|
|
|
}
|
|
|
|
BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: BooleanKeyframeTrack,
|
|
|
|
ValueTypeName: 'bool',
|
|
ValueBufferType: Array,
|
|
|
|
DefaultInterpolation: InterpolateDiscrete,
|
|
|
|
InterpolantFactoryMethodLinear: undefined,
|
|
InterpolantFactoryMethodSmooth: undefined
|
|
|
|
// Note: Actually this track could have a optimized / compressed
|
|
// representation of a single value and a custom interpolant that
|
|
// computes "firstValue ^ isOdd( index )".
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track of keyframe values that represent color.
|
|
*/
|
|
|
|
function ColorKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: ColorKeyframeTrack,
|
|
|
|
ValueTypeName: 'color'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
// Note: Very basic implementation and nothing special yet.
|
|
// However, this is the place for color space parameterization.
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track of numeric keyframe values.
|
|
*/
|
|
|
|
function NumberKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: NumberKeyframeTrack,
|
|
|
|
ValueTypeName: 'number'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
} );
|
|
|
|
/**
|
|
* Spherical linear unit quaternion interpolant.
|
|
*/
|
|
|
|
function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
|
|
|
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
|
|
|
}
|
|
|
|
QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
|
|
|
constructor: QuaternionLinearInterpolant,
|
|
|
|
interpolate_: function ( i1, t0, t, t1 ) {
|
|
|
|
var result = this.resultBuffer,
|
|
values = this.sampleValues,
|
|
stride = this.valueSize,
|
|
|
|
alpha = ( t - t0 ) / ( t1 - t0 );
|
|
|
|
var offset = i1 * stride;
|
|
|
|
for ( var end = offset + stride; offset !== end; offset += 4 ) {
|
|
|
|
Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track of quaternion keyframe values.
|
|
*/
|
|
|
|
function QuaternionKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: QuaternionKeyframeTrack,
|
|
|
|
ValueTypeName: 'quaternion',
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
DefaultInterpolation: InterpolateLinear,
|
|
|
|
InterpolantFactoryMethodLinear: function ( result ) {
|
|
|
|
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
|
|
|
|
},
|
|
|
|
InterpolantFactoryMethodSmooth: undefined // not yet implemented
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track that interpolates Strings
|
|
*/
|
|
|
|
function StringKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: StringKeyframeTrack,
|
|
|
|
ValueTypeName: 'string',
|
|
ValueBufferType: Array,
|
|
|
|
DefaultInterpolation: InterpolateDiscrete,
|
|
|
|
InterpolantFactoryMethodLinear: undefined,
|
|
|
|
InterpolantFactoryMethodSmooth: undefined
|
|
|
|
} );
|
|
|
|
/**
|
|
* A Track of vectored keyframe values.
|
|
*/
|
|
|
|
function VectorKeyframeTrack( name, times, values, interpolation ) {
|
|
|
|
KeyframeTrack.call( this, name, times, values, interpolation );
|
|
|
|
}
|
|
|
|
VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
|
|
|
|
constructor: VectorKeyframeTrack,
|
|
|
|
ValueTypeName: 'vector'
|
|
|
|
// ValueBufferType is inherited
|
|
|
|
// DefaultInterpolation is inherited
|
|
|
|
} );
|
|
|
|
function AnimationClip( name, duration, tracks, blendMode ) {
|
|
|
|
this.name = name;
|
|
this.tracks = tracks;
|
|
this.duration = ( duration !== undefined ) ? duration : - 1;
|
|
this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
// this means it should figure out its duration by scanning the tracks
|
|
if ( this.duration < 0 ) {
|
|
|
|
this.resetDuration();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
function getTrackTypeForValueTypeName( typeName ) {
|
|
|
|
switch ( typeName.toLowerCase() ) {
|
|
|
|
case 'scalar':
|
|
case 'double':
|
|
case 'float':
|
|
case 'number':
|
|
case 'integer':
|
|
|
|
return NumberKeyframeTrack;
|
|
|
|
case 'vector':
|
|
case 'vector2':
|
|
case 'vector3':
|
|
case 'vector4':
|
|
|
|
return VectorKeyframeTrack;
|
|
|
|
case 'color':
|
|
|
|
return ColorKeyframeTrack;
|
|
|
|
case 'quaternion':
|
|
|
|
return QuaternionKeyframeTrack;
|
|
|
|
case 'bool':
|
|
case 'boolean':
|
|
|
|
return BooleanKeyframeTrack;
|
|
|
|
case 'string':
|
|
|
|
return StringKeyframeTrack;
|
|
|
|
}
|
|
|
|
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
|
|
|
|
}
|
|
|
|
function parseKeyframeTrack( json ) {
|
|
|
|
if ( json.type === undefined ) {
|
|
|
|
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
|
|
|
|
}
|
|
|
|
var trackType = getTrackTypeForValueTypeName( json.type );
|
|
|
|
if ( json.times === undefined ) {
|
|
|
|
var times = [], values = [];
|
|
|
|
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
|
|
|
|
json.times = times;
|
|
json.values = values;
|
|
|
|
}
|
|
|
|
// derived classes can define a static parse method
|
|
if ( trackType.parse !== undefined ) {
|
|
|
|
return trackType.parse( json );
|
|
|
|
} else {
|
|
|
|
// by default, we assume a constructor compatible with the base
|
|
return new trackType( json.name, json.times, json.values, json.interpolation );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Object.assign( AnimationClip, {
|
|
|
|
parse: function ( json ) {
|
|
|
|
var tracks = [],
|
|
jsonTracks = json.tracks,
|
|
frameTime = 1.0 / ( json.fps || 1.0 );
|
|
|
|
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
|
|
|
|
tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
|
|
|
|
}
|
|
|
|
return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
|
|
|
|
},
|
|
|
|
toJSON: function ( clip ) {
|
|
|
|
var tracks = [],
|
|
clipTracks = clip.tracks;
|
|
|
|
var json = {
|
|
|
|
'name': clip.name,
|
|
'duration': clip.duration,
|
|
'tracks': tracks,
|
|
'uuid': clip.uuid,
|
|
'blendMode': clip.blendMode
|
|
|
|
};
|
|
|
|
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
|
|
|
|
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
|
|
|
|
}
|
|
|
|
return json;
|
|
|
|
},
|
|
|
|
CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
|
|
|
|
var numMorphTargets = morphTargetSequence.length;
|
|
var tracks = [];
|
|
|
|
for ( var i = 0; i < numMorphTargets; i ++ ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
times.push(
|
|
( i + numMorphTargets - 1 ) % numMorphTargets,
|
|
i,
|
|
( i + 1 ) % numMorphTargets );
|
|
|
|
values.push( 0, 1, 0 );
|
|
|
|
var order = AnimationUtils.getKeyframeOrder( times );
|
|
times = AnimationUtils.sortedArray( times, 1, order );
|
|
values = AnimationUtils.sortedArray( values, 1, order );
|
|
|
|
// if there is a key at the first frame, duplicate it as the
|
|
// last frame as well for perfect loop.
|
|
if ( ! noLoop && times[ 0 ] === 0 ) {
|
|
|
|
times.push( numMorphTargets );
|
|
values.push( values[ 0 ] );
|
|
|
|
}
|
|
|
|
tracks.push(
|
|
new NumberKeyframeTrack(
|
|
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
|
|
times, values
|
|
).scale( 1.0 / fps ) );
|
|
|
|
}
|
|
|
|
return new AnimationClip( name, - 1, tracks );
|
|
|
|
},
|
|
|
|
findByName: function ( objectOrClipArray, name ) {
|
|
|
|
var clipArray = objectOrClipArray;
|
|
|
|
if ( ! Array.isArray( objectOrClipArray ) ) {
|
|
|
|
var o = objectOrClipArray;
|
|
clipArray = o.geometry && o.geometry.animations || o.animations;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < clipArray.length; i ++ ) {
|
|
|
|
if ( clipArray[ i ].name === name ) {
|
|
|
|
return clipArray[ i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
|
|
|
|
var animationToMorphTargets = {};
|
|
|
|
// tested with https://regex101.com/ on trick sequences
|
|
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
|
|
var pattern = /^([\w-]*?)([\d]+)$/;
|
|
|
|
// sort morph target names into animation groups based
|
|
// patterns like Walk_001, Walk_002, Run_001, Run_002
|
|
for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
|
|
|
|
var morphTarget = morphTargets[ i ];
|
|
var parts = morphTarget.name.match( pattern );
|
|
|
|
if ( parts && parts.length > 1 ) {
|
|
|
|
var name = parts[ 1 ];
|
|
|
|
var animationMorphTargets = animationToMorphTargets[ name ];
|
|
|
|
if ( ! animationMorphTargets ) {
|
|
|
|
animationToMorphTargets[ name ] = animationMorphTargets = [];
|
|
|
|
}
|
|
|
|
animationMorphTargets.push( morphTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var clips = [];
|
|
|
|
for ( var name$1 in animationToMorphTargets ) {
|
|
|
|
clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
|
|
|
|
}
|
|
|
|
return clips;
|
|
|
|
},
|
|
|
|
// parse the animation.hierarchy format
|
|
parseAnimation: function ( animation, bones ) {
|
|
|
|
if ( ! animation ) {
|
|
|
|
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
|
|
return null;
|
|
|
|
}
|
|
|
|
var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
|
|
|
|
// only return track if there are actually keys.
|
|
if ( animationKeys.length !== 0 ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
|
|
|
|
// empty keys are filtered out, so check again
|
|
if ( times.length !== 0 ) {
|
|
|
|
destTracks.push( new trackType( trackName, times, values ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var tracks = [];
|
|
|
|
var clipName = animation.name || 'default';
|
|
var fps = animation.fps || 30;
|
|
var blendMode = animation.blendMode;
|
|
|
|
// automatic length determination in AnimationClip.
|
|
var duration = animation.length || - 1;
|
|
|
|
var hierarchyTracks = animation.hierarchy || [];
|
|
|
|
for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
|
|
|
|
var animationKeys = hierarchyTracks[ h ].keys;
|
|
|
|
// skip empty tracks
|
|
if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
|
|
|
|
// process morph targets
|
|
if ( animationKeys[ 0 ].morphTargets ) {
|
|
|
|
// figure out all morph targets used in this track
|
|
var morphTargetNames = {};
|
|
|
|
var k = (void 0);
|
|
|
|
for ( k = 0; k < animationKeys.length; k ++ ) {
|
|
|
|
if ( animationKeys[ k ].morphTargets ) {
|
|
|
|
for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
|
|
|
|
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// create a track for each morph target with all zero
|
|
// morphTargetInfluences except for the keys in which
|
|
// the morphTarget is named.
|
|
for ( var morphTargetName in morphTargetNames ) {
|
|
|
|
var times = [];
|
|
var values = [];
|
|
|
|
for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
|
|
|
|
var animationKey = animationKeys[ k ];
|
|
|
|
times.push( animationKey.time );
|
|
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
|
|
|
|
}
|
|
|
|
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
|
|
|
|
}
|
|
|
|
duration = morphTargetNames.length * ( fps || 1.0 );
|
|
|
|
} else {
|
|
|
|
// ...assume skeletal animation
|
|
|
|
var boneName = '.bones[' + bones[ h ].name + ']';
|
|
|
|
addNonemptyTrack(
|
|
VectorKeyframeTrack, boneName + '.position',
|
|
animationKeys, 'pos', tracks );
|
|
|
|
addNonemptyTrack(
|
|
QuaternionKeyframeTrack, boneName + '.quaternion',
|
|
animationKeys, 'rot', tracks );
|
|
|
|
addNonemptyTrack(
|
|
VectorKeyframeTrack, boneName + '.scale',
|
|
animationKeys, 'scl', tracks );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( tracks.length === 0 ) {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
var clip = new AnimationClip( clipName, duration, tracks, blendMode );
|
|
|
|
return clip;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( AnimationClip.prototype, {
|
|
|
|
resetDuration: function () {
|
|
|
|
var tracks = this.tracks;
|
|
var duration = 0;
|
|
|
|
for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
|
|
|
|
var track = this.tracks[ i ];
|
|
|
|
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
|
|
|
|
}
|
|
|
|
this.duration = duration;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
trim: function () {
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
this.tracks[ i ].trim( 0, this.duration );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
validate: function () {
|
|
|
|
var valid = true;
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
valid = valid && this.tracks[ i ].validate();
|
|
|
|
}
|
|
|
|
return valid;
|
|
|
|
},
|
|
|
|
optimize: function () {
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
this.tracks[ i ].optimize();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
var tracks = [];
|
|
|
|
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
|
|
|
tracks.push( this.tracks[ i ].clone() );
|
|
|
|
}
|
|
|
|
return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var Cache = {
|
|
|
|
enabled: false,
|
|
|
|
files: {},
|
|
|
|
add: function ( key, file ) {
|
|
|
|
if ( this.enabled === false ) { return; }
|
|
|
|
// console.log( 'THREE.Cache', 'Adding key:', key );
|
|
|
|
this.files[ key ] = file;
|
|
|
|
},
|
|
|
|
get: function ( key ) {
|
|
|
|
if ( this.enabled === false ) { return; }
|
|
|
|
// console.log( 'THREE.Cache', 'Checking key:', key );
|
|
|
|
return this.files[ key ];
|
|
|
|
},
|
|
|
|
remove: function ( key ) {
|
|
|
|
delete this.files[ key ];
|
|
|
|
},
|
|
|
|
clear: function () {
|
|
|
|
this.files = {};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function LoadingManager( onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var isLoading = false;
|
|
var itemsLoaded = 0;
|
|
var itemsTotal = 0;
|
|
var urlModifier = undefined;
|
|
var handlers = [];
|
|
|
|
// Refer to #5689 for the reason why we don't set .onStart
|
|
// in the constructor
|
|
|
|
this.onStart = undefined;
|
|
this.onLoad = onLoad;
|
|
this.onProgress = onProgress;
|
|
this.onError = onError;
|
|
|
|
this.itemStart = function ( url ) {
|
|
|
|
itemsTotal ++;
|
|
|
|
if ( isLoading === false ) {
|
|
|
|
if ( scope.onStart !== undefined ) {
|
|
|
|
scope.onStart( url, itemsLoaded, itemsTotal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
isLoading = true;
|
|
|
|
};
|
|
|
|
this.itemEnd = function ( url ) {
|
|
|
|
itemsLoaded ++;
|
|
|
|
if ( scope.onProgress !== undefined ) {
|
|
|
|
scope.onProgress( url, itemsLoaded, itemsTotal );
|
|
|
|
}
|
|
|
|
if ( itemsLoaded === itemsTotal ) {
|
|
|
|
isLoading = false;
|
|
|
|
if ( scope.onLoad !== undefined ) {
|
|
|
|
scope.onLoad();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.itemError = function ( url ) {
|
|
|
|
if ( scope.onError !== undefined ) {
|
|
|
|
scope.onError( url );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.resolveURL = function ( url ) {
|
|
|
|
if ( urlModifier ) {
|
|
|
|
return urlModifier( url );
|
|
|
|
}
|
|
|
|
return url;
|
|
|
|
};
|
|
|
|
this.setURLModifier = function ( transform ) {
|
|
|
|
urlModifier = transform;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
this.addHandler = function ( regex, loader ) {
|
|
|
|
handlers.push( regex, loader );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
this.removeHandler = function ( regex ) {
|
|
|
|
var index = handlers.indexOf( regex );
|
|
|
|
if ( index !== - 1 ) {
|
|
|
|
handlers.splice( index, 2 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
this.getHandler = function ( file ) {
|
|
|
|
for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
|
|
|
|
var regex = handlers[ i ];
|
|
var loader = handlers[ i + 1 ];
|
|
|
|
if ( regex.global ) { regex.lastIndex = 0; } // see #17920
|
|
|
|
if ( regex.test( file ) ) {
|
|
|
|
return loader;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
var DefaultLoadingManager = new LoadingManager();
|
|
|
|
function Loader( manager ) {
|
|
|
|
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
|
|
|
this.crossOrigin = 'anonymous';
|
|
this.path = '';
|
|
this.resourcePath = '';
|
|
this.requestHeader = {};
|
|
|
|
}
|
|
|
|
Object.assign( Loader.prototype, {
|
|
|
|
load: function ( /* url, onLoad, onProgress, onError */ ) {},
|
|
|
|
loadAsync: function ( url, onProgress ) {
|
|
|
|
var scope = this;
|
|
|
|
return new Promise( function ( resolve, reject ) {
|
|
|
|
scope.load( url, resolve, onProgress, reject );
|
|
|
|
} );
|
|
|
|
},
|
|
|
|
parse: function ( /* data */ ) {},
|
|
|
|
setCrossOrigin: function ( crossOrigin ) {
|
|
|
|
this.crossOrigin = crossOrigin;
|
|
return this;
|
|
|
|
},
|
|
|
|
setPath: function ( path ) {
|
|
|
|
this.path = path;
|
|
return this;
|
|
|
|
},
|
|
|
|
setResourcePath: function ( resourcePath ) {
|
|
|
|
this.resourcePath = resourcePath;
|
|
return this;
|
|
|
|
},
|
|
|
|
setRequestHeader: function ( requestHeader ) {
|
|
|
|
this.requestHeader = requestHeader;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var loading = {};
|
|
|
|
function FileLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: FileLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( url === undefined ) { url = ''; }
|
|
|
|
if ( this.path !== undefined ) { url = this.path + url; }
|
|
|
|
url = this.manager.resolveURL( url );
|
|
|
|
var scope = this;
|
|
|
|
var cached = Cache.get( url );
|
|
|
|
if ( cached !== undefined ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) { onLoad( cached ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
return cached;
|
|
|
|
}
|
|
|
|
// Check if request is duplicate
|
|
|
|
if ( loading[ url ] !== undefined ) {
|
|
|
|
loading[ url ].push( {
|
|
|
|
onLoad: onLoad,
|
|
onProgress: onProgress,
|
|
onError: onError
|
|
|
|
} );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Check for data: URI
|
|
var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
|
|
var dataUriRegexResult = url.match( dataUriRegex );
|
|
var request;
|
|
|
|
// Safari can not handle Data URIs through XMLHttpRequest so process manually
|
|
if ( dataUriRegexResult ) {
|
|
|
|
var mimeType = dataUriRegexResult[ 1 ];
|
|
var isBase64 = !! dataUriRegexResult[ 2 ];
|
|
|
|
var data = dataUriRegexResult[ 3 ];
|
|
data = decodeURIComponent( data );
|
|
|
|
if ( isBase64 ) { data = atob( data ); }
|
|
|
|
try {
|
|
|
|
var response;
|
|
var responseType = ( this.responseType || '' ).toLowerCase();
|
|
|
|
switch ( responseType ) {
|
|
|
|
case 'arraybuffer':
|
|
case 'blob':
|
|
|
|
var view = new Uint8Array( data.length );
|
|
|
|
for ( var i = 0; i < data.length; i ++ ) {
|
|
|
|
view[ i ] = data.charCodeAt( i );
|
|
|
|
}
|
|
|
|
if ( responseType === 'blob' ) {
|
|
|
|
response = new Blob( [ view.buffer ], { type: mimeType } );
|
|
|
|
} else {
|
|
|
|
response = view.buffer;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'document':
|
|
|
|
var parser = new DOMParser();
|
|
response = parser.parseFromString( data, mimeType );
|
|
|
|
break;
|
|
|
|
case 'json':
|
|
|
|
response = JSON.parse( data );
|
|
|
|
break;
|
|
|
|
default: // 'text' or other
|
|
|
|
response = data;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// Wait for next browser tick like standard XMLHttpRequest event dispatching does
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) { onLoad( response ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
} catch ( error ) {
|
|
|
|
// Wait for next browser tick like standard XMLHttpRequest event dispatching does
|
|
setTimeout( function () {
|
|
|
|
if ( onError ) { onError( error ); }
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Initialise array for duplicate requests
|
|
|
|
loading[ url ] = [];
|
|
|
|
loading[ url ].push( {
|
|
|
|
onLoad: onLoad,
|
|
onProgress: onProgress,
|
|
onError: onError
|
|
|
|
} );
|
|
|
|
request = new XMLHttpRequest();
|
|
|
|
request.open( 'GET', url, true );
|
|
|
|
request.addEventListener( 'load', function ( event ) {
|
|
|
|
var response = this.response;
|
|
|
|
var callbacks = loading[ url ];
|
|
|
|
delete loading[ url ];
|
|
|
|
if ( this.status === 200 || this.status === 0 ) {
|
|
|
|
// Some browsers return HTTP Status 0 when using non-http protocol
|
|
// e.g. 'file://' or 'data://'. Handle as success.
|
|
|
|
if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
|
|
|
|
// Add to cache only on HTTP success, so that we do not cache
|
|
// error response bodies as proper responses to requests.
|
|
Cache.add( url, response );
|
|
|
|
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
|
|
|
|
var callback = callbacks[ i ];
|
|
if ( callback.onLoad ) { callback.onLoad( response ); }
|
|
|
|
}
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
} else {
|
|
|
|
for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
|
|
|
|
var callback$1 = callbacks[ i$1 ];
|
|
if ( callback$1.onError ) { callback$1.onError( event ); }
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
}
|
|
|
|
}, false );
|
|
|
|
request.addEventListener( 'progress', function ( event ) {
|
|
|
|
var callbacks = loading[ url ];
|
|
|
|
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
|
|
|
|
var callback = callbacks[ i ];
|
|
if ( callback.onProgress ) { callback.onProgress( event ); }
|
|
|
|
}
|
|
|
|
}, false );
|
|
|
|
request.addEventListener( 'error', function ( event ) {
|
|
|
|
var callbacks = loading[ url ];
|
|
|
|
delete loading[ url ];
|
|
|
|
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
|
|
|
|
var callback = callbacks[ i ];
|
|
if ( callback.onError ) { callback.onError( event ); }
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, false );
|
|
|
|
request.addEventListener( 'abort', function ( event ) {
|
|
|
|
var callbacks = loading[ url ];
|
|
|
|
delete loading[ url ];
|
|
|
|
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
|
|
|
|
var callback = callbacks[ i ];
|
|
if ( callback.onError ) { callback.onError( event ); }
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, false );
|
|
|
|
if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
|
|
if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
|
|
|
|
if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
|
|
|
|
for ( var header in this.requestHeader ) {
|
|
|
|
request.setRequestHeader( header, this.requestHeader[ header ] );
|
|
|
|
}
|
|
|
|
request.send( null );
|
|
|
|
}
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
return request;
|
|
|
|
},
|
|
|
|
setResponseType: function ( value ) {
|
|
|
|
this.responseType = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setWithCredentials: function ( value ) {
|
|
|
|
this.withCredentials = value;
|
|
return this;
|
|
|
|
},
|
|
|
|
setMimeType: function ( value ) {
|
|
|
|
this.mimeType = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function AnimationLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: AnimationLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.setPath( scope.path );
|
|
loader.setRequestHeader( scope.requestHeader );
|
|
loader.load( url, function ( text ) {
|
|
|
|
try {
|
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) );
|
|
|
|
} catch ( e ) {
|
|
|
|
if ( onError ) {
|
|
|
|
onError( e );
|
|
|
|
} else {
|
|
|
|
console.error( e );
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
var animations = [];
|
|
|
|
for ( var i = 0; i < json.length; i ++ ) {
|
|
|
|
var clip = AnimationClip.parse( json[ i ] );
|
|
|
|
animations.push( clip );
|
|
|
|
}
|
|
|
|
return animations;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* Abstract Base class to block based textures loader (dds, pvr, ...)
|
|
*
|
|
* Sub classes have to implement the parse() method which will be used in load().
|
|
*/
|
|
|
|
function CompressedTextureLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: CompressedTextureLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var images = [];
|
|
|
|
var texture = new CompressedTexture();
|
|
texture.image = images;
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setPath( this.path );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
loader.setRequestHeader( this.requestHeader );
|
|
|
|
var loaded = 0;
|
|
|
|
function loadTexture( i ) {
|
|
|
|
loader.load( url[ i ], function ( buffer ) {
|
|
|
|
var texDatas = scope.parse( buffer, true );
|
|
|
|
images[ i ] = {
|
|
width: texDatas.width,
|
|
height: texDatas.height,
|
|
format: texDatas.format,
|
|
mipmaps: texDatas.mipmaps
|
|
};
|
|
|
|
loaded += 1;
|
|
|
|
if ( loaded === 6 ) {
|
|
|
|
if ( texDatas.mipmapCount === 1 )
|
|
{ texture.minFilter = LinearFilter; }
|
|
|
|
texture.format = texDatas.format;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) { onLoad( texture ); }
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
if ( Array.isArray( url ) ) {
|
|
|
|
for ( var i = 0, il = url.length; i < il; ++ i ) {
|
|
|
|
loadTexture( i );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// compressed cubemap texture stored in a single DDS file
|
|
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
var texDatas = scope.parse( buffer, true );
|
|
|
|
if ( texDatas.isCubemap ) {
|
|
|
|
var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
|
|
|
|
for ( var f = 0; f < faces; f ++ ) {
|
|
|
|
images[ f ] = { mipmaps: [] };
|
|
|
|
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
|
|
|
|
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
|
|
images[ f ].format = texDatas.format;
|
|
images[ f ].width = texDatas.width;
|
|
images[ f ].height = texDatas.height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
texture.image.width = texDatas.width;
|
|
texture.image.height = texDatas.height;
|
|
texture.mipmaps = texDatas.mipmaps;
|
|
|
|
}
|
|
|
|
if ( texDatas.mipmapCount === 1 ) {
|
|
|
|
texture.minFilter = LinearFilter;
|
|
|
|
}
|
|
|
|
texture.format = texDatas.format;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) { onLoad( texture ); }
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function ImageLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: ImageLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( this.path !== undefined ) { url = this.path + url; }
|
|
|
|
url = this.manager.resolveURL( url );
|
|
|
|
var scope = this;
|
|
|
|
var cached = Cache.get( url );
|
|
|
|
if ( cached !== undefined ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) { onLoad( cached ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
return cached;
|
|
|
|
}
|
|
|
|
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
|
|
|
|
function onImageLoad() {
|
|
|
|
image.removeEventListener( 'load', onImageLoad, false );
|
|
image.removeEventListener( 'error', onImageError, false );
|
|
|
|
Cache.add( url, this );
|
|
|
|
if ( onLoad ) { onLoad( this ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}
|
|
|
|
function onImageError( event ) {
|
|
|
|
image.removeEventListener( 'load', onImageLoad, false );
|
|
image.removeEventListener( 'error', onImageError, false );
|
|
|
|
if ( onError ) { onError( event ); }
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
}
|
|
|
|
image.addEventListener( 'load', onImageLoad, false );
|
|
image.addEventListener( 'error', onImageError, false );
|
|
|
|
if ( url.substr( 0, 5 ) !== 'data:' ) {
|
|
|
|
if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
|
|
|
|
}
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
image.src = url;
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function CubeTextureLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: CubeTextureLoader,
|
|
|
|
load: function ( urls, onLoad, onProgress, onError ) {
|
|
|
|
var texture = new CubeTexture();
|
|
|
|
var loader = new ImageLoader( this.manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
loader.setPath( this.path );
|
|
|
|
var loaded = 0;
|
|
|
|
function loadTexture( i ) {
|
|
|
|
loader.load( urls[ i ], function ( image ) {
|
|
|
|
texture.images[ i ] = image;
|
|
|
|
loaded ++;
|
|
|
|
if ( loaded === 6 ) {
|
|
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) { onLoad( texture ); }
|
|
|
|
}
|
|
|
|
}, undefined, onError );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < urls.length; ++ i ) {
|
|
|
|
loadTexture( i );
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
|
|
*
|
|
* Sub classes have to implement the parse() method which will be used in load().
|
|
*/
|
|
|
|
function DataTextureLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: DataTextureLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var texture = new DataTexture();
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
loader.setRequestHeader( this.requestHeader );
|
|
loader.setPath( this.path );
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
var texData = scope.parse( buffer );
|
|
|
|
if ( ! texData ) { return; }
|
|
|
|
if ( texData.image !== undefined ) {
|
|
|
|
texture.image = texData.image;
|
|
|
|
} else if ( texData.data !== undefined ) {
|
|
|
|
texture.image.width = texData.width;
|
|
texture.image.height = texData.height;
|
|
texture.image.data = texData.data;
|
|
|
|
}
|
|
|
|
texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
|
|
texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
|
|
|
|
texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
|
|
texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
|
|
|
|
texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
|
|
|
|
if ( texData.format !== undefined ) {
|
|
|
|
texture.format = texData.format;
|
|
|
|
}
|
|
|
|
if ( texData.type !== undefined ) {
|
|
|
|
texture.type = texData.type;
|
|
|
|
}
|
|
|
|
if ( texData.mipmaps !== undefined ) {
|
|
|
|
texture.mipmaps = texData.mipmaps;
|
|
texture.minFilter = LinearMipmapLinearFilter; // presumably...
|
|
|
|
}
|
|
|
|
if ( texData.mipmapCount === 1 ) {
|
|
|
|
texture.minFilter = LinearFilter;
|
|
|
|
}
|
|
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad ) { onLoad( texture, texData ); }
|
|
|
|
}, onProgress, onError );
|
|
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function TextureLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: TextureLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var texture = new Texture();
|
|
|
|
var loader = new ImageLoader( this.manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
loader.setPath( this.path );
|
|
|
|
loader.load( url, function ( image ) {
|
|
|
|
texture.image = image;
|
|
|
|
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
|
|
var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
|
|
|
|
texture.format = isJPEG ? RGBFormat : RGBAFormat;
|
|
texture.needsUpdate = true;
|
|
|
|
if ( onLoad !== undefined ) {
|
|
|
|
onLoad( texture );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* Extensible curve object.
|
|
*
|
|
* Some common of curve methods:
|
|
* .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
|
|
* .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
|
|
* .getPoints(), .getSpacedPoints()
|
|
* .getLength()
|
|
* .updateArcLengths()
|
|
*
|
|
* This following curves inherit from THREE.Curve:
|
|
*
|
|
* -- 2D curves --
|
|
* THREE.ArcCurve
|
|
* THREE.CubicBezierCurve
|
|
* THREE.EllipseCurve
|
|
* THREE.LineCurve
|
|
* THREE.QuadraticBezierCurve
|
|
* THREE.SplineCurve
|
|
*
|
|
* -- 3D curves --
|
|
* THREE.CatmullRomCurve3
|
|
* THREE.CubicBezierCurve3
|
|
* THREE.LineCurve3
|
|
* THREE.QuadraticBezierCurve3
|
|
*
|
|
* A series of curves can be represented as a THREE.CurvePath.
|
|
*
|
|
**/
|
|
|
|
function Curve() {
|
|
|
|
this.type = 'Curve';
|
|
|
|
this.arcLengthDivisions = 200;
|
|
|
|
}
|
|
|
|
Object.assign( Curve.prototype, {
|
|
|
|
// Virtual base class method to overwrite and implement in subclasses
|
|
// - t [0 .. 1]
|
|
|
|
getPoint: function ( /* t, optionalTarget */ ) {
|
|
|
|
console.warn( 'THREE.Curve: .getPoint() not implemented.' );
|
|
return null;
|
|
|
|
},
|
|
|
|
// Get point at relative position in curve according to arc length
|
|
// - u [0 .. 1]
|
|
|
|
getPointAt: function ( u, optionalTarget ) {
|
|
|
|
var t = this.getUtoTmapping( u );
|
|
return this.getPoint( t, optionalTarget );
|
|
|
|
},
|
|
|
|
// Get sequence of points using getPoint( t )
|
|
|
|
getPoints: function ( divisions ) {
|
|
|
|
if ( divisions === undefined ) { divisions = 5; }
|
|
|
|
var points = [];
|
|
|
|
for ( var d = 0; d <= divisions; d ++ ) {
|
|
|
|
points.push( this.getPoint( d / divisions ) );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
// Get sequence of points using getPointAt( u )
|
|
|
|
getSpacedPoints: function ( divisions ) {
|
|
|
|
if ( divisions === undefined ) { divisions = 5; }
|
|
|
|
var points = [];
|
|
|
|
for ( var d = 0; d <= divisions; d ++ ) {
|
|
|
|
points.push( this.getPointAt( d / divisions ) );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
// Get total curve arc length
|
|
|
|
getLength: function () {
|
|
|
|
var lengths = this.getLengths();
|
|
return lengths[ lengths.length - 1 ];
|
|
|
|
},
|
|
|
|
// Get list of cumulative segment lengths
|
|
|
|
getLengths: function ( divisions ) {
|
|
|
|
if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
|
|
|
|
if ( this.cacheArcLengths &&
|
|
( this.cacheArcLengths.length === divisions + 1 ) &&
|
|
! this.needsUpdate ) {
|
|
|
|
return this.cacheArcLengths;
|
|
|
|
}
|
|
|
|
this.needsUpdate = false;
|
|
|
|
var cache = [];
|
|
var current, last = this.getPoint( 0 );
|
|
var sum = 0;
|
|
|
|
cache.push( 0 );
|
|
|
|
for ( var p = 1; p <= divisions; p ++ ) {
|
|
|
|
current = this.getPoint( p / divisions );
|
|
sum += current.distanceTo( last );
|
|
cache.push( sum );
|
|
last = current;
|
|
|
|
}
|
|
|
|
this.cacheArcLengths = cache;
|
|
|
|
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
|
|
|
|
},
|
|
|
|
updateArcLengths: function () {
|
|
|
|
this.needsUpdate = true;
|
|
this.getLengths();
|
|
|
|
},
|
|
|
|
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
|
|
|
|
getUtoTmapping: function ( u, distance ) {
|
|
|
|
var arcLengths = this.getLengths();
|
|
|
|
var i = 0;
|
|
var il = arcLengths.length;
|
|
|
|
var targetArcLength; // The targeted u distance value to get
|
|
|
|
if ( distance ) {
|
|
|
|
targetArcLength = distance;
|
|
|
|
} else {
|
|
|
|
targetArcLength = u * arcLengths[ il - 1 ];
|
|
|
|
}
|
|
|
|
// binary search for the index with largest value smaller than target u distance
|
|
|
|
var low = 0, high = il - 1, comparison;
|
|
|
|
while ( low <= high ) {
|
|
|
|
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
|
|
|
|
comparison = arcLengths[ i ] - targetArcLength;
|
|
|
|
if ( comparison < 0 ) {
|
|
|
|
low = i + 1;
|
|
|
|
} else if ( comparison > 0 ) {
|
|
|
|
high = i - 1;
|
|
|
|
} else {
|
|
|
|
high = i;
|
|
break;
|
|
|
|
// DONE
|
|
|
|
}
|
|
|
|
}
|
|
|
|
i = high;
|
|
|
|
if ( arcLengths[ i ] === targetArcLength ) {
|
|
|
|
return i / ( il - 1 );
|
|
|
|
}
|
|
|
|
// we could get finer grain at lengths, or use simple interpolation between two points
|
|
|
|
var lengthBefore = arcLengths[ i ];
|
|
var lengthAfter = arcLengths[ i + 1 ];
|
|
|
|
var segmentLength = lengthAfter - lengthBefore;
|
|
|
|
// determine where we are between the 'before' and 'after' points
|
|
|
|
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
|
|
|
|
// add that fractional amount to t
|
|
|
|
var t = ( i + segmentFraction ) / ( il - 1 );
|
|
|
|
return t;
|
|
|
|
},
|
|
|
|
// Returns a unit vector tangent at t
|
|
// In case any sub curve does not implement its tangent derivation,
|
|
// 2 points a small delta apart will be used to find its gradient
|
|
// which seems to give a reasonable approximation
|
|
|
|
getTangent: function ( t, optionalTarget ) {
|
|
|
|
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 tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
|
|
|
|
tangent.copy( pt2 ).sub( pt1 ).normalize();
|
|
|
|
return tangent;
|
|
|
|
},
|
|
|
|
getTangentAt: function ( u, optionalTarget ) {
|
|
|
|
var t = this.getUtoTmapping( u );
|
|
return this.getTangent( t, optionalTarget );
|
|
|
|
},
|
|
|
|
computeFrenetFrames: function ( segments, closed ) {
|
|
|
|
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
|
|
|
|
var normal = new Vector3();
|
|
|
|
var tangents = [];
|
|
var normals = [];
|
|
var binormals = [];
|
|
|
|
var vec = new Vector3();
|
|
var mat = new Matrix4();
|
|
|
|
// compute the tangent vectors for each segment on the curve
|
|
|
|
for ( var i = 0; i <= segments; i ++ ) {
|
|
|
|
var u = i / segments;
|
|
|
|
tangents[ i ] = this.getTangentAt( u, new Vector3() );
|
|
tangents[ i ].normalize();
|
|
|
|
}
|
|
|
|
// select an initial normal vector perpendicular to the first tangent vector,
|
|
// and in the direction of the minimum tangent xyz component
|
|
|
|
normals[ 0 ] = new Vector3();
|
|
binormals[ 0 ] = new Vector3();
|
|
var min = Number.MAX_VALUE;
|
|
var tx = Math.abs( tangents[ 0 ].x );
|
|
var ty = Math.abs( tangents[ 0 ].y );
|
|
var tz = Math.abs( tangents[ 0 ].z );
|
|
|
|
if ( tx <= min ) {
|
|
|
|
min = tx;
|
|
normal.set( 1, 0, 0 );
|
|
|
|
}
|
|
|
|
if ( ty <= min ) {
|
|
|
|
min = ty;
|
|
normal.set( 0, 1, 0 );
|
|
|
|
}
|
|
|
|
if ( tz <= min ) {
|
|
|
|
normal.set( 0, 0, 1 );
|
|
|
|
}
|
|
|
|
vec.crossVectors( tangents[ 0 ], normal ).normalize();
|
|
|
|
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
|
|
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
|
|
|
|
|
|
// compute the slowly-varying normal and binormal vectors for each segment on the curve
|
|
|
|
for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
|
|
|
|
normals[ i$1 ] = normals[ i$1 - 1 ].clone();
|
|
|
|
binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
|
|
|
|
vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
|
|
|
|
if ( vec.length() > Number.EPSILON ) {
|
|
|
|
vec.normalize();
|
|
|
|
var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
|
|
|
|
normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
|
|
|
|
}
|
|
|
|
binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
|
|
|
|
}
|
|
|
|
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
|
|
|
|
if ( closed === true ) {
|
|
|
|
var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
|
|
theta$1 /= segments;
|
|
|
|
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
|
|
|
|
theta$1 = - theta$1;
|
|
|
|
}
|
|
|
|
for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
|
|
|
|
// twist a little...
|
|
normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
|
|
binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return {
|
|
tangents: tangents,
|
|
normals: normals,
|
|
binormals: binormals
|
|
};
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.arcLengthDivisions = source.arcLengthDivisions;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = {
|
|
metadata: {
|
|
version: 4.5,
|
|
type: 'Curve',
|
|
generator: 'Curve.toJSON'
|
|
}
|
|
};
|
|
|
|
data.arcLengthDivisions = this.arcLengthDivisions;
|
|
data.type = this.type;
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
fromJSON: function ( json ) {
|
|
|
|
this.arcLengthDivisions = json.arcLengthDivisions;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'EllipseCurve';
|
|
|
|
this.aX = aX || 0;
|
|
this.aY = aY || 0;
|
|
|
|
this.xRadius = xRadius || 1;
|
|
this.yRadius = yRadius || 1;
|
|
|
|
this.aStartAngle = aStartAngle || 0;
|
|
this.aEndAngle = aEndAngle || 2 * Math.PI;
|
|
|
|
this.aClockwise = aClockwise || false;
|
|
|
|
this.aRotation = aRotation || 0;
|
|
|
|
}
|
|
|
|
EllipseCurve.prototype = Object.create( Curve.prototype );
|
|
EllipseCurve.prototype.constructor = EllipseCurve;
|
|
|
|
EllipseCurve.prototype.isEllipseCurve = true;
|
|
|
|
EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector2();
|
|
|
|
var twoPi = Math.PI * 2;
|
|
var deltaAngle = this.aEndAngle - this.aStartAngle;
|
|
var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
|
|
|
|
// ensures that deltaAngle is 0 .. 2 PI
|
|
while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
|
|
while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
|
|
|
|
if ( deltaAngle < Number.EPSILON ) {
|
|
|
|
if ( samePoints ) {
|
|
|
|
deltaAngle = 0;
|
|
|
|
} else {
|
|
|
|
deltaAngle = twoPi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.aClockwise === true && ! samePoints ) {
|
|
|
|
if ( deltaAngle === twoPi ) {
|
|
|
|
deltaAngle = - twoPi;
|
|
|
|
} else {
|
|
|
|
deltaAngle = deltaAngle - twoPi;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var angle = this.aStartAngle + t * deltaAngle;
|
|
var x = this.aX + this.xRadius * Math.cos( angle );
|
|
var y = this.aY + this.yRadius * Math.sin( angle );
|
|
|
|
if ( this.aRotation !== 0 ) {
|
|
|
|
var cos = Math.cos( this.aRotation );
|
|
var sin = Math.sin( this.aRotation );
|
|
|
|
var tx = x - this.aX;
|
|
var ty = y - this.aY;
|
|
|
|
// Rotate the point about the center of the ellipse.
|
|
x = tx * cos - ty * sin + this.aX;
|
|
y = tx * sin + ty * cos + this.aY;
|
|
|
|
}
|
|
|
|
return point.set( x, y );
|
|
|
|
};
|
|
|
|
EllipseCurve.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.aX = source.aX;
|
|
this.aY = source.aY;
|
|
|
|
this.xRadius = source.xRadius;
|
|
this.yRadius = source.yRadius;
|
|
|
|
this.aStartAngle = source.aStartAngle;
|
|
this.aEndAngle = source.aEndAngle;
|
|
|
|
this.aClockwise = source.aClockwise;
|
|
|
|
this.aRotation = source.aRotation;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|
|
EllipseCurve.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.aX = this.aX;
|
|
data.aY = this.aY;
|
|
|
|
data.xRadius = this.xRadius;
|
|
data.yRadius = this.yRadius;
|
|
|
|
data.aStartAngle = this.aStartAngle;
|
|
data.aEndAngle = this.aEndAngle;
|
|
|
|
data.aClockwise = this.aClockwise;
|
|
|
|
data.aRotation = this.aRotation;
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
EllipseCurve.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.aX = json.aX;
|
|
this.aY = json.aY;
|
|
|
|
this.xRadius = json.xRadius;
|
|
this.yRadius = json.yRadius;
|
|
|
|
this.aStartAngle = json.aStartAngle;
|
|
this.aEndAngle = json.aEndAngle;
|
|
|
|
this.aClockwise = json.aClockwise;
|
|
|
|
this.aRotation = json.aRotation;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
|
|
|
this.type = 'ArcCurve';
|
|
|
|
}
|
|
|
|
ArcCurve.prototype = Object.create( EllipseCurve.prototype );
|
|
ArcCurve.prototype.constructor = ArcCurve;
|
|
|
|
ArcCurve.prototype.isArcCurve = true;
|
|
|
|
/**
|
|
* Centripetal CatmullRom Curve - which is useful for avoiding
|
|
* cusps and self-intersections in non-uniform catmull rom curves.
|
|
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
|
|
*
|
|
* curve.type accepts centripetal(default), chordal and catmullrom
|
|
* curve.tension is used for catmullrom which defaults to 0.5
|
|
*/
|
|
|
|
|
|
/*
|
|
Based on an optimized c++ solution in
|
|
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
|
|
- http://ideone.com/NoEbVM
|
|
|
|
This CubicPoly class could be used for reusing some variables and calculations,
|
|
but for three.js curve use, it could be possible inlined and flatten into a single function call
|
|
which can be placed in CurveUtils.
|
|
*/
|
|
|
|
function CubicPoly() {
|
|
|
|
var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
|
|
|
|
/*
|
|
* Compute coefficients for a cubic polynomial
|
|
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3
|
|
* such that
|
|
* p(0) = x0, p(1) = x1
|
|
* and
|
|
* p'(0) = t0, p'(1) = t1.
|
|
*/
|
|
function init( x0, x1, t0, t1 ) {
|
|
|
|
c0 = x0;
|
|
c1 = t0;
|
|
c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
|
|
c3 = 2 * x0 - 2 * x1 + t0 + t1;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
|
|
|
|
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
|
|
|
|
},
|
|
|
|
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
|
|
|
|
// compute tangents when parameterized in [t1,t2]
|
|
var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
|
|
var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
|
|
|
|
// rescale tangents for parametrization in [0,1]
|
|
t1 *= dt1;
|
|
t2 *= dt1;
|
|
|
|
init( x1, x2, t1, t2 );
|
|
|
|
},
|
|
|
|
calc: function ( t ) {
|
|
|
|
var t2 = t * t;
|
|
var t3 = t2 * t;
|
|
return c0 + c1 * t + c2 * t2 + c3 * t3;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var tmp = new Vector3();
|
|
var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
|
|
|
|
function CatmullRomCurve3( points, closed, curveType, tension ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'CatmullRomCurve3';
|
|
|
|
this.points = points || [];
|
|
this.closed = closed || false;
|
|
this.curveType = curveType || 'centripetal';
|
|
this.tension = ( tension !== undefined ) ? tension : 0.5;
|
|
|
|
}
|
|
|
|
CatmullRomCurve3.prototype = Object.create( Curve.prototype );
|
|
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
|
|
|
|
CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
|
|
|
|
CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector3();
|
|
|
|
var points = this.points;
|
|
var l = points.length;
|
|
|
|
var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
|
|
var intPoint = Math.floor( p );
|
|
var weight = p - intPoint;
|
|
|
|
if ( this.closed ) {
|
|
|
|
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
|
|
|
|
} else if ( weight === 0 && intPoint === l - 1 ) {
|
|
|
|
intPoint = l - 2;
|
|
weight = 1;
|
|
|
|
}
|
|
|
|
var p0, p3; // 4 points (p1 & p2 defined below)
|
|
|
|
if ( this.closed || intPoint > 0 ) {
|
|
|
|
p0 = points[ ( intPoint - 1 ) % l ];
|
|
|
|
} else {
|
|
|
|
// extrapolate first point
|
|
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
|
|
p0 = tmp;
|
|
|
|
}
|
|
|
|
var p1 = points[ intPoint % l ];
|
|
var p2 = points[ ( intPoint + 1 ) % l ];
|
|
|
|
if ( this.closed || intPoint + 2 < l ) {
|
|
|
|
p3 = points[ ( intPoint + 2 ) % l ];
|
|
|
|
} else {
|
|
|
|
// extrapolate last point
|
|
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
|
|
p3 = tmp;
|
|
|
|
}
|
|
|
|
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
|
|
|
|
// init Centripetal / Chordal Catmull-Rom
|
|
var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
|
|
var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
|
|
var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
|
|
var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
|
|
|
|
// safety check for repeated points
|
|
if ( dt1 < 1e-4 ) { dt1 = 1.0; }
|
|
if ( dt0 < 1e-4 ) { dt0 = dt1; }
|
|
if ( dt2 < 1e-4 ) { dt2 = dt1; }
|
|
|
|
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
|
|
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
|
|
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
|
|
|
|
} else if ( this.curveType === 'catmullrom' ) {
|
|
|
|
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
|
|
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
|
|
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
|
|
|
|
}
|
|
|
|
point.set(
|
|
px.calc( weight ),
|
|
py.calc( weight ),
|
|
pz.calc( weight )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
CatmullRomCurve3.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.points = [];
|
|
|
|
for ( var i = 0, l = source.points.length; i < l; i ++ ) {
|
|
|
|
var point = source.points[ i ];
|
|
|
|
this.points.push( point.clone() );
|
|
|
|
}
|
|
|
|
this.closed = source.closed;
|
|
this.curveType = source.curveType;
|
|
this.tension = source.tension;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
CatmullRomCurve3.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.points = [];
|
|
|
|
for ( var i = 0, l = this.points.length; i < l; i ++ ) {
|
|
|
|
var point = this.points[ i ];
|
|
data.points.push( point.toArray() );
|
|
|
|
}
|
|
|
|
data.closed = this.closed;
|
|
data.curveType = this.curveType;
|
|
data.tension = this.tension;
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
CatmullRomCurve3.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.points = [];
|
|
|
|
for ( var i = 0, l = json.points.length; i < l; i ++ ) {
|
|
|
|
var point = json.points[ i ];
|
|
this.points.push( new Vector3().fromArray( point ) );
|
|
|
|
}
|
|
|
|
this.closed = json.closed;
|
|
this.curveType = json.curveType;
|
|
this.tension = json.tension;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Bezier Curves formulas obtained from
|
|
* http://en.wikipedia.org/wiki/Bézier_curve
|
|
*/
|
|
|
|
function CatmullRom( t, p0, p1, p2, p3 ) {
|
|
|
|
var v0 = ( p2 - p0 ) * 0.5;
|
|
var v1 = ( p3 - p1 ) * 0.5;
|
|
var t2 = t * t;
|
|
var t3 = t * t2;
|
|
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function QuadraticBezierP0( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return k * k * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezierP1( t, p ) {
|
|
|
|
return 2 * ( 1 - t ) * t * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezierP2( t, p ) {
|
|
|
|
return t * t * p;
|
|
|
|
}
|
|
|
|
function QuadraticBezier( t, p0, p1, p2 ) {
|
|
|
|
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
|
|
QuadraticBezierP2( t, p2 );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function CubicBezierP0( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return k * k * k * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP1( t, p ) {
|
|
|
|
var k = 1 - t;
|
|
return 3 * k * k * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP2( t, p ) {
|
|
|
|
return 3 * ( 1 - t ) * t * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezierP3( t, p ) {
|
|
|
|
return t * t * t * p;
|
|
|
|
}
|
|
|
|
function CubicBezier( t, p0, p1, p2, p3 ) {
|
|
|
|
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
|
|
CubicBezierP3( t, p3 );
|
|
|
|
}
|
|
|
|
function CubicBezierCurve( v0, v1, v2, v3 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'CubicBezierCurve';
|
|
|
|
this.v0 = v0 || new Vector2();
|
|
this.v1 = v1 || new Vector2();
|
|
this.v2 = v2 || new Vector2();
|
|
this.v3 = v3 || new Vector2();
|
|
|
|
}
|
|
|
|
CubicBezierCurve.prototype = Object.create( Curve.prototype );
|
|
CubicBezierCurve.prototype.constructor = CubicBezierCurve;
|
|
|
|
CubicBezierCurve.prototype.isCubicBezierCurve = true;
|
|
|
|
CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector2();
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
|
|
|
point.set(
|
|
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
|
CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
CubicBezierCurve.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v0.copy( source.v0 );
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
this.v3.copy( source.v3 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
CubicBezierCurve.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v0 = this.v0.toArray();
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
data.v3 = this.v3.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
CubicBezierCurve.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v0.fromArray( json.v0 );
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
this.v3.fromArray( json.v3 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function CubicBezierCurve3( v0, v1, v2, v3 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'CubicBezierCurve3';
|
|
|
|
this.v0 = v0 || new Vector3();
|
|
this.v1 = v1 || new Vector3();
|
|
this.v2 = v2 || new Vector3();
|
|
this.v3 = v3 || new Vector3();
|
|
|
|
}
|
|
|
|
CubicBezierCurve3.prototype = Object.create( Curve.prototype );
|
|
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
|
|
|
|
CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
|
|
|
|
CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector3();
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
|
|
|
point.set(
|
|
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
|
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
|
|
CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
CubicBezierCurve3.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v0.copy( source.v0 );
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
this.v3.copy( source.v3 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
CubicBezierCurve3.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v0 = this.v0.toArray();
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
data.v3 = this.v3.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
CubicBezierCurve3.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v0.fromArray( json.v0 );
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
this.v3.fromArray( json.v3 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function LineCurve( v1, v2 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'LineCurve';
|
|
|
|
this.v1 = v1 || new Vector2();
|
|
this.v2 = v2 || new Vector2();
|
|
|
|
}
|
|
|
|
LineCurve.prototype = Object.create( Curve.prototype );
|
|
LineCurve.prototype.constructor = LineCurve;
|
|
|
|
LineCurve.prototype.isLineCurve = true;
|
|
|
|
LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector2();
|
|
|
|
if ( t === 1 ) {
|
|
|
|
point.copy( this.v2 );
|
|
|
|
} else {
|
|
|
|
point.copy( this.v2 ).sub( this.v1 );
|
|
point.multiplyScalar( t ).add( this.v1 );
|
|
|
|
}
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
// Line curve is linear, so we can overwrite default getPointAt
|
|
|
|
LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
|
|
|
|
return this.getPoint( u, optionalTarget );
|
|
|
|
};
|
|
|
|
LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
|
|
|
|
var tangent = optionalTarget || new Vector2();
|
|
|
|
tangent.copy( this.v2 ).sub( this.v1 ).normalize();
|
|
|
|
return tangent;
|
|
|
|
};
|
|
|
|
LineCurve.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
LineCurve.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
LineCurve.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function LineCurve3( v1, v2 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'LineCurve3';
|
|
|
|
this.v1 = v1 || new Vector3();
|
|
this.v2 = v2 || new Vector3();
|
|
|
|
}
|
|
|
|
LineCurve3.prototype = Object.create( Curve.prototype );
|
|
LineCurve3.prototype.constructor = LineCurve3;
|
|
|
|
LineCurve3.prototype.isLineCurve3 = true;
|
|
|
|
LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector3();
|
|
|
|
if ( t === 1 ) {
|
|
|
|
point.copy( this.v2 );
|
|
|
|
} else {
|
|
|
|
point.copy( this.v2 ).sub( this.v1 );
|
|
point.multiplyScalar( t ).add( this.v1 );
|
|
|
|
}
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
// Line curve is linear, so we can overwrite default getPointAt
|
|
|
|
LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
|
|
|
|
return this.getPoint( u, optionalTarget );
|
|
|
|
};
|
|
|
|
LineCurve3.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
LineCurve3.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
LineCurve3.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function QuadraticBezierCurve( v0, v1, v2 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'QuadraticBezierCurve';
|
|
|
|
this.v0 = v0 || new Vector2();
|
|
this.v1 = v1 || new Vector2();
|
|
this.v2 = v2 || new Vector2();
|
|
|
|
}
|
|
|
|
QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
|
|
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
|
|
|
|
QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
|
|
|
|
QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector2();
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
|
|
|
|
point.set(
|
|
QuadraticBezier( t, v0.x, v1.x, v2.x ),
|
|
QuadraticBezier( t, v0.y, v1.y, v2.y )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v0.copy( source.v0 );
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v0 = this.v0.toArray();
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v0.fromArray( json.v0 );
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function QuadraticBezierCurve3( v0, v1, v2 ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'QuadraticBezierCurve3';
|
|
|
|
this.v0 = v0 || new Vector3();
|
|
this.v1 = v1 || new Vector3();
|
|
this.v2 = v2 || new Vector3();
|
|
|
|
}
|
|
|
|
QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
|
|
QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
|
|
|
|
QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
|
|
|
|
QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector3();
|
|
|
|
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
|
|
|
|
point.set(
|
|
QuadraticBezier( t, v0.x, v1.x, v2.x ),
|
|
QuadraticBezier( t, v0.y, v1.y, v2.y ),
|
|
QuadraticBezier( t, v0.z, v1.z, v2.z )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve3.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.v0.copy( source.v0 );
|
|
this.v1.copy( source.v1 );
|
|
this.v2.copy( source.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve3.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.v0 = this.v0.toArray();
|
|
data.v1 = this.v1.toArray();
|
|
data.v2 = this.v2.toArray();
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.v0.fromArray( json.v0 );
|
|
this.v1.fromArray( json.v1 );
|
|
this.v2.fromArray( json.v2 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function SplineCurve( points ) {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'SplineCurve';
|
|
|
|
this.points = points || [];
|
|
|
|
}
|
|
|
|
SplineCurve.prototype = Object.create( Curve.prototype );
|
|
SplineCurve.prototype.constructor = SplineCurve;
|
|
|
|
SplineCurve.prototype.isSplineCurve = true;
|
|
|
|
SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
|
|
|
|
var point = optionalTarget || new Vector2();
|
|
|
|
var points = this.points;
|
|
var p = ( points.length - 1 ) * t;
|
|
|
|
var intPoint = Math.floor( p );
|
|
var weight = p - intPoint;
|
|
|
|
var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
|
|
var p1 = points[ intPoint ];
|
|
var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
|
|
var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
|
|
|
|
point.set(
|
|
CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
|
|
CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
|
|
);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
SplineCurve.prototype.copy = function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.points = [];
|
|
|
|
for ( var i = 0, l = source.points.length; i < l; i ++ ) {
|
|
|
|
var point = source.points[ i ];
|
|
|
|
this.points.push( point.clone() );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SplineCurve.prototype.toJSON = function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.points = [];
|
|
|
|
for ( var i = 0, l = this.points.length; i < l; i ++ ) {
|
|
|
|
var point = this.points[ i ];
|
|
data.points.push( point.toArray() );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
SplineCurve.prototype.fromJSON = function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.points = [];
|
|
|
|
for ( var i = 0, l = json.points.length; i < l; i ++ ) {
|
|
|
|
var point = json.points[ i ];
|
|
this.points.push( new Vector2().fromArray( point ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var Curves = /*#__PURE__*/Object.freeze({
|
|
__proto__: null,
|
|
ArcCurve: ArcCurve,
|
|
CatmullRomCurve3: CatmullRomCurve3,
|
|
CubicBezierCurve: CubicBezierCurve,
|
|
CubicBezierCurve3: CubicBezierCurve3,
|
|
EllipseCurve: EllipseCurve,
|
|
LineCurve: LineCurve,
|
|
LineCurve3: LineCurve3,
|
|
QuadraticBezierCurve: QuadraticBezierCurve,
|
|
QuadraticBezierCurve3: QuadraticBezierCurve3,
|
|
SplineCurve: SplineCurve
|
|
});
|
|
|
|
/**************************************************************
|
|
* Curved Path - a curve path is simply a array of connected
|
|
* curves, but retains the api of a curve
|
|
**************************************************************/
|
|
|
|
function CurvePath() {
|
|
|
|
Curve.call( this );
|
|
|
|
this.type = 'CurvePath';
|
|
|
|
this.curves = [];
|
|
this.autoClose = false; // Automatically closes the path
|
|
|
|
}
|
|
|
|
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
|
|
|
|
constructor: CurvePath,
|
|
|
|
add: function ( curve ) {
|
|
|
|
this.curves.push( curve );
|
|
|
|
},
|
|
|
|
closePath: function () {
|
|
|
|
// Add a line curve if start and end of lines are not connected
|
|
var startPoint = this.curves[ 0 ].getPoint( 0 );
|
|
var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
|
|
|
|
if ( ! startPoint.equals( endPoint ) ) {
|
|
|
|
this.curves.push( new LineCurve( endPoint, startPoint ) );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// To get accurate point with reference to
|
|
// entire path distance at time t,
|
|
// following has to be done:
|
|
|
|
// 1. Length of each sub path have to be known
|
|
// 2. Locate and identify type of curve
|
|
// 3. Get t for the curve
|
|
// 4. Return curve.getPointAt(t')
|
|
|
|
getPoint: function ( t ) {
|
|
|
|
var d = t * this.getLength();
|
|
var curveLengths = this.getCurveLengths();
|
|
var i = 0;
|
|
|
|
// To think about boundaries points.
|
|
|
|
while ( i < curveLengths.length ) {
|
|
|
|
if ( curveLengths[ i ] >= d ) {
|
|
|
|
var diff = curveLengths[ i ] - d;
|
|
var curve = this.curves[ i ];
|
|
|
|
var segmentLength = curve.getLength();
|
|
var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
|
|
|
|
return curve.getPointAt( u );
|
|
|
|
}
|
|
|
|
i ++;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
// loop where sum != 0, sum > d , sum+1 <d
|
|
|
|
},
|
|
|
|
// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
|
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
|
// getPoint() depends on getLength
|
|
|
|
getLength: function () {
|
|
|
|
var lens = this.getCurveLengths();
|
|
return lens[ lens.length - 1 ];
|
|
|
|
},
|
|
|
|
// cacheLengths must be recalculated.
|
|
updateArcLengths: function () {
|
|
|
|
this.needsUpdate = true;
|
|
this.cacheLengths = null;
|
|
this.getCurveLengths();
|
|
|
|
},
|
|
|
|
// Compute lengths and cache them
|
|
// We cannot overwrite getLengths() because UtoT mapping uses it.
|
|
|
|
getCurveLengths: function () {
|
|
|
|
// We use cache values if curves and cache array are same length
|
|
|
|
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
|
|
|
|
return this.cacheLengths;
|
|
|
|
}
|
|
|
|
// Get length of sub-curve
|
|
// Push sums into cached array
|
|
|
|
var lengths = [];
|
|
var sums = 0;
|
|
|
|
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
|
|
|
|
sums += this.curves[ i ].getLength();
|
|
lengths.push( sums );
|
|
|
|
}
|
|
|
|
this.cacheLengths = lengths;
|
|
|
|
return lengths;
|
|
|
|
},
|
|
|
|
getSpacedPoints: function ( divisions ) {
|
|
|
|
if ( divisions === undefined ) { divisions = 40; }
|
|
|
|
var points = [];
|
|
|
|
for ( var i = 0; i <= divisions; i ++ ) {
|
|
|
|
points.push( this.getPoint( i / divisions ) );
|
|
|
|
}
|
|
|
|
if ( this.autoClose ) {
|
|
|
|
points.push( points[ 0 ] );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
getPoints: function ( divisions ) {
|
|
|
|
divisions = divisions || 12;
|
|
|
|
var points = [];
|
|
var last;
|
|
|
|
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
|
|
|
|
var curve = curves[ i ];
|
|
var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
|
|
: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
|
|
: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
|
|
: divisions;
|
|
|
|
var pts = curve.getPoints( resolution );
|
|
|
|
for ( var j = 0; j < pts.length; j ++ ) {
|
|
|
|
var point = pts[ j ];
|
|
|
|
if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
|
|
|
|
points.push( point );
|
|
last = point;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
|
|
|
|
points.push( points[ 0 ] );
|
|
|
|
}
|
|
|
|
return points;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
Curve.prototype.copy.call( this, source );
|
|
|
|
this.curves = [];
|
|
|
|
for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
|
|
|
|
var curve = source.curves[ i ];
|
|
|
|
this.curves.push( curve.clone() );
|
|
|
|
}
|
|
|
|
this.autoClose = source.autoClose;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = Curve.prototype.toJSON.call( this );
|
|
|
|
data.autoClose = this.autoClose;
|
|
data.curves = [];
|
|
|
|
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
|
|
|
|
var curve = this.curves[ i ];
|
|
data.curves.push( curve.toJSON() );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
fromJSON: function ( json ) {
|
|
|
|
Curve.prototype.fromJSON.call( this, json );
|
|
|
|
this.autoClose = json.autoClose;
|
|
this.curves = [];
|
|
|
|
for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
|
|
|
|
var curve = json.curves[ i ];
|
|
this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function Path( points ) {
|
|
|
|
CurvePath.call( this );
|
|
|
|
this.type = 'Path';
|
|
|
|
this.currentPoint = new Vector2();
|
|
|
|
if ( points ) {
|
|
|
|
this.setFromPoints( points );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
|
|
|
|
constructor: Path,
|
|
|
|
setFromPoints: function ( points ) {
|
|
|
|
this.moveTo( points[ 0 ].x, points[ 0 ].y );
|
|
|
|
for ( var i = 1, l = points.length; i < l; i ++ ) {
|
|
|
|
this.lineTo( points[ i ].x, points[ i ].y );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
moveTo: function ( x, y ) {
|
|
|
|
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lineTo: function ( x, y ) {
|
|
|
|
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( x, y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
|
|
|
var curve = new QuadraticBezierCurve(
|
|
this.currentPoint.clone(),
|
|
new Vector2( aCPx, aCPy ),
|
|
new Vector2( aX, aY )
|
|
);
|
|
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( aX, aY );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
|
|
|
var curve = new CubicBezierCurve(
|
|
this.currentPoint.clone(),
|
|
new Vector2( aCP1x, aCP1y ),
|
|
new Vector2( aCP2x, aCP2y ),
|
|
new Vector2( aX, aY )
|
|
);
|
|
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.set( aX, aY );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
splineThru: function ( pts /*Array of Vector*/ ) {
|
|
|
|
var npts = [ this.currentPoint.clone() ].concat( pts );
|
|
|
|
var curve = new SplineCurve( npts );
|
|
this.curves.push( curve );
|
|
|
|
this.currentPoint.copy( pts[ pts.length - 1 ] );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
var x0 = this.currentPoint.x;
|
|
var y0 = this.currentPoint.y;
|
|
|
|
this.absarc( aX + x0, aY + y0, aRadius,
|
|
aStartAngle, aEndAngle, aClockwise );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
|
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
var x0 = this.currentPoint.x;
|
|
var y0 = this.currentPoint.y;
|
|
|
|
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
|
|
|
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
|
|
|
if ( this.curves.length > 0 ) {
|
|
|
|
// if a previous curve is present, attempt to join
|
|
var firstPoint = curve.getPoint( 0 );
|
|
|
|
if ( ! firstPoint.equals( this.currentPoint ) ) {
|
|
|
|
this.lineTo( firstPoint.x, firstPoint.y );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.curves.push( curve );
|
|
|
|
var lastPoint = curve.getPoint( 1 );
|
|
this.currentPoint.copy( lastPoint );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
CurvePath.prototype.copy.call( this, source );
|
|
|
|
this.currentPoint.copy( source.currentPoint );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = CurvePath.prototype.toJSON.call( this );
|
|
|
|
data.currentPoint = this.currentPoint.toArray();
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
fromJSON: function ( json ) {
|
|
|
|
CurvePath.prototype.fromJSON.call( this, json );
|
|
|
|
this.currentPoint.fromArray( json.currentPoint );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function Shape( points ) {
|
|
|
|
Path.call( this, points );
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
this.type = 'Shape';
|
|
|
|
this.holes = [];
|
|
|
|
}
|
|
|
|
Shape.prototype = Object.assign( Object.create( Path.prototype ), {
|
|
|
|
constructor: Shape,
|
|
|
|
getPointsHoles: function ( divisions ) {
|
|
|
|
var holesPts = [];
|
|
|
|
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
|
|
|
|
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
|
|
|
|
}
|
|
|
|
return holesPts;
|
|
|
|
},
|
|
|
|
// get points of shape and holes (keypoints based on segments parameter)
|
|
|
|
extractPoints: function ( divisions ) {
|
|
|
|
return {
|
|
|
|
shape: this.getPoints( divisions ),
|
|
holes: this.getPointsHoles( divisions )
|
|
|
|
};
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
Path.prototype.copy.call( this, source );
|
|
|
|
this.holes = [];
|
|
|
|
for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
|
|
|
|
var hole = source.holes[ i ];
|
|
|
|
this.holes.push( hole.clone() );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = Path.prototype.toJSON.call( this );
|
|
|
|
data.uuid = this.uuid;
|
|
data.holes = [];
|
|
|
|
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
|
|
|
|
var hole = this.holes[ i ];
|
|
data.holes.push( hole.toJSON() );
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
fromJSON: function ( json ) {
|
|
|
|
Path.prototype.fromJSON.call( this, json );
|
|
|
|
this.uuid = json.uuid;
|
|
this.holes = [];
|
|
|
|
for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
|
|
|
|
var hole = json.holes[ i ];
|
|
this.holes.push( new Path().fromJSON( hole ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function Light( color, intensity ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.type = 'Light';
|
|
|
|
this.color = new Color( color );
|
|
this.intensity = intensity !== undefined ? intensity : 1;
|
|
|
|
this.receiveShadow = undefined;
|
|
|
|
}
|
|
|
|
Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
|
|
|
constructor: Light,
|
|
|
|
isLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source );
|
|
|
|
this.color.copy( source.color );
|
|
this.intensity = source.intensity;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.color = this.color.getHex();
|
|
data.object.intensity = this.intensity;
|
|
|
|
if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
|
|
|
|
if ( this.distance !== undefined ) { data.object.distance = this.distance; }
|
|
if ( this.angle !== undefined ) { data.object.angle = this.angle; }
|
|
if ( this.decay !== undefined ) { data.object.decay = this.decay; }
|
|
if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
|
|
|
|
if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function HemisphereLight( skyColor, groundColor, intensity ) {
|
|
|
|
Light.call( this, skyColor, intensity );
|
|
|
|
this.type = 'HemisphereLight';
|
|
|
|
this.castShadow = undefined;
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.groundColor = new Color( groundColor );
|
|
|
|
}
|
|
|
|
HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: HemisphereLight,
|
|
|
|
isHemisphereLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.groundColor.copy( source.groundColor );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function LightShadow( camera ) {
|
|
|
|
this.camera = camera;
|
|
|
|
this.bias = 0;
|
|
this.normalBias = 0;
|
|
this.radius = 1;
|
|
|
|
this.mapSize = new Vector2( 512, 512 );
|
|
|
|
this.map = null;
|
|
this.mapPass = null;
|
|
this.matrix = new Matrix4();
|
|
|
|
this.autoUpdate = true;
|
|
this.needsUpdate = false;
|
|
|
|
this._frustum = new Frustum();
|
|
this._frameExtents = new Vector2( 1, 1 );
|
|
|
|
this._viewportCount = 1;
|
|
|
|
this._viewports = [
|
|
|
|
new Vector4( 0, 0, 1, 1 )
|
|
|
|
];
|
|
|
|
}
|
|
|
|
Object.assign( LightShadow.prototype, {
|
|
|
|
_projScreenMatrix: new Matrix4(),
|
|
|
|
_lightPositionWorld: new Vector3(),
|
|
|
|
_lookTarget: new Vector3(),
|
|
|
|
getViewportCount: function () {
|
|
|
|
return this._viewportCount;
|
|
|
|
},
|
|
|
|
getFrustum: function () {
|
|
|
|
return this._frustum;
|
|
|
|
},
|
|
|
|
updateMatrices: function ( light ) {
|
|
|
|
var shadowCamera = this.camera,
|
|
shadowMatrix = this.matrix,
|
|
projScreenMatrix = this._projScreenMatrix,
|
|
lookTarget = this._lookTarget,
|
|
lightPositionWorld = this._lightPositionWorld;
|
|
|
|
lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
|
|
shadowCamera.position.copy( lightPositionWorld );
|
|
|
|
lookTarget.setFromMatrixPosition( light.target.matrixWorld );
|
|
shadowCamera.lookAt( lookTarget );
|
|
shadowCamera.updateMatrixWorld();
|
|
|
|
projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
|
|
this._frustum.setFromProjectionMatrix( projScreenMatrix );
|
|
|
|
shadowMatrix.set(
|
|
0.5, 0.0, 0.0, 0.5,
|
|
0.0, 0.5, 0.0, 0.5,
|
|
0.0, 0.0, 0.5, 0.5,
|
|
0.0, 0.0, 0.0, 1.0
|
|
);
|
|
|
|
shadowMatrix.multiply( shadowCamera.projectionMatrix );
|
|
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
|
|
|
|
},
|
|
|
|
getViewport: function ( viewportIndex ) {
|
|
|
|
return this._viewports[ viewportIndex ];
|
|
|
|
},
|
|
|
|
getFrameExtents: function () {
|
|
|
|
return this._frameExtents;
|
|
|
|
},
|
|
|
|
copy: function ( source ) {
|
|
|
|
this.camera = source.camera.clone();
|
|
|
|
this.bias = source.bias;
|
|
this.radius = source.radius;
|
|
|
|
this.mapSize.copy( source.mapSize );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var object = {};
|
|
|
|
if ( this.bias !== 0 ) { object.bias = this.bias; }
|
|
if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
|
|
if ( this.radius !== 1 ) { object.radius = this.radius; }
|
|
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
|
|
|
|
object.camera = this.camera.toJSON( false ).object;
|
|
delete object.camera.matrix;
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function SpotLightShadow() {
|
|
|
|
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
|
|
|
constructor: SpotLightShadow,
|
|
|
|
isSpotLightShadow: true,
|
|
|
|
updateMatrices: function ( light ) {
|
|
|
|
var camera = this.camera;
|
|
|
|
var fov = MathUtils.RAD2DEG * 2 * light.angle;
|
|
var aspect = this.mapSize.width / this.mapSize.height;
|
|
var far = light.distance || camera.far;
|
|
|
|
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
|
|
|
|
camera.fov = fov;
|
|
camera.aspect = aspect;
|
|
camera.far = far;
|
|
camera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
LightShadow.prototype.updateMatrices.call( this, light );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'SpotLight';
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.target = new Object3D();
|
|
|
|
Object.defineProperty( this, 'power', {
|
|
get: function () {
|
|
|
|
// intensity = power per solid angle.
|
|
// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
|
return this.intensity * Math.PI;
|
|
|
|
},
|
|
set: function ( power ) {
|
|
|
|
// intensity = power per solid angle.
|
|
// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
|
this.intensity = power / Math.PI;
|
|
|
|
}
|
|
} );
|
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0;
|
|
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
|
|
this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
|
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
|
|
|
this.shadow = new SpotLightShadow();
|
|
|
|
}
|
|
|
|
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: SpotLight,
|
|
|
|
isSpotLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.distance = source.distance;
|
|
this.angle = source.angle;
|
|
this.penumbra = source.penumbra;
|
|
this.decay = source.decay;
|
|
|
|
this.target = source.target.clone();
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function PointLightShadow() {
|
|
|
|
LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
|
|
|
|
this._frameExtents = new Vector2( 4, 2 );
|
|
|
|
this._viewportCount = 6;
|
|
|
|
this._viewports = [
|
|
// These viewports map a cube-map onto a 2D texture with the
|
|
// following orientation:
|
|
//
|
|
// xzXZ
|
|
// y Y
|
|
//
|
|
// X - Positive x direction
|
|
// x - Negative x direction
|
|
// Y - Positive y direction
|
|
// y - Negative y direction
|
|
// Z - Positive z direction
|
|
// z - Negative z direction
|
|
|
|
// positive X
|
|
new Vector4( 2, 1, 1, 1 ),
|
|
// negative X
|
|
new Vector4( 0, 1, 1, 1 ),
|
|
// positive Z
|
|
new Vector4( 3, 1, 1, 1 ),
|
|
// negative Z
|
|
new Vector4( 1, 1, 1, 1 ),
|
|
// positive Y
|
|
new Vector4( 3, 0, 1, 1 ),
|
|
// negative Y
|
|
new Vector4( 1, 0, 1, 1 )
|
|
];
|
|
|
|
this._cubeDirections = [
|
|
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
|
|
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
|
|
];
|
|
|
|
this._cubeUps = [
|
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
|
|
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
|
|
];
|
|
|
|
}
|
|
|
|
PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
|
|
|
constructor: PointLightShadow,
|
|
|
|
isPointLightShadow: true,
|
|
|
|
updateMatrices: function ( light, viewportIndex ) {
|
|
|
|
if ( viewportIndex === undefined ) { viewportIndex = 0; }
|
|
|
|
var camera = this.camera,
|
|
shadowMatrix = this.matrix,
|
|
lightPositionWorld = this._lightPositionWorld,
|
|
lookTarget = this._lookTarget,
|
|
projScreenMatrix = this._projScreenMatrix;
|
|
|
|
lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
|
|
camera.position.copy( lightPositionWorld );
|
|
|
|
lookTarget.copy( camera.position );
|
|
lookTarget.add( this._cubeDirections[ viewportIndex ] );
|
|
camera.up.copy( this._cubeUps[ viewportIndex ] );
|
|
camera.lookAt( lookTarget );
|
|
camera.updateMatrixWorld();
|
|
|
|
shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
|
|
|
|
projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
this._frustum.setFromProjectionMatrix( projScreenMatrix );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function PointLight( color, intensity, distance, decay ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'PointLight';
|
|
|
|
Object.defineProperty( this, 'power', {
|
|
get: function () {
|
|
|
|
// intensity = power per solid angle.
|
|
// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
|
return this.intensity * 4 * Math.PI;
|
|
|
|
},
|
|
set: function ( power ) {
|
|
|
|
// intensity = power per solid angle.
|
|
// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
|
this.intensity = power / ( 4 * Math.PI );
|
|
|
|
}
|
|
} );
|
|
|
|
this.distance = ( distance !== undefined ) ? distance : 0;
|
|
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
|
|
|
this.shadow = new PointLightShadow();
|
|
|
|
}
|
|
|
|
PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: PointLight,
|
|
|
|
isPointLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.distance = source.distance;
|
|
this.decay = source.decay;
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function OrthographicCamera( left, right, top, bottom, near, far ) {
|
|
|
|
Camera.call( this );
|
|
|
|
this.type = 'OrthographicCamera';
|
|
|
|
this.zoom = 1;
|
|
this.view = null;
|
|
|
|
this.left = ( left !== undefined ) ? left : - 1;
|
|
this.right = ( right !== undefined ) ? right : 1;
|
|
this.top = ( top !== undefined ) ? top : 1;
|
|
this.bottom = ( bottom !== undefined ) ? bottom : - 1;
|
|
|
|
this.near = ( near !== undefined ) ? near : 0.1;
|
|
this.far = ( far !== undefined ) ? far : 2000;
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
|
|
|
constructor: OrthographicCamera,
|
|
|
|
isOrthographicCamera: true,
|
|
|
|
copy: function ( source, recursive ) {
|
|
|
|
Camera.prototype.copy.call( this, source, recursive );
|
|
|
|
this.left = source.left;
|
|
this.right = source.right;
|
|
this.top = source.top;
|
|
this.bottom = source.bottom;
|
|
this.near = source.near;
|
|
this.far = source.far;
|
|
|
|
this.zoom = source.zoom;
|
|
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
|
|
|
|
if ( this.view === null ) {
|
|
|
|
this.view = {
|
|
enabled: true,
|
|
fullWidth: 1,
|
|
fullHeight: 1,
|
|
offsetX: 0,
|
|
offsetY: 0,
|
|
width: 1,
|
|
height: 1
|
|
};
|
|
|
|
}
|
|
|
|
this.view.enabled = true;
|
|
this.view.fullWidth = fullWidth;
|
|
this.view.fullHeight = fullHeight;
|
|
this.view.offsetX = x;
|
|
this.view.offsetY = y;
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
clearViewOffset: function () {
|
|
|
|
if ( this.view !== null ) {
|
|
|
|
this.view.enabled = false;
|
|
|
|
}
|
|
|
|
this.updateProjectionMatrix();
|
|
|
|
},
|
|
|
|
updateProjectionMatrix: function () {
|
|
|
|
var dx = ( this.right - this.left ) / ( 2 * this.zoom );
|
|
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
|
|
var cx = ( this.right + this.left ) / 2;
|
|
var cy = ( this.top + this.bottom ) / 2;
|
|
|
|
var left = cx - dx;
|
|
var right = cx + dx;
|
|
var top = cy + dy;
|
|
var bottom = cy - dy;
|
|
|
|
if ( this.view !== null && this.view.enabled ) {
|
|
|
|
var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
|
|
var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
|
|
|
|
left += scaleW * this.view.offsetX;
|
|
right = left + scaleW * this.view.width;
|
|
top -= scaleH * this.view.offsetY;
|
|
bottom = top - scaleH * this.view.height;
|
|
|
|
}
|
|
|
|
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
|
|
|
|
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Object3D.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.zoom = this.zoom;
|
|
data.object.left = this.left;
|
|
data.object.right = this.right;
|
|
data.object.top = this.top;
|
|
data.object.bottom = this.bottom;
|
|
data.object.near = this.near;
|
|
data.object.far = this.far;
|
|
|
|
if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function DirectionalLightShadow() {
|
|
|
|
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
|
|
|
|
}
|
|
|
|
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
|
|
|
constructor: DirectionalLightShadow,
|
|
|
|
isDirectionalLightShadow: true,
|
|
|
|
updateMatrices: function ( light ) {
|
|
|
|
LightShadow.prototype.updateMatrices.call( this, light );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function DirectionalLight( color, intensity ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'DirectionalLight';
|
|
|
|
this.position.copy( Object3D.DefaultUp );
|
|
this.updateMatrix();
|
|
|
|
this.target = new Object3D();
|
|
|
|
this.shadow = new DirectionalLightShadow();
|
|
|
|
}
|
|
|
|
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: DirectionalLight,
|
|
|
|
isDirectionalLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.target = source.target.clone();
|
|
|
|
this.shadow = source.shadow.clone();
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function AmbientLight( color, intensity ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'AmbientLight';
|
|
|
|
this.castShadow = undefined;
|
|
|
|
}
|
|
|
|
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: AmbientLight,
|
|
|
|
isAmbientLight: true
|
|
|
|
} );
|
|
|
|
function RectAreaLight( color, intensity, width, height ) {
|
|
|
|
Light.call( this, color, intensity );
|
|
|
|
this.type = 'RectAreaLight';
|
|
|
|
this.width = ( width !== undefined ) ? width : 10;
|
|
this.height = ( height !== undefined ) ? height : 10;
|
|
|
|
}
|
|
|
|
RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: RectAreaLight,
|
|
|
|
isRectAreaLight: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.width = source.width;
|
|
this.height = source.height;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Light.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.width = this.width;
|
|
data.object.height = this.height;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* Primary reference:
|
|
* https://graphics.stanford.edu/papers/envmap/envmap.pdf
|
|
*
|
|
* Secondary reference:
|
|
* https://www.ppsloan.org/publications/StupidSH36.pdf
|
|
*/
|
|
|
|
// 3-band SH defined by 9 coefficients
|
|
|
|
var SphericalHarmonics3 = function SphericalHarmonics3() {
|
|
|
|
Object.defineProperty( this, 'isSphericalHarmonics3', { value: true } );
|
|
|
|
this.coefficients = [];
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients.push( new Vector3() );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.set = function set ( coefficients ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].copy( coefficients[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.zero = function zero () {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].set( 0, 0, 0 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
// get the radiance in the direction of the normal
|
|
// target is a Vector3
|
|
SphericalHarmonics3.prototype.getAt = function getAt ( normal, target ) {
|
|
|
|
// normal is assumed to be unit length
|
|
|
|
var x = normal.x, y = normal.y, z = normal.z;
|
|
|
|
var coeff = this.coefficients;
|
|
|
|
// band 0
|
|
target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
|
|
|
|
// band 1
|
|
target.addScaledVector( coeff[ 1 ], 0.488603 * y );
|
|
target.addScaledVector( coeff[ 2 ], 0.488603 * z );
|
|
target.addScaledVector( coeff[ 3 ], 0.488603 * x );
|
|
|
|
// band 2
|
|
target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
|
|
target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
|
|
target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
|
|
target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
|
|
target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
|
|
// target is a Vector3
|
|
// https://graphics.stanford.edu/papers/envmap/envmap.pdf
|
|
SphericalHarmonics3.prototype.getIrradianceAt = function getIrradianceAt ( normal, target ) {
|
|
|
|
// normal is assumed to be unit length
|
|
|
|
var x = normal.x, y = normal.y, z = normal.z;
|
|
|
|
var coeff = this.coefficients;
|
|
|
|
// band 0
|
|
target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
|
|
|
|
// band 1
|
|
target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
|
|
target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
|
|
target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
|
|
|
|
// band 2
|
|
target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
|
|
target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
|
|
target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
|
|
target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
|
|
target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
|
|
|
|
return target;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.add = function add ( sh ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].add( sh.coefficients[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.addScaledSH = function addScaledSH ( sh, s ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.scale = function scale ( s ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].multiplyScalar( s );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.lerp = function lerp ( sh, alpha ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.equals = function equals ( sh ) {
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.copy = function copy ( sh ) {
|
|
|
|
return this.set( sh.coefficients );
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.fromArray = function fromArray ( array, offset ) {
|
|
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
var coefficients = this.coefficients;
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
SphericalHarmonics3.prototype.toArray = function toArray ( array, offset ) {
|
|
|
|
if ( array === undefined ) { array = []; }
|
|
if ( offset === undefined ) { offset = 0; }
|
|
|
|
var coefficients = this.coefficients;
|
|
|
|
for ( var i = 0; i < 9; i ++ ) {
|
|
|
|
coefficients[ i ].toArray( array, offset + ( i * 3 ) );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
// evaluate the basis functions
|
|
// shBasis is an Array[ 9 ]
|
|
SphericalHarmonics3.getBasisAt = function getBasisAt ( normal, shBasis ) {
|
|
|
|
// normal is assumed to be unit length
|
|
|
|
var x = normal.x, y = normal.y, z = normal.z;
|
|
|
|
// band 0
|
|
shBasis[ 0 ] = 0.282095;
|
|
|
|
// band 1
|
|
shBasis[ 1 ] = 0.488603 * y;
|
|
shBasis[ 2 ] = 0.488603 * z;
|
|
shBasis[ 3 ] = 0.488603 * x;
|
|
|
|
// band 2
|
|
shBasis[ 4 ] = 1.092548 * x * y;
|
|
shBasis[ 5 ] = 1.092548 * y * z;
|
|
shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
|
|
shBasis[ 7 ] = 1.092548 * x * z;
|
|
shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
|
|
|
|
};
|
|
|
|
function LightProbe( sh, intensity ) {
|
|
|
|
Light.call( this, undefined, intensity );
|
|
|
|
this.type = 'LightProbe';
|
|
|
|
this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
|
|
|
|
}
|
|
|
|
LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
|
|
|
|
constructor: LightProbe,
|
|
|
|
isLightProbe: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
Light.prototype.copy.call( this, source );
|
|
|
|
this.sh.copy( source.sh );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
fromJSON: function ( json ) {
|
|
|
|
this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
|
|
this.sh.fromArray( json.sh );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = Light.prototype.toJSON.call( this, meta );
|
|
|
|
data.object.sh = this.sh.toArray();
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function MaterialLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
this.textures = {};
|
|
|
|
}
|
|
|
|
MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: MaterialLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.setPath( scope.path );
|
|
loader.setRequestHeader( scope.requestHeader );
|
|
loader.load( url, function ( text ) {
|
|
|
|
try {
|
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) );
|
|
|
|
} catch ( e ) {
|
|
|
|
if ( onError ) {
|
|
|
|
onError( e );
|
|
|
|
} else {
|
|
|
|
console.error( e );
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
var textures = this.textures;
|
|
|
|
function getTexture( name ) {
|
|
|
|
if ( textures[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.MaterialLoader: Undefined texture', name );
|
|
|
|
}
|
|
|
|
return textures[ name ];
|
|
|
|
}
|
|
|
|
var material = new Materials[ json.type ]();
|
|
|
|
if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
|
|
if ( json.name !== undefined ) { material.name = json.name; }
|
|
if ( json.color !== undefined ) { material.color.setHex( json.color ); }
|
|
if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
|
|
if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
|
|
if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
|
|
if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
|
|
if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
|
|
if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
|
|
if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
|
|
if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
|
|
if ( json.fog !== undefined ) { material.fog = json.fog; }
|
|
if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
|
|
if ( json.blending !== undefined ) { material.blending = json.blending; }
|
|
if ( json.combine !== undefined ) { material.combine = json.combine; }
|
|
if ( json.side !== undefined ) { material.side = json.side; }
|
|
if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
|
|
if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
|
|
if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
|
|
if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
|
|
if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
|
|
if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
|
|
|
|
if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
|
|
if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
|
|
if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
|
|
if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
|
|
if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
|
|
if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
|
|
if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
|
|
if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
|
|
|
|
if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
|
|
if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
|
|
if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
|
|
if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
|
|
|
|
if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
|
|
|
|
if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
|
|
if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
|
|
if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
|
|
if ( json.scale !== undefined ) { material.scale = json.scale; }
|
|
|
|
if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
|
|
if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
|
|
if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
|
|
|
|
if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
|
|
if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
|
|
if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
|
|
if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
|
|
|
|
if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
|
|
|
|
if ( json.visible !== undefined ) { material.visible = json.visible; }
|
|
|
|
if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
|
|
|
|
if ( json.userData !== undefined ) { material.userData = json.userData; }
|
|
|
|
if ( json.vertexColors !== undefined ) {
|
|
|
|
if ( typeof json.vertexColors === 'number' ) {
|
|
|
|
material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
|
|
|
|
} else {
|
|
|
|
material.vertexColors = json.vertexColors;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Shader Material
|
|
|
|
if ( json.uniforms !== undefined ) {
|
|
|
|
for ( var name in json.uniforms ) {
|
|
|
|
var uniform = json.uniforms[ name ];
|
|
|
|
material.uniforms[ name ] = {};
|
|
|
|
switch ( uniform.type ) {
|
|
|
|
case 't':
|
|
material.uniforms[ name ].value = getTexture( uniform.value );
|
|
break;
|
|
|
|
case 'c':
|
|
material.uniforms[ name ].value = new Color().setHex( uniform.value );
|
|
break;
|
|
|
|
case 'v2':
|
|
material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
|
|
break;
|
|
|
|
case 'v3':
|
|
material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
|
|
break;
|
|
|
|
case 'v4':
|
|
material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
|
|
break;
|
|
|
|
case 'm3':
|
|
material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
|
|
break;
|
|
|
|
case 'm4':
|
|
material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
|
|
break;
|
|
|
|
default:
|
|
material.uniforms[ name ].value = uniform.value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( json.defines !== undefined ) { material.defines = json.defines; }
|
|
if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
|
|
if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
|
|
|
|
if ( json.extensions !== undefined ) {
|
|
|
|
for ( var key in json.extensions ) {
|
|
|
|
material.extensions[ key ] = json.extensions[ key ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Deprecated
|
|
|
|
if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
|
|
|
|
// for PointsMaterial
|
|
|
|
if ( json.size !== undefined ) { material.size = json.size; }
|
|
if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
|
|
|
|
// maps
|
|
|
|
if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
|
|
if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
|
|
|
|
if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
|
|
|
|
if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
|
|
if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
|
|
|
|
if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
|
|
if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
|
|
if ( json.normalScale !== undefined ) {
|
|
|
|
var normalScale = json.normalScale;
|
|
|
|
if ( Array.isArray( normalScale ) === false ) {
|
|
|
|
// Blender exporter used to export a scalar. See #7459
|
|
|
|
normalScale = [ normalScale, normalScale ];
|
|
|
|
}
|
|
|
|
material.normalScale = new Vector2().fromArray( normalScale );
|
|
|
|
}
|
|
|
|
if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
|
|
if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
|
|
if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
|
|
|
|
if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
|
|
if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
|
|
|
|
if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
|
|
if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
|
|
|
|
if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
|
|
|
|
if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
|
|
if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
|
|
|
|
if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
|
|
if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
|
|
|
|
if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
|
|
if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
|
|
|
|
if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
|
|
if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
|
|
|
|
if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
|
|
|
|
if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
|
|
if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
|
|
if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
|
|
if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
|
|
|
|
if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
|
|
if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
|
|
|
|
return material;
|
|
|
|
},
|
|
|
|
setTextures: function ( value ) {
|
|
|
|
this.textures = value;
|
|
return this;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var LoaderUtils = {
|
|
|
|
decodeText: function ( array ) {
|
|
|
|
if ( typeof TextDecoder !== 'undefined' ) {
|
|
|
|
return new TextDecoder().decode( array );
|
|
|
|
}
|
|
|
|
// Avoid the String.fromCharCode.apply(null, array) shortcut, which
|
|
// throws a "maximum call stack size exceeded" error for large arrays.
|
|
|
|
var s = '';
|
|
|
|
for ( var i = 0, il = array.length; i < il; i ++ ) {
|
|
|
|
// Implicitly assumes little-endian.
|
|
s += String.fromCharCode( array[ i ] );
|
|
|
|
}
|
|
|
|
try {
|
|
|
|
// merges multi-byte utf-8 characters.
|
|
|
|
return decodeURIComponent( escape( s ) );
|
|
|
|
} catch ( e ) { // see #16358
|
|
|
|
return s;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
extractUrlBase: function ( url ) {
|
|
|
|
var index = url.lastIndexOf( '/' );
|
|
|
|
if ( index === - 1 ) { return './'; }
|
|
|
|
return url.substr( 0, index + 1 );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function InstancedBufferGeometry() {
|
|
|
|
BufferGeometry.call( this );
|
|
|
|
this.type = 'InstancedBufferGeometry';
|
|
this.instanceCount = Infinity;
|
|
|
|
}
|
|
|
|
InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
|
|
|
|
constructor: InstancedBufferGeometry,
|
|
|
|
isInstancedBufferGeometry: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
BufferGeometry.prototype.copy.call( this, source );
|
|
|
|
this.instanceCount = source.instanceCount;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = BufferGeometry.prototype.toJSON.call( this );
|
|
|
|
data.instanceCount = this.instanceCount;
|
|
|
|
data.isInstancedBufferGeometry = true;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
|
|
|
|
if ( typeof ( normalized ) === 'number' ) {
|
|
|
|
meshPerAttribute = normalized;
|
|
|
|
normalized = false;
|
|
|
|
console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
|
|
|
|
}
|
|
|
|
BufferAttribute.call( this, array, itemSize, normalized );
|
|
|
|
this.meshPerAttribute = meshPerAttribute || 1;
|
|
|
|
}
|
|
|
|
InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
|
|
|
|
constructor: InstancedBufferAttribute,
|
|
|
|
isInstancedBufferAttribute: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
BufferAttribute.prototype.copy.call( this, source );
|
|
|
|
this.meshPerAttribute = source.meshPerAttribute;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function () {
|
|
|
|
var data = BufferAttribute.prototype.toJSON.call( this );
|
|
|
|
data.meshPerAttribute = this.meshPerAttribute;
|
|
|
|
data.isInstancedBufferAttribute = true;
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function BufferGeometryLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: BufferGeometryLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.setPath( scope.path );
|
|
loader.setRequestHeader( scope.requestHeader );
|
|
loader.load( url, function ( text ) {
|
|
|
|
try {
|
|
|
|
onLoad( scope.parse( JSON.parse( text ) ) );
|
|
|
|
} catch ( e ) {
|
|
|
|
if ( onError ) {
|
|
|
|
onError( e );
|
|
|
|
} else {
|
|
|
|
console.error( e );
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
var interleavedBufferMap = {};
|
|
var arrayBufferMap = {};
|
|
|
|
function getInterleavedBuffer( json, uuid ) {
|
|
|
|
if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
|
|
|
|
var interleavedBuffers = json.interleavedBuffers;
|
|
var interleavedBuffer = interleavedBuffers[ uuid ];
|
|
|
|
var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
|
|
|
|
var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
|
|
var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
|
|
ib.uuid = interleavedBuffer.uuid;
|
|
|
|
interleavedBufferMap[ uuid ] = ib;
|
|
|
|
return ib;
|
|
|
|
}
|
|
|
|
function getArrayBuffer( json, uuid ) {
|
|
|
|
if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
|
|
|
|
var arrayBuffers = json.arrayBuffers;
|
|
var arrayBuffer = arrayBuffers[ uuid ];
|
|
|
|
var ab = new Uint32Array( arrayBuffer ).buffer;
|
|
|
|
arrayBufferMap[ uuid ] = ab;
|
|
|
|
return ab;
|
|
|
|
}
|
|
|
|
var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
|
|
|
|
var index = json.data.index;
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
|
|
geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
|
|
|
|
}
|
|
|
|
var attributes = json.data.attributes;
|
|
|
|
for ( var key in attributes ) {
|
|
|
|
var attribute = attributes[ key ];
|
|
var bufferAttribute = (void 0);
|
|
|
|
if ( attribute.isInterleavedBufferAttribute ) {
|
|
|
|
var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
|
|
bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
|
|
|
|
} else {
|
|
|
|
var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
|
|
var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
|
|
bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
|
|
|
|
}
|
|
|
|
if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
|
|
geometry.setAttribute( key, bufferAttribute );
|
|
|
|
}
|
|
|
|
var morphAttributes = json.data.morphAttributes;
|
|
|
|
if ( morphAttributes ) {
|
|
|
|
for ( var key$1 in morphAttributes ) {
|
|
|
|
var attributeArray = morphAttributes[ key$1 ];
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
|
|
|
|
var attribute$1 = attributeArray[ i ];
|
|
var bufferAttribute$1 = (void 0);
|
|
|
|
if ( attribute$1.isInterleavedBufferAttribute ) {
|
|
|
|
var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
|
|
bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
|
|
|
|
} else {
|
|
|
|
var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
|
|
bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
|
|
|
|
}
|
|
|
|
if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
|
|
array.push( bufferAttribute$1 );
|
|
|
|
}
|
|
|
|
geometry.morphAttributes[ key$1 ] = array;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var morphTargetsRelative = json.data.morphTargetsRelative;
|
|
|
|
if ( morphTargetsRelative ) {
|
|
|
|
geometry.morphTargetsRelative = true;
|
|
|
|
}
|
|
|
|
var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
|
|
|
|
if ( groups !== undefined ) {
|
|
|
|
for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
|
|
|
|
var group = groups[ i$1 ];
|
|
|
|
geometry.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var boundingSphere = json.data.boundingSphere;
|
|
|
|
if ( boundingSphere !== undefined ) {
|
|
|
|
var center = new Vector3();
|
|
|
|
if ( boundingSphere.center !== undefined ) {
|
|
|
|
center.fromArray( boundingSphere.center );
|
|
|
|
}
|
|
|
|
geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
|
|
|
|
}
|
|
|
|
if ( json.name ) { geometry.name = json.name; }
|
|
if ( json.userData ) { geometry.userData = json.userData; }
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var TYPED_ARRAYS = {
|
|
Int8Array: Int8Array,
|
|
Uint8Array: Uint8Array,
|
|
// Workaround for IE11 pre KB2929437. See #11440
|
|
Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
|
|
Int16Array: Int16Array,
|
|
Uint16Array: Uint16Array,
|
|
Int32Array: Int32Array,
|
|
Uint32Array: Uint32Array,
|
|
Float32Array: Float32Array,
|
|
Float64Array: Float64Array
|
|
};
|
|
|
|
function ObjectLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: ObjectLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
|
|
this.resourcePath = this.resourcePath || path;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.setPath( this.path );
|
|
loader.setRequestHeader( this.requestHeader );
|
|
loader.load( url, function ( text ) {
|
|
|
|
var json = null;
|
|
|
|
try {
|
|
|
|
json = JSON.parse( text );
|
|
|
|
} catch ( error ) {
|
|
|
|
if ( onError !== undefined ) { onError( error ); }
|
|
|
|
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var metadata = json.metadata;
|
|
|
|
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
|
|
|
|
console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
|
|
return;
|
|
|
|
}
|
|
|
|
scope.parse( json, onLoad );
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json, onLoad ) {
|
|
|
|
var shapes = this.parseShape( json.shapes );
|
|
var geometries = this.parseGeometries( json.geometries, shapes );
|
|
|
|
var images = this.parseImages( json.images, function () {
|
|
|
|
if ( onLoad !== undefined ) { onLoad( object ); }
|
|
|
|
} );
|
|
|
|
var textures = this.parseTextures( json.textures, images );
|
|
var materials = this.parseMaterials( json.materials, textures );
|
|
|
|
var object = this.parseObject( json.object, geometries, materials );
|
|
|
|
if ( json.animations ) {
|
|
|
|
object.animations = this.parseAnimations( json.animations );
|
|
|
|
}
|
|
|
|
if ( json.images === undefined || json.images.length === 0 ) {
|
|
|
|
if ( onLoad !== undefined ) { onLoad( object ); }
|
|
|
|
}
|
|
|
|
return object;
|
|
|
|
},
|
|
|
|
parseShape: function ( json ) {
|
|
|
|
var shapes = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var shape = new Shape().fromJSON( json[ i ] );
|
|
|
|
shapes[ shape.uuid ] = shape;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
},
|
|
|
|
parseGeometries: function ( json, shapes ) {
|
|
|
|
var geometries = {};
|
|
var geometryShapes;
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
var bufferGeometryLoader = new BufferGeometryLoader();
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var geometry = (void 0);
|
|
var data = json[ i ];
|
|
|
|
switch ( data.type ) {
|
|
|
|
case 'PlaneGeometry':
|
|
case 'PlaneBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.width,
|
|
data.height,
|
|
data.widthSegments,
|
|
data.heightSegments
|
|
);
|
|
|
|
break;
|
|
|
|
case 'BoxGeometry':
|
|
case 'BoxBufferGeometry':
|
|
case 'CubeGeometry': // backwards compatible
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.width,
|
|
data.height,
|
|
data.depth,
|
|
data.widthSegments,
|
|
data.heightSegments,
|
|
data.depthSegments
|
|
);
|
|
|
|
break;
|
|
|
|
case 'CircleGeometry':
|
|
case 'CircleBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.segments,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'CylinderGeometry':
|
|
case 'CylinderBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radiusTop,
|
|
data.radiusBottom,
|
|
data.height,
|
|
data.radialSegments,
|
|
data.heightSegments,
|
|
data.openEnded,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'ConeGeometry':
|
|
case 'ConeBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.height,
|
|
data.radialSegments,
|
|
data.heightSegments,
|
|
data.openEnded,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'SphereGeometry':
|
|
case 'SphereBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.widthSegments,
|
|
data.heightSegments,
|
|
data.phiStart,
|
|
data.phiLength,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'DodecahedronGeometry':
|
|
case 'DodecahedronBufferGeometry':
|
|
case 'IcosahedronGeometry':
|
|
case 'IcosahedronBufferGeometry':
|
|
case 'OctahedronGeometry':
|
|
case 'OctahedronBufferGeometry':
|
|
case 'TetrahedronGeometry':
|
|
case 'TetrahedronBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.detail
|
|
);
|
|
|
|
break;
|
|
|
|
case 'RingGeometry':
|
|
case 'RingBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.innerRadius,
|
|
data.outerRadius,
|
|
data.thetaSegments,
|
|
data.phiSegments,
|
|
data.thetaStart,
|
|
data.thetaLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'TorusGeometry':
|
|
case 'TorusBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.tube,
|
|
data.radialSegments,
|
|
data.tubularSegments,
|
|
data.arc
|
|
);
|
|
|
|
break;
|
|
|
|
case 'TorusKnotGeometry':
|
|
case 'TorusKnotBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.radius,
|
|
data.tube,
|
|
data.tubularSegments,
|
|
data.radialSegments,
|
|
data.p,
|
|
data.q
|
|
);
|
|
|
|
break;
|
|
|
|
case 'TubeGeometry':
|
|
case 'TubeBufferGeometry':
|
|
|
|
// This only works for built-in curves (e.g. CatmullRomCurve3).
|
|
// User defined curves or instances of CurvePath will not be deserialized.
|
|
geometry = new Geometries[ data.type ](
|
|
new Curves[ data.path.type ]().fromJSON( data.path ),
|
|
data.tubularSegments,
|
|
data.radius,
|
|
data.radialSegments,
|
|
data.closed
|
|
);
|
|
|
|
break;
|
|
|
|
case 'LatheGeometry':
|
|
case 'LatheBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.points,
|
|
data.segments,
|
|
data.phiStart,
|
|
data.phiLength
|
|
);
|
|
|
|
break;
|
|
|
|
case 'PolyhedronGeometry':
|
|
case 'PolyhedronBufferGeometry':
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
data.vertices,
|
|
data.indices,
|
|
data.radius,
|
|
data.details
|
|
);
|
|
|
|
break;
|
|
|
|
case 'ShapeGeometry':
|
|
case 'ShapeBufferGeometry':
|
|
|
|
geometryShapes = [];
|
|
|
|
for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
|
|
|
|
var shape = shapes[ data.shapes[ j ] ];
|
|
|
|
geometryShapes.push( shape );
|
|
|
|
}
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
geometryShapes,
|
|
data.curveSegments
|
|
);
|
|
|
|
break;
|
|
|
|
|
|
case 'ExtrudeGeometry':
|
|
case 'ExtrudeBufferGeometry':
|
|
|
|
geometryShapes = [];
|
|
|
|
for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
|
|
|
|
var shape$1 = shapes[ data.shapes[ j$1 ] ];
|
|
|
|
geometryShapes.push( shape$1 );
|
|
|
|
}
|
|
|
|
var extrudePath = data.options.extrudePath;
|
|
|
|
if ( extrudePath !== undefined ) {
|
|
|
|
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
|
|
|
|
}
|
|
|
|
geometry = new Geometries[ data.type ](
|
|
geometryShapes,
|
|
data.options
|
|
);
|
|
|
|
break;
|
|
|
|
case 'BufferGeometry':
|
|
case 'InstancedBufferGeometry':
|
|
|
|
geometry = bufferGeometryLoader.parse( data );
|
|
|
|
break;
|
|
|
|
case 'Geometry':
|
|
|
|
console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
geometry.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) { geometry.name = data.name; }
|
|
if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
|
|
|
|
geometries[ data.uuid ] = geometry;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return geometries;
|
|
|
|
},
|
|
|
|
parseMaterials: function ( json, textures ) {
|
|
|
|
var cache = {}; // MultiMaterial
|
|
var materials = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
var loader = new MaterialLoader();
|
|
loader.setTextures( textures );
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var data = json[ i ];
|
|
|
|
if ( data.type === 'MultiMaterial' ) {
|
|
|
|
// Deprecated
|
|
|
|
var array = [];
|
|
|
|
for ( var j = 0; j < data.materials.length; j ++ ) {
|
|
|
|
var material = data.materials[ j ];
|
|
|
|
if ( cache[ material.uuid ] === undefined ) {
|
|
|
|
cache[ material.uuid ] = loader.parse( material );
|
|
|
|
}
|
|
|
|
array.push( cache[ material.uuid ] );
|
|
|
|
}
|
|
|
|
materials[ data.uuid ] = array;
|
|
|
|
} else {
|
|
|
|
if ( cache[ data.uuid ] === undefined ) {
|
|
|
|
cache[ data.uuid ] = loader.parse( data );
|
|
|
|
}
|
|
|
|
materials[ data.uuid ] = cache[ data.uuid ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return materials;
|
|
|
|
},
|
|
|
|
parseAnimations: function ( json ) {
|
|
|
|
var animations = [];
|
|
|
|
for ( var i = 0; i < json.length; i ++ ) {
|
|
|
|
var data = json[ i ];
|
|
|
|
var clip = AnimationClip.parse( data );
|
|
|
|
if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
|
|
|
|
animations.push( clip );
|
|
|
|
}
|
|
|
|
return animations;
|
|
|
|
},
|
|
|
|
parseImages: function ( json, onLoad ) {
|
|
|
|
var scope = this;
|
|
var images = {};
|
|
|
|
var loader;
|
|
|
|
function loadImage( url ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
return loader.load( url, function () {
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, undefined, function () {
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
} );
|
|
|
|
}
|
|
|
|
if ( json !== undefined && json.length > 0 ) {
|
|
|
|
var manager = new LoadingManager( onLoad );
|
|
|
|
loader = new ImageLoader( manager );
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
for ( var i = 0, il = json.length; i < il; i ++ ) {
|
|
|
|
var image = json[ i ];
|
|
var url = image.url;
|
|
|
|
if ( Array.isArray( url ) ) {
|
|
|
|
// load array of images e.g CubeTexture
|
|
|
|
images[ image.uuid ] = [];
|
|
|
|
for ( var j = 0, jl = url.length; j < jl; j ++ ) {
|
|
|
|
var currentUrl = url[ j ];
|
|
|
|
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
|
|
|
|
images[ image.uuid ].push( loadImage( path ) );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// load single image
|
|
|
|
var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
|
|
|
|
images[ image.uuid ] = loadImage( path$1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return images;
|
|
|
|
},
|
|
|
|
parseTextures: function ( json, images ) {
|
|
|
|
function parseConstant( value, type ) {
|
|
|
|
if ( typeof value === 'number' ) { return value; }
|
|
|
|
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
|
|
|
|
return type[ value ];
|
|
|
|
}
|
|
|
|
var textures = {};
|
|
|
|
if ( json !== undefined ) {
|
|
|
|
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
|
|
|
var data = json[ i ];
|
|
|
|
if ( data.image === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
|
|
|
|
}
|
|
|
|
if ( images[ data.image ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
|
|
|
|
}
|
|
|
|
var texture = (void 0);
|
|
|
|
if ( Array.isArray( images[ data.image ] ) ) {
|
|
|
|
texture = new CubeTexture( images[ data.image ] );
|
|
|
|
} else {
|
|
|
|
texture = new Texture( images[ data.image ] );
|
|
|
|
}
|
|
|
|
texture.needsUpdate = true;
|
|
|
|
texture.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) { texture.name = data.name; }
|
|
|
|
if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
|
|
|
|
if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
|
|
if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
|
|
if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
|
|
if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
|
|
|
|
if ( data.wrap !== undefined ) {
|
|
|
|
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
|
|
texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
|
|
|
|
}
|
|
|
|
if ( data.format !== undefined ) { texture.format = data.format; }
|
|
if ( data.type !== undefined ) { texture.type = data.type; }
|
|
if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
|
|
|
|
if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
|
|
if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
|
|
if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
|
|
|
|
if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
|
|
|
|
if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
|
|
if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
|
|
|
|
textures[ data.uuid ] = texture;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return textures;
|
|
|
|
},
|
|
|
|
parseObject: function ( data, geometries, materials ) {
|
|
|
|
var object;
|
|
|
|
function getGeometry( name ) {
|
|
|
|
if ( geometries[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
|
|
|
|
}
|
|
|
|
return geometries[ name ];
|
|
|
|
}
|
|
|
|
function getMaterial( name ) {
|
|
|
|
if ( name === undefined ) { return undefined; }
|
|
|
|
if ( Array.isArray( name ) ) {
|
|
|
|
var array = [];
|
|
|
|
for ( var i = 0, l = name.length; i < l; i ++ ) {
|
|
|
|
var uuid = name[ i ];
|
|
|
|
if ( materials[ uuid ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
|
|
|
|
}
|
|
|
|
array.push( materials[ uuid ] );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
}
|
|
|
|
if ( materials[ name ] === undefined ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: Undefined material', name );
|
|
|
|
}
|
|
|
|
return materials[ name ];
|
|
|
|
}
|
|
|
|
var geometry, material;
|
|
|
|
switch ( data.type ) {
|
|
|
|
case 'Scene':
|
|
|
|
object = new Scene();
|
|
|
|
if ( data.background !== undefined ) {
|
|
|
|
if ( Number.isInteger( data.background ) ) {
|
|
|
|
object.background = new Color( data.background );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( data.fog !== undefined ) {
|
|
|
|
if ( data.fog.type === 'Fog' ) {
|
|
|
|
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
|
|
|
|
} else if ( data.fog.type === 'FogExp2' ) {
|
|
|
|
object.fog = new FogExp2( data.fog.color, data.fog.density );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'PerspectiveCamera':
|
|
|
|
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
|
|
|
|
if ( data.focus !== undefined ) { object.focus = data.focus; }
|
|
if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
|
|
if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
|
|
if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
|
|
if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
|
|
|
|
break;
|
|
|
|
case 'OrthographicCamera':
|
|
|
|
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
|
|
|
|
if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
|
|
if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
|
|
|
|
break;
|
|
|
|
case 'AmbientLight':
|
|
|
|
object = new AmbientLight( data.color, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'DirectionalLight':
|
|
|
|
object = new DirectionalLight( data.color, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'PointLight':
|
|
|
|
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
|
|
|
|
break;
|
|
|
|
case 'RectAreaLight':
|
|
|
|
object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
|
|
|
|
break;
|
|
|
|
case 'SpotLight':
|
|
|
|
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
|
|
|
|
break;
|
|
|
|
case 'HemisphereLight':
|
|
|
|
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
|
|
|
|
break;
|
|
|
|
case 'LightProbe':
|
|
|
|
object = new LightProbe().fromJSON( data );
|
|
|
|
break;
|
|
|
|
case 'SkinnedMesh':
|
|
|
|
console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
|
|
|
|
case 'Mesh':
|
|
|
|
geometry = getGeometry( data.geometry );
|
|
material = getMaterial( data.material );
|
|
|
|
object = new Mesh( geometry, material );
|
|
|
|
break;
|
|
|
|
case 'InstancedMesh':
|
|
|
|
geometry = getGeometry( data.geometry );
|
|
material = getMaterial( data.material );
|
|
var count = data.count;
|
|
var instanceMatrix = data.instanceMatrix;
|
|
|
|
object = new InstancedMesh( geometry, material, count );
|
|
object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
|
|
|
|
break;
|
|
|
|
case 'LOD':
|
|
|
|
object = new LOD();
|
|
|
|
break;
|
|
|
|
case 'Line':
|
|
|
|
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
|
|
|
|
break;
|
|
|
|
case 'LineLoop':
|
|
|
|
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'LineSegments':
|
|
|
|
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'PointCloud':
|
|
case 'Points':
|
|
|
|
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'Sprite':
|
|
|
|
object = new Sprite( getMaterial( data.material ) );
|
|
|
|
break;
|
|
|
|
case 'Group':
|
|
|
|
object = new Group();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
object = new Object3D();
|
|
|
|
}
|
|
|
|
object.uuid = data.uuid;
|
|
|
|
if ( data.name !== undefined ) { object.name = data.name; }
|
|
|
|
if ( data.matrix !== undefined ) {
|
|
|
|
object.matrix.fromArray( data.matrix );
|
|
|
|
if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
|
|
if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
|
|
|
|
} else {
|
|
|
|
if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
|
|
if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
|
|
if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
|
|
if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
|
|
|
|
}
|
|
|
|
if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
|
|
if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
|
|
|
|
if ( data.shadow ) {
|
|
|
|
if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
|
|
if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
|
|
if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
|
|
if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
|
|
if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
|
|
|
|
}
|
|
|
|
if ( data.visible !== undefined ) { object.visible = data.visible; }
|
|
if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
|
|
if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
|
|
if ( data.userData !== undefined ) { object.userData = data.userData; }
|
|
if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
|
|
|
|
if ( data.children !== undefined ) {
|
|
|
|
var children = data.children;
|
|
|
|
for ( var i = 0; i < children.length; i ++ ) {
|
|
|
|
object.add( this.parseObject( children[ i ], geometries, materials ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( data.type === 'LOD' ) {
|
|
|
|
if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
|
|
|
|
var levels = data.levels;
|
|
|
|
for ( var l = 0; l < levels.length; l ++ ) {
|
|
|
|
var level = levels[ l ];
|
|
var child = object.getObjectByProperty( 'uuid', level.object );
|
|
|
|
if ( child !== undefined ) {
|
|
|
|
object.addLevel( child, level.distance );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var TEXTURE_MAPPING = {
|
|
UVMapping: UVMapping,
|
|
CubeReflectionMapping: CubeReflectionMapping,
|
|
CubeRefractionMapping: CubeRefractionMapping,
|
|
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
|
|
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
|
|
CubeUVReflectionMapping: CubeUVReflectionMapping,
|
|
CubeUVRefractionMapping: CubeUVRefractionMapping
|
|
};
|
|
|
|
var TEXTURE_WRAPPING = {
|
|
RepeatWrapping: RepeatWrapping,
|
|
ClampToEdgeWrapping: ClampToEdgeWrapping,
|
|
MirroredRepeatWrapping: MirroredRepeatWrapping
|
|
};
|
|
|
|
var TEXTURE_FILTER = {
|
|
NearestFilter: NearestFilter,
|
|
NearestMipmapNearestFilter: NearestMipmapNearestFilter,
|
|
NearestMipmapLinearFilter: NearestMipmapLinearFilter,
|
|
LinearFilter: LinearFilter,
|
|
LinearMipmapNearestFilter: LinearMipmapNearestFilter,
|
|
LinearMipmapLinearFilter: LinearMipmapLinearFilter
|
|
};
|
|
|
|
function ImageBitmapLoader( manager ) {
|
|
|
|
if ( typeof createImageBitmap === 'undefined' ) {
|
|
|
|
console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
|
|
|
|
}
|
|
|
|
if ( typeof fetch === 'undefined' ) {
|
|
|
|
console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
|
|
|
|
}
|
|
|
|
Loader.call( this, manager );
|
|
|
|
this.options = { premultiplyAlpha: 'none' };
|
|
|
|
}
|
|
|
|
ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: ImageBitmapLoader,
|
|
|
|
isImageBitmapLoader: true,
|
|
|
|
setOptions: function setOptions( options ) {
|
|
|
|
this.options = options;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
if ( url === undefined ) { url = ''; }
|
|
|
|
if ( this.path !== undefined ) { url = this.path + url; }
|
|
|
|
url = this.manager.resolveURL( url );
|
|
|
|
var scope = this;
|
|
|
|
var cached = Cache.get( url );
|
|
|
|
if ( cached !== undefined ) {
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
setTimeout( function () {
|
|
|
|
if ( onLoad ) { onLoad( cached ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
}, 0 );
|
|
|
|
return cached;
|
|
|
|
}
|
|
|
|
fetch( url ).then( function ( res ) {
|
|
|
|
return res.blob();
|
|
|
|
} ).then( function ( blob ) {
|
|
|
|
return createImageBitmap( blob, scope.options );
|
|
|
|
} ).then( function ( imageBitmap ) {
|
|
|
|
Cache.add( url, imageBitmap );
|
|
|
|
if ( onLoad ) { onLoad( imageBitmap ); }
|
|
|
|
scope.manager.itemEnd( url );
|
|
|
|
} ).catch( function ( e ) {
|
|
|
|
if ( onError ) { onError( e ); }
|
|
|
|
scope.manager.itemError( url );
|
|
scope.manager.itemEnd( url );
|
|
|
|
} );
|
|
|
|
scope.manager.itemStart( url );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function ShapePath() {
|
|
|
|
this.type = 'ShapePath';
|
|
|
|
this.color = new Color();
|
|
|
|
this.subPaths = [];
|
|
this.currentPath = null;
|
|
|
|
}
|
|
|
|
Object.assign( ShapePath.prototype, {
|
|
|
|
moveTo: function ( x, y ) {
|
|
|
|
this.currentPath = new Path();
|
|
this.subPaths.push( this.currentPath );
|
|
this.currentPath.moveTo( x, y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
lineTo: function ( x, y ) {
|
|
|
|
this.currentPath.lineTo( x, y );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
|
|
|
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
|
|
|
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
splineThru: function ( pts ) {
|
|
|
|
this.currentPath.splineThru( pts );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toShapes: function ( isCCW, noHoles ) {
|
|
|
|
function toShapesNoHoles( inSubpaths ) {
|
|
|
|
var shapes = [];
|
|
|
|
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
|
|
|
|
var tmpPath = inSubpaths[ i ];
|
|
|
|
var tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
|
|
shapes.push( tmpShape );
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
function isPointInsidePolygon( inPt, inPolygon ) {
|
|
|
|
var polyLen = inPolygon.length;
|
|
|
|
// inPt on polygon contour => immediate success or
|
|
// toggling of inside/outside at every single! intersection point of an edge
|
|
// with the horizontal line through inPt, left of inPt
|
|
// not counting lowerY endpoints of edges and whole edges on that line
|
|
var inside = false;
|
|
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
|
|
|
|
var edgeLowPt = inPolygon[ p ];
|
|
var edgeHighPt = inPolygon[ q ];
|
|
|
|
var edgeDx = edgeHighPt.x - edgeLowPt.x;
|
|
var edgeDy = edgeHighPt.y - edgeLowPt.y;
|
|
|
|
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
|
|
|
|
// not parallel
|
|
if ( edgeDy < 0 ) {
|
|
|
|
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
|
|
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
|
|
|
|
}
|
|
|
|
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
|
|
|
|
if ( inPt.y === edgeLowPt.y ) {
|
|
|
|
if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
|
|
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
|
|
|
} else {
|
|
|
|
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
|
|
if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
|
|
if ( perpEdge < 0 ) { continue; }
|
|
inside = ! inside; // true intersection left of inPt
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// parallel or collinear
|
|
if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
|
|
// edge lies on the same horizontal line as inPt
|
|
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
|
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
|
|
// continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return inside;
|
|
|
|
}
|
|
|
|
var isClockWise = ShapeUtils.isClockWise;
|
|
|
|
var subPaths = this.subPaths;
|
|
if ( subPaths.length === 0 ) { return []; }
|
|
|
|
if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
|
|
|
|
|
|
var solid, tmpPath, tmpShape;
|
|
var shapes = [];
|
|
|
|
if ( subPaths.length === 1 ) {
|
|
|
|
tmpPath = subPaths[ 0 ];
|
|
tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
shapes.push( tmpShape );
|
|
return shapes;
|
|
|
|
}
|
|
|
|
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
|
|
holesFirst = isCCW ? ! holesFirst : holesFirst;
|
|
|
|
// console.log("Holes first", holesFirst);
|
|
|
|
var betterShapeHoles = [];
|
|
var newShapes = [];
|
|
var newShapeHoles = [];
|
|
var mainIdx = 0;
|
|
var tmpPoints;
|
|
|
|
newShapes[ mainIdx ] = undefined;
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
|
|
|
|
tmpPath = subPaths[ i ];
|
|
tmpPoints = tmpPath.getPoints();
|
|
solid = isClockWise( tmpPoints );
|
|
solid = isCCW ? ! solid : solid;
|
|
|
|
if ( solid ) {
|
|
|
|
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
|
|
|
|
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
|
|
newShapes[ mainIdx ].s.curves = tmpPath.curves;
|
|
|
|
if ( holesFirst ) { mainIdx ++; }
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
//console.log('cw', i);
|
|
|
|
} else {
|
|
|
|
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
|
|
|
|
//console.log('ccw', i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// only Holes? -> probably all Shapes with wrong orientation
|
|
if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
|
|
|
|
|
|
if ( newShapes.length > 1 ) {
|
|
|
|
var ambiguous = false;
|
|
var toChange = [];
|
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
|
|
|
betterShapeHoles[ sIdx ] = [];
|
|
|
|
}
|
|
|
|
for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
|
|
|
|
var sho = newShapeHoles[ sIdx$1 ];
|
|
|
|
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
|
|
|
|
var ho = sho[ hIdx ];
|
|
var hole_unassigned = true;
|
|
|
|
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
|
|
|
|
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
|
|
|
|
if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
|
|
if ( hole_unassigned ) {
|
|
|
|
hole_unassigned = false;
|
|
betterShapeHoles[ s2Idx ].push( ho );
|
|
|
|
} else {
|
|
|
|
ambiguous = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( hole_unassigned ) {
|
|
|
|
betterShapeHoles[ sIdx$1 ].push( ho );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
// console.log("ambiguous: ", ambiguous);
|
|
|
|
if ( toChange.length > 0 ) {
|
|
|
|
// console.log("to change: ", toChange);
|
|
if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var tmpHoles;
|
|
|
|
for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
|
|
|
|
tmpShape = newShapes[ i$1 ].s;
|
|
shapes.push( tmpShape );
|
|
tmpHoles = newShapeHoles[ i$1 ];
|
|
|
|
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
|
|
|
tmpShape.holes.push( tmpHoles[ j ].h );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//console.log("shape", shapes);
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function Font( data ) {
|
|
|
|
this.type = 'Font';
|
|
|
|
this.data = data;
|
|
|
|
}
|
|
|
|
Object.assign( Font.prototype, {
|
|
|
|
isFont: true,
|
|
|
|
generateShapes: function ( text, size ) {
|
|
|
|
if ( size === undefined ) { size = 100; }
|
|
|
|
var shapes = [];
|
|
var paths = createPaths( text, size, this.data );
|
|
|
|
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
|
|
|
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function createPaths( text, size, data ) {
|
|
|
|
var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
|
|
var scale = size / data.resolution;
|
|
var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
|
|
|
|
var paths = [];
|
|
|
|
var offsetX = 0, offsetY = 0;
|
|
|
|
for ( var i = 0; i < chars.length; i ++ ) {
|
|
|
|
var char = chars[ i ];
|
|
|
|
if ( char === '\n' ) {
|
|
|
|
offsetX = 0;
|
|
offsetY -= line_height;
|
|
|
|
} else {
|
|
|
|
var ret = createPath( char, scale, offsetX, offsetY, data );
|
|
offsetX += ret.offsetX;
|
|
paths.push( ret.path );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return paths;
|
|
|
|
}
|
|
|
|
function createPath( char, scale, offsetX, offsetY, data ) {
|
|
|
|
var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
|
|
|
|
if ( ! glyph ) {
|
|
|
|
console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
var path = new ShapePath();
|
|
|
|
var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
|
|
|
|
if ( glyph.o ) {
|
|
|
|
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
|
|
|
|
for ( var i = 0, l = outline.length; i < l; ) {
|
|
|
|
var action = outline[ i ++ ];
|
|
|
|
switch ( action ) {
|
|
|
|
case 'm': // moveTo
|
|
|
|
x = outline[ i ++ ] * scale + offsetX;
|
|
y = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.moveTo( x, y );
|
|
|
|
break;
|
|
|
|
case 'l': // lineTo
|
|
|
|
x = outline[ i ++ ] * scale + offsetX;
|
|
y = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.lineTo( x, y );
|
|
|
|
break;
|
|
|
|
case 'q': // quadraticCurveTo
|
|
|
|
cpx = outline[ i ++ ] * scale + offsetX;
|
|
cpy = outline[ i ++ ] * scale + offsetY;
|
|
cpx1 = outline[ i ++ ] * scale + offsetX;
|
|
cpy1 = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
|
|
|
|
break;
|
|
|
|
case 'b': // bezierCurveTo
|
|
|
|
cpx = outline[ i ++ ] * scale + offsetX;
|
|
cpy = outline[ i ++ ] * scale + offsetY;
|
|
cpx1 = outline[ i ++ ] * scale + offsetX;
|
|
cpy1 = outline[ i ++ ] * scale + offsetY;
|
|
cpx2 = outline[ i ++ ] * scale + offsetX;
|
|
cpy2 = outline[ i ++ ] * scale + offsetY;
|
|
|
|
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return { offsetX: glyph.ha * scale, path: path };
|
|
|
|
}
|
|
|
|
function FontLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: FontLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( this.manager );
|
|
loader.setPath( this.path );
|
|
loader.setRequestHeader( this.requestHeader );
|
|
loader.load( url, function ( text ) {
|
|
|
|
var json;
|
|
|
|
try {
|
|
|
|
json = JSON.parse( text );
|
|
|
|
} catch ( e ) {
|
|
|
|
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
|
|
json = JSON.parse( text.substring( 65, text.length - 2 ) );
|
|
|
|
}
|
|
|
|
var font = scope.parse( json );
|
|
|
|
if ( onLoad ) { onLoad( font ); }
|
|
|
|
}, onProgress, onError );
|
|
|
|
},
|
|
|
|
parse: function ( json ) {
|
|
|
|
return new Font( json );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _context;
|
|
|
|
var AudioContext = {
|
|
|
|
getContext: function () {
|
|
|
|
if ( _context === undefined ) {
|
|
|
|
_context = new ( window.AudioContext || window.webkitAudioContext )();
|
|
|
|
}
|
|
|
|
return _context;
|
|
|
|
},
|
|
|
|
setContext: function ( value ) {
|
|
|
|
_context = value;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function AudioLoader( manager ) {
|
|
|
|
Loader.call( this, manager );
|
|
|
|
}
|
|
|
|
AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
|
|
|
|
constructor: AudioLoader,
|
|
|
|
load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
var scope = this;
|
|
|
|
var loader = new FileLoader( scope.manager );
|
|
loader.setResponseType( 'arraybuffer' );
|
|
loader.setPath( scope.path );
|
|
loader.setRequestHeader( scope.requestHeader );
|
|
loader.load( url, function ( buffer ) {
|
|
|
|
try {
|
|
|
|
// Create a copy of the buffer. The `decodeAudioData` method
|
|
// detaches the buffer when complete, preventing reuse.
|
|
var bufferCopy = buffer.slice( 0 );
|
|
|
|
var context = AudioContext.getContext();
|
|
context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
|
|
|
|
onLoad( audioBuffer );
|
|
|
|
} );
|
|
|
|
} catch ( e ) {
|
|
|
|
if ( onError ) {
|
|
|
|
onError( e );
|
|
|
|
} else {
|
|
|
|
console.error( e );
|
|
|
|
}
|
|
|
|
scope.manager.itemError( url );
|
|
|
|
}
|
|
|
|
}, onProgress, onError );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function HemisphereLightProbe( skyColor, groundColor, intensity ) {
|
|
|
|
LightProbe.call( this, undefined, intensity );
|
|
|
|
var color1 = new Color().set( skyColor );
|
|
var color2 = new Color().set( groundColor );
|
|
|
|
var sky = new Vector3( color1.r, color1.g, color1.b );
|
|
var ground = new Vector3( color2.r, color2.g, color2.b );
|
|
|
|
// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
|
|
var c0 = Math.sqrt( Math.PI );
|
|
var c1 = c0 * Math.sqrt( 0.75 );
|
|
|
|
this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
|
|
this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
|
|
|
|
}
|
|
|
|
HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
|
|
|
|
constructor: HemisphereLightProbe,
|
|
|
|
isHemisphereLightProbe: true,
|
|
|
|
copy: function ( source ) { // modifying colors not currently supported
|
|
|
|
LightProbe.prototype.copy.call( this, source );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = LightProbe.prototype.toJSON.call( this, meta );
|
|
|
|
// data.sh = this.sh.toArray(); // todo
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
function AmbientLightProbe( color, intensity ) {
|
|
|
|
LightProbe.call( this, undefined, intensity );
|
|
|
|
var color1 = new Color().set( color );
|
|
|
|
// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
|
|
this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
|
|
|
|
}
|
|
|
|
AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
|
|
|
|
constructor: AmbientLightProbe,
|
|
|
|
isAmbientLightProbe: true,
|
|
|
|
copy: function ( source ) { // modifying color not currently supported
|
|
|
|
LightProbe.prototype.copy.call( this, source );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
toJSON: function ( meta ) {
|
|
|
|
var data = LightProbe.prototype.toJSON.call( this, meta );
|
|
|
|
// data.sh = this.sh.toArray(); // todo
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var _eyeRight = new Matrix4();
|
|
var _eyeLeft = new Matrix4();
|
|
|
|
function StereoCamera() {
|
|
|
|
this.type = 'StereoCamera';
|
|
|
|
this.aspect = 1;
|
|
|
|
this.eyeSep = 0.064;
|
|
|
|
this.cameraL = new PerspectiveCamera();
|
|
this.cameraL.layers.enable( 1 );
|
|
this.cameraL.matrixAutoUpdate = false;
|
|
|
|
this.cameraR = new PerspectiveCamera();
|
|
this.cameraR.layers.enable( 2 );
|
|
this.cameraR.matrixAutoUpdate = false;
|
|
|
|
this._cache = {
|
|
focus: null,
|
|
fov: null,
|
|
aspect: null,
|
|
near: null,
|
|
far: null,
|
|
zoom: null,
|
|
eyeSep: null
|
|
};
|
|
|
|
}
|
|
|
|
Object.assign( StereoCamera.prototype, {
|
|
|
|
update: function ( camera ) {
|
|
|
|
var cache = this._cache;
|
|
|
|
var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
|
|
cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
|
|
cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
|
|
|
|
if ( needsUpdate ) {
|
|
|
|
cache.focus = camera.focus;
|
|
cache.fov = camera.fov;
|
|
cache.aspect = camera.aspect * this.aspect;
|
|
cache.near = camera.near;
|
|
cache.far = camera.far;
|
|
cache.zoom = camera.zoom;
|
|
cache.eyeSep = this.eyeSep;
|
|
|
|
// Off-axis stereoscopic effect based on
|
|
// http://paulbourke.net/stereographics/stereorender/
|
|
|
|
var projectionMatrix = camera.projectionMatrix.clone();
|
|
var eyeSepHalf = cache.eyeSep / 2;
|
|
var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
|
|
var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
|
|
var xmin, xmax;
|
|
|
|
// translate xOffset
|
|
|
|
_eyeLeft.elements[ 12 ] = - eyeSepHalf;
|
|
_eyeRight.elements[ 12 ] = eyeSepHalf;
|
|
|
|
// for left eye
|
|
|
|
xmin = - ymax * cache.aspect + eyeSepOnProjection;
|
|
xmax = ymax * cache.aspect + eyeSepOnProjection;
|
|
|
|
projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
|
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
|
|
|
this.cameraL.projectionMatrix.copy( projectionMatrix );
|
|
|
|
// for right eye
|
|
|
|
xmin = - ymax * cache.aspect - eyeSepOnProjection;
|
|
xmax = ymax * cache.aspect - eyeSepOnProjection;
|
|
|
|
projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
|
|
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
|
|
|
this.cameraR.projectionMatrix.copy( projectionMatrix );
|
|
|
|
}
|
|
|
|
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
|
|
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var Clock = function Clock( autoStart ) {
|
|
|
|
this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
|
|
|
|
this.startTime = 0;
|
|
this.oldTime = 0;
|
|
this.elapsedTime = 0;
|
|
|
|
this.running = false;
|
|
|
|
};
|
|
|
|
Clock.prototype.start = function start () {
|
|
|
|
this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
|
|
|
|
this.oldTime = this.startTime;
|
|
this.elapsedTime = 0;
|
|
this.running = true;
|
|
|
|
};
|
|
|
|
Clock.prototype.stop = function stop () {
|
|
|
|
this.getElapsedTime();
|
|
this.running = false;
|
|
this.autoStart = false;
|
|
|
|
};
|
|
|
|
Clock.prototype.getElapsedTime = function getElapsedTime () {
|
|
|
|
this.getDelta();
|
|
return this.elapsedTime;
|
|
|
|
};
|
|
|
|
Clock.prototype.getDelta = function getDelta () {
|
|
|
|
var diff = 0;
|
|
|
|
if ( this.autoStart && ! this.running ) {
|
|
|
|
this.start();
|
|
return 0;
|
|
|
|
}
|
|
|
|
if ( this.running ) {
|
|
|
|
var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
|
|
|
|
diff = ( newTime - this.oldTime ) / 1000;
|
|
this.oldTime = newTime;
|
|
|
|
this.elapsedTime += diff;
|
|
|
|
}
|
|
|
|
return diff;
|
|
|
|
};
|
|
|
|
var _position$2 = new Vector3();
|
|
var _quaternion$3 = new Quaternion();
|
|
var _scale$1 = new Vector3();
|
|
var _orientation = new Vector3();
|
|
|
|
function AudioListener() {
|
|
|
|
Object3D.call(this);
|
|
|
|
this.type = 'AudioListener';
|
|
|
|
this.context = AudioContext.getContext();
|
|
|
|
this.gain = this.context.createGain();
|
|
this.gain.connect( this.context.destination );
|
|
|
|
this.filter = null;
|
|
|
|
this.timeDelta = 0;
|
|
|
|
// private
|
|
|
|
this._clock = new Clock();
|
|
|
|
}
|
|
|
|
AudioListener.prototype = Object.create( Object3D.prototype );
|
|
AudioListener.prototype.constructor = AudioListener;
|
|
|
|
AudioListener.prototype.getInput = function getInput () {
|
|
|
|
return this.gain;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.removeFilter = function removeFilter () {
|
|
|
|
if ( this.filter !== null ) {
|
|
|
|
this.gain.disconnect( this.filter );
|
|
this.filter.disconnect( this.context.destination );
|
|
this.gain.connect( this.context.destination );
|
|
this.filter = null;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.getFilter = function getFilter () {
|
|
|
|
return this.filter;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.setFilter = function setFilter ( value ) {
|
|
|
|
if ( this.filter !== null ) {
|
|
|
|
this.gain.disconnect( this.filter );
|
|
this.filter.disconnect( this.context.destination );
|
|
|
|
} else {
|
|
|
|
this.gain.disconnect( this.context.destination );
|
|
|
|
}
|
|
|
|
this.filter = value;
|
|
this.gain.connect( this.filter );
|
|
this.filter.connect( this.context.destination );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.getMasterVolume = function getMasterVolume () {
|
|
|
|
return this.gain.gain.value;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.setMasterVolume = function setMasterVolume ( value ) {
|
|
|
|
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AudioListener.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
|
|
|
|
Object3D.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
var listener = this.context.listener;
|
|
var up = this.up;
|
|
|
|
this.timeDelta = this._clock.getDelta();
|
|
|
|
this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
|
|
|
|
_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
|
|
|
|
if ( listener.positionX ) {
|
|
|
|
// code path for Chrome (see #14393)
|
|
|
|
var endTime = this.context.currentTime + this.timeDelta;
|
|
|
|
listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
|
|
listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
|
|
listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
|
|
listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
|
|
listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
|
|
listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
|
|
listener.upX.linearRampToValueAtTime( up.x, endTime );
|
|
listener.upY.linearRampToValueAtTime( up.y, endTime );
|
|
listener.upZ.linearRampToValueAtTime( up.z, endTime );
|
|
|
|
} else {
|
|
|
|
listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
|
|
listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function Audio( listener ) {
|
|
|
|
Object3D.call(this);
|
|
|
|
this.type = 'Audio';
|
|
|
|
this.listener = listener;
|
|
this.context = listener.context;
|
|
|
|
this.gain = this.context.createGain();
|
|
this.gain.connect( listener.getInput() );
|
|
|
|
this.autoplay = false;
|
|
|
|
this.buffer = null;
|
|
this.detune = 0;
|
|
this.loop = false;
|
|
this.loopStart = 0;
|
|
this.loopEnd = 0;
|
|
this.offset = 0;
|
|
this.duration = undefined;
|
|
this.playbackRate = 1;
|
|
this.isPlaying = false;
|
|
this.hasPlaybackControl = true;
|
|
this.source = null;
|
|
this.sourceType = 'empty';
|
|
|
|
this._startedAt = 0;
|
|
this._progress = 0;
|
|
this._connected = false;
|
|
|
|
this.filters = [];
|
|
|
|
}
|
|
|
|
Audio.prototype = Object.create( Object3D.prototype );
|
|
Audio.prototype.constructor = Audio;
|
|
|
|
Audio.prototype.getOutput = function getOutput () {
|
|
|
|
return this.gain;
|
|
|
|
};
|
|
|
|
Audio.prototype.setNodeSource = function setNodeSource ( audioNode ) {
|
|
|
|
this.hasPlaybackControl = false;
|
|
this.sourceType = 'audioNode';
|
|
this.source = audioNode;
|
|
this.connect();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setMediaElementSource = function setMediaElementSource ( mediaElement ) {
|
|
|
|
this.hasPlaybackControl = false;
|
|
this.sourceType = 'mediaNode';
|
|
this.source = this.context.createMediaElementSource( mediaElement );
|
|
this.connect();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setMediaStreamSource = function setMediaStreamSource ( mediaStream ) {
|
|
|
|
this.hasPlaybackControl = false;
|
|
this.sourceType = 'mediaStreamNode';
|
|
this.source = this.context.createMediaStreamSource( mediaStream );
|
|
this.connect();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setBuffer = function setBuffer ( audioBuffer ) {
|
|
|
|
this.buffer = audioBuffer;
|
|
this.sourceType = 'buffer';
|
|
|
|
if ( this.autoplay ) { this.play(); }
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.play = function play ( delay ) {
|
|
|
|
if ( delay === undefined ) { delay = 0; }
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
console.warn( 'THREE.Audio: Audio is already playing.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this._startedAt = this.context.currentTime + delay;
|
|
|
|
var source = this.context.createBufferSource();
|
|
source.buffer = this.buffer;
|
|
source.loop = this.loop;
|
|
source.loopStart = this.loopStart;
|
|
source.loopEnd = this.loopEnd;
|
|
source.onended = this.onEnded.bind( this );
|
|
source.start( this._startedAt, this._progress + this.offset, this.duration );
|
|
|
|
this.isPlaying = true;
|
|
|
|
this.source = source;
|
|
|
|
this.setDetune( this.detune );
|
|
this.setPlaybackRate( this.playbackRate );
|
|
|
|
return this.connect();
|
|
|
|
};
|
|
|
|
Audio.prototype.pause = function pause () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
// update current progress
|
|
|
|
this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
|
|
|
|
if ( this.loop === true ) {
|
|
|
|
// ensure _progress does not exceed duration with looped audios
|
|
|
|
this._progress = this._progress % ( this.duration || this.buffer.duration );
|
|
|
|
}
|
|
|
|
this.source.stop();
|
|
this.source.onended = null;
|
|
|
|
this.isPlaying = false;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.stop = function stop () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this._progress = 0;
|
|
|
|
this.source.stop();
|
|
this.source.onended = null;
|
|
this.isPlaying = false;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.connect = function connect () {
|
|
|
|
if ( this.filters.length > 0 ) {
|
|
|
|
this.source.connect( this.filters[ 0 ] );
|
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
|
|
|
this.filters[ i - 1 ].connect( this.filters[ i ] );
|
|
|
|
}
|
|
|
|
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
|
|
|
|
} else {
|
|
|
|
this.source.connect( this.getOutput() );
|
|
|
|
}
|
|
|
|
this._connected = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.disconnect = function disconnect () {
|
|
|
|
if ( this.filters.length > 0 ) {
|
|
|
|
this.source.disconnect( this.filters[ 0 ] );
|
|
|
|
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
|
|
|
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
|
|
|
|
}
|
|
|
|
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
|
|
|
|
} else {
|
|
|
|
this.source.disconnect( this.getOutput() );
|
|
|
|
}
|
|
|
|
this._connected = false;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.getFilters = function getFilters () {
|
|
|
|
return this.filters;
|
|
|
|
};
|
|
|
|
Audio.prototype.setFilters = function setFilters ( value ) {
|
|
|
|
if ( ! value ) { value = []; }
|
|
|
|
if ( this._connected === true ) {
|
|
|
|
this.disconnect();
|
|
this.filters = value;
|
|
this.connect();
|
|
|
|
} else {
|
|
|
|
this.filters = value;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setDetune = function setDetune ( value ) {
|
|
|
|
this.detune = value;
|
|
|
|
if ( this.source.detune === undefined ) { return; } // only set detune when available
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.getDetune = function getDetune () {
|
|
|
|
return this.detune;
|
|
|
|
};
|
|
|
|
Audio.prototype.getFilter = function getFilter () {
|
|
|
|
return this.getFilters()[ 0 ];
|
|
|
|
};
|
|
|
|
Audio.prototype.setFilter = function setFilter ( filter ) {
|
|
|
|
return this.setFilters( filter ? [ filter ] : [] );
|
|
|
|
};
|
|
|
|
Audio.prototype.setPlaybackRate = function setPlaybackRate ( value ) {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.playbackRate = value;
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.getPlaybackRate = function getPlaybackRate () {
|
|
|
|
return this.playbackRate;
|
|
|
|
};
|
|
|
|
Audio.prototype.onEnded = function onEnded () {
|
|
|
|
this.isPlaying = false;
|
|
|
|
};
|
|
|
|
Audio.prototype.getLoop = function getLoop () {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return false;
|
|
|
|
}
|
|
|
|
return this.loop;
|
|
|
|
};
|
|
|
|
Audio.prototype.setLoop = function setLoop ( value ) {
|
|
|
|
if ( this.hasPlaybackControl === false ) {
|
|
|
|
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
|
return;
|
|
|
|
}
|
|
|
|
this.loop = value;
|
|
|
|
if ( this.isPlaying === true ) {
|
|
|
|
this.source.loop = this.loop;
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setLoopStart = function setLoopStart ( value ) {
|
|
|
|
this.loopStart = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.setLoopEnd = function setLoopEnd ( value ) {
|
|
|
|
this.loopEnd = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Audio.prototype.getVolume = function getVolume () {
|
|
|
|
return this.gain.gain.value;
|
|
|
|
};
|
|
|
|
Audio.prototype.setVolume = function setVolume ( value ) {
|
|
|
|
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _position$3 = new Vector3();
|
|
var _quaternion$4 = new Quaternion();
|
|
var _scale$2 = new Vector3();
|
|
var _orientation$1 = new Vector3();
|
|
|
|
function PositionalAudio( listener ) {
|
|
|
|
Audio.call( this, listener );
|
|
|
|
this.panner = this.context.createPanner();
|
|
this.panner.panningModel = 'HRTF';
|
|
this.panner.connect( this.gain );
|
|
|
|
}
|
|
|
|
PositionalAudio.prototype = Object.create( Audio.prototype );
|
|
PositionalAudio.prototype.constructor = PositionalAudio;
|
|
|
|
PositionalAudio.prototype.getOutput = function getOutput () {
|
|
|
|
return this.panner;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.getRefDistance = function getRefDistance () {
|
|
|
|
return this.panner.refDistance;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.setRefDistance = function setRefDistance ( value ) {
|
|
|
|
this.panner.refDistance = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.getRolloffFactor = function getRolloffFactor () {
|
|
|
|
return this.panner.rolloffFactor;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.setRolloffFactor = function setRolloffFactor ( value ) {
|
|
|
|
this.panner.rolloffFactor = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.getDistanceModel = function getDistanceModel () {
|
|
|
|
return this.panner.distanceModel;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.setDistanceModel = function setDistanceModel ( value ) {
|
|
|
|
this.panner.distanceModel = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.getMaxDistance = function getMaxDistance () {
|
|
|
|
return this.panner.maxDistance;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.setMaxDistance = function setMaxDistance ( value ) {
|
|
|
|
this.panner.maxDistance = value;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.setDirectionalCone = function setDirectionalCone ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
|
|
|
|
this.panner.coneInnerAngle = coneInnerAngle;
|
|
this.panner.coneOuterAngle = coneOuterAngle;
|
|
this.panner.coneOuterGain = coneOuterGain;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
PositionalAudio.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
|
|
|
|
Audio.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
|
|
|
|
this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
|
|
|
|
_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
|
|
|
|
var panner = this.panner;
|
|
|
|
if ( panner.positionX ) {
|
|
|
|
// code path for Chrome and Firefox (see #14393)
|
|
|
|
var endTime = this.context.currentTime + this.listener.timeDelta;
|
|
|
|
panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
|
|
panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
|
|
panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
|
|
panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
|
|
panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
|
|
panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
|
|
|
|
} else {
|
|
|
|
panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
|
|
panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var AudioAnalyser = function AudioAnalyser( audio, fftSize ) {
|
|
|
|
this.analyser = audio.context.createAnalyser();
|
|
this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
|
|
|
|
this.data = new Uint8Array( this.analyser.frequencyBinCount );
|
|
|
|
audio.getOutput().connect( this.analyser );
|
|
|
|
};
|
|
|
|
|
|
AudioAnalyser.prototype.getFrequencyData = function getFrequencyData () {
|
|
|
|
this.analyser.getByteFrequencyData( this.data );
|
|
|
|
return this.data;
|
|
|
|
};
|
|
|
|
AudioAnalyser.prototype.getAverageFrequency = function getAverageFrequency () {
|
|
|
|
var value = 0;
|
|
var data = this.getFrequencyData();
|
|
|
|
for ( var i = 0; i < data.length; i ++ ) {
|
|
|
|
value += data[ i ];
|
|
|
|
}
|
|
|
|
return value / data.length;
|
|
|
|
};
|
|
|
|
function PropertyMixer( binding, typeName, valueSize ) {
|
|
|
|
this.binding = binding;
|
|
this.valueSize = valueSize;
|
|
|
|
var mixFunction,
|
|
mixFunctionAdditive,
|
|
setIdentity;
|
|
|
|
// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
|
|
//
|
|
// interpolators can use .buffer as their .result
|
|
// the data then goes to 'incoming'
|
|
//
|
|
// 'accu0' and 'accu1' are used frame-interleaved for
|
|
// the cumulative result and are compared to detect
|
|
// changes
|
|
//
|
|
// 'orig' stores the original state of the property
|
|
//
|
|
// 'add' is used for additive cumulative results
|
|
//
|
|
// 'work' is optional and is only present for quaternion types. It is used
|
|
// to store intermediate quaternion multiplication results
|
|
|
|
switch ( typeName ) {
|
|
|
|
case 'quaternion':
|
|
mixFunction = this._slerp;
|
|
mixFunctionAdditive = this._slerpAdditive;
|
|
setIdentity = this._setAdditiveIdentityQuaternion;
|
|
|
|
this.buffer = new Float64Array( valueSize * 6 );
|
|
this._workIndex = 5;
|
|
break;
|
|
|
|
case 'string':
|
|
case 'bool':
|
|
mixFunction = this._select;
|
|
|
|
// Use the regular mix function and for additive on these types,
|
|
// additive is not relevant for non-numeric types
|
|
mixFunctionAdditive = this._select;
|
|
|
|
setIdentity = this._setAdditiveIdentityOther;
|
|
|
|
this.buffer = new Array( valueSize * 5 );
|
|
break;
|
|
|
|
default:
|
|
mixFunction = this._lerp;
|
|
mixFunctionAdditive = this._lerpAdditive;
|
|
setIdentity = this._setAdditiveIdentityNumeric;
|
|
|
|
this.buffer = new Float64Array( valueSize * 5 );
|
|
|
|
}
|
|
|
|
this._mixBufferRegion = mixFunction;
|
|
this._mixBufferRegionAdditive = mixFunctionAdditive;
|
|
this._setIdentity = setIdentity;
|
|
this._origIndex = 3;
|
|
this._addIndex = 4;
|
|
|
|
this.cumulativeWeight = 0;
|
|
this.cumulativeWeightAdditive = 0;
|
|
|
|
this.useCount = 0;
|
|
this.referenceCount = 0;
|
|
|
|
}
|
|
|
|
Object.assign( PropertyMixer.prototype, {
|
|
|
|
// accumulate data in the 'incoming' region into 'accu<i>'
|
|
accumulate: function ( accuIndex, weight ) {
|
|
|
|
// note: happily accumulating nothing when weight = 0, the caller knows
|
|
// the weight and shouldn't have made the call in the first place
|
|
|
|
var buffer = this.buffer,
|
|
stride = this.valueSize,
|
|
offset = accuIndex * stride + stride;
|
|
|
|
var currentWeight = this.cumulativeWeight;
|
|
|
|
if ( currentWeight === 0 ) {
|
|
|
|
// accuN := incoming * weight
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
buffer[ offset + i ] = buffer[ i ];
|
|
|
|
}
|
|
|
|
currentWeight = weight;
|
|
|
|
} else {
|
|
|
|
// accuN := accuN + incoming * weight
|
|
|
|
currentWeight += weight;
|
|
var mix = weight / currentWeight;
|
|
this._mixBufferRegion( buffer, offset, 0, mix, stride );
|
|
|
|
}
|
|
|
|
this.cumulativeWeight = currentWeight;
|
|
|
|
},
|
|
|
|
// accumulate data in the 'incoming' region into 'add'
|
|
accumulateAdditive: function ( weight ) {
|
|
|
|
var buffer = this.buffer,
|
|
stride = this.valueSize,
|
|
offset = stride * this._addIndex;
|
|
|
|
if ( this.cumulativeWeightAdditive === 0 ) {
|
|
|
|
// add = identity
|
|
|
|
this._setIdentity();
|
|
|
|
}
|
|
|
|
// add := add + incoming * weight
|
|
|
|
this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
|
|
this.cumulativeWeightAdditive += weight;
|
|
|
|
},
|
|
|
|
// apply the state of 'accu<i>' to the binding when accus differ
|
|
apply: function ( accuIndex ) {
|
|
|
|
var stride = this.valueSize,
|
|
buffer = this.buffer,
|
|
offset = accuIndex * stride + stride,
|
|
|
|
weight = this.cumulativeWeight,
|
|
weightAdditive = this.cumulativeWeightAdditive,
|
|
|
|
binding = this.binding;
|
|
|
|
this.cumulativeWeight = 0;
|
|
this.cumulativeWeightAdditive = 0;
|
|
|
|
if ( weight < 1 ) {
|
|
|
|
// accuN := accuN + original * ( 1 - cumulativeWeight )
|
|
|
|
var originalValueOffset = stride * this._origIndex;
|
|
|
|
this._mixBufferRegion(
|
|
buffer, offset, originalValueOffset, 1 - weight, stride );
|
|
|
|
}
|
|
|
|
if ( weightAdditive > 0 ) {
|
|
|
|
// accuN := accuN + additive accuN
|
|
|
|
this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
|
|
|
|
}
|
|
|
|
for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
|
|
|
|
if ( buffer[ i ] !== buffer[ i + stride ] ) {
|
|
|
|
// value has changed -> update scene graph
|
|
|
|
binding.setValue( buffer, offset );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// remember the state of the bound property and copy it to both accus
|
|
saveOriginalState: function () {
|
|
|
|
var binding = this.binding;
|
|
|
|
var buffer = this.buffer,
|
|
stride = this.valueSize,
|
|
|
|
originalValueOffset = stride * this._origIndex;
|
|
|
|
binding.getValue( buffer, originalValueOffset );
|
|
|
|
// accu[0..1] := orig -- initially detect changes against the original
|
|
for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
|
|
|
|
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
|
|
|
|
}
|
|
|
|
// Add to identity for additive
|
|
this._setIdentity();
|
|
|
|
this.cumulativeWeight = 0;
|
|
this.cumulativeWeightAdditive = 0;
|
|
|
|
},
|
|
|
|
// apply the state previously taken via 'saveOriginalState' to the binding
|
|
restoreOriginalState: function () {
|
|
|
|
var originalValueOffset = this.valueSize * 3;
|
|
this.binding.setValue( this.buffer, originalValueOffset );
|
|
|
|
},
|
|
|
|
_setAdditiveIdentityNumeric: function () {
|
|
|
|
var startIndex = this._addIndex * this.valueSize;
|
|
var endIndex = startIndex + this.valueSize;
|
|
|
|
for ( var i = startIndex; i < endIndex; i ++ ) {
|
|
|
|
this.buffer[ i ] = 0;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_setAdditiveIdentityQuaternion: function () {
|
|
|
|
this._setAdditiveIdentityNumeric();
|
|
this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
|
|
|
|
},
|
|
|
|
_setAdditiveIdentityOther: function () {
|
|
|
|
var startIndex = this._origIndex * this.valueSize;
|
|
var targetIndex = this._addIndex * this.valueSize;
|
|
|
|
for ( var i = 0; i < this.valueSize; i ++ ) {
|
|
|
|
this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
// mix functions
|
|
|
|
_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
if ( t >= 0.5 ) {
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_slerp: function ( buffer, dstOffset, srcOffset, t ) {
|
|
|
|
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
|
|
|
|
},
|
|
|
|
_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
var workOffset = this._workIndex * stride;
|
|
|
|
// Store result in intermediate buffer offset
|
|
Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
|
|
|
|
// Slerp to the intermediate result
|
|
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
|
|
|
|
},
|
|
|
|
_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
var s = 1 - t;
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
var j = dstOffset + i;
|
|
|
|
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
|
|
|
for ( var i = 0; i !== stride; ++ i ) {
|
|
|
|
var j = dstOffset + i;
|
|
|
|
buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
// Characters [].:/ are reserved for track binding syntax.
|
|
var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
|
|
var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
|
|
|
|
// Attempts to allow node names from any language. ES5's `\w` regexp matches
|
|
// only latin characters, and the unicode \p{L} is not yet supported. So
|
|
// instead, we exclude reserved characters and match everything else.
|
|
var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
|
|
var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
|
|
|
|
// Parent directories, delimited by '/' or ':'. Currently unused, but must
|
|
// be matched to parse the rest of the track name.
|
|
var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
|
|
|
|
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
|
|
var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
|
|
|
|
// Object on target node, and accessor. May not contain reserved
|
|
// characters. Accessor may contain any character except closing bracket.
|
|
var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
|
|
|
|
// Property and accessor. May not contain reserved characters. Accessor may
|
|
// contain any non-bracket characters.
|
|
var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
|
|
|
|
var _trackRe = new RegExp( ''
|
|
+ '^'
|
|
+ _directoryRe
|
|
+ _nodeRe
|
|
+ _objectRe
|
|
+ _propertyRe
|
|
+ '$'
|
|
);
|
|
|
|
var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
|
|
|
|
function Composite( targetGroup, path, optionalParsedPath ) {
|
|
|
|
var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
|
|
|
|
this._targetGroup = targetGroup;
|
|
this._bindings = targetGroup.subscribe_( path, parsedPath );
|
|
|
|
}
|
|
|
|
Object.assign( Composite.prototype, {
|
|
|
|
getValue: function ( array, offset ) {
|
|
|
|
this.bind(); // bind all binding
|
|
|
|
var firstValidIndex = this._targetGroup.nCachedObjects_,
|
|
binding = this._bindings[ firstValidIndex ];
|
|
|
|
// and only call .getValue on the first
|
|
if ( binding !== undefined ) { binding.getValue( array, offset ); }
|
|
|
|
},
|
|
|
|
setValue: function ( array, offset ) {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].setValue( array, offset );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
bind: function () {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].bind();
|
|
|
|
}
|
|
|
|
},
|
|
|
|
unbind: function () {
|
|
|
|
var bindings = this._bindings;
|
|
|
|
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
bindings[ i ].unbind();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
|
|
function PropertyBinding( rootNode, path, parsedPath ) {
|
|
|
|
this.path = path;
|
|
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
|
|
|
|
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
|
|
|
|
this.rootNode = rootNode;
|
|
|
|
}
|
|
|
|
Object.assign( PropertyBinding, {
|
|
|
|
Composite: Composite,
|
|
|
|
create: function ( root, path, parsedPath ) {
|
|
|
|
if ( ! ( root && root.isAnimationObjectGroup ) ) {
|
|
|
|
return new PropertyBinding( root, path, parsedPath );
|
|
|
|
} else {
|
|
|
|
return new PropertyBinding.Composite( root, path, parsedPath );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Replaces spaces with underscores and removes unsupported characters from
|
|
* node names, to ensure compatibility with parseTrackName().
|
|
*
|
|
* @param {string} name Node name to be sanitized.
|
|
* @return {string}
|
|
*/
|
|
sanitizeNodeName: function ( name ) {
|
|
|
|
return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
|
|
|
|
},
|
|
|
|
parseTrackName: function ( trackName ) {
|
|
|
|
var matches = _trackRe.exec( trackName );
|
|
|
|
if ( ! matches ) {
|
|
|
|
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
|
|
|
|
}
|
|
|
|
var results = {
|
|
// directoryName: matches[ 1 ], // (tschw) currently unused
|
|
nodeName: matches[ 2 ],
|
|
objectName: matches[ 3 ],
|
|
objectIndex: matches[ 4 ],
|
|
propertyName: matches[ 5 ], // required
|
|
propertyIndex: matches[ 6 ]
|
|
};
|
|
|
|
var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
|
|
|
|
if ( lastDot !== undefined && lastDot !== - 1 ) {
|
|
|
|
var objectName = results.nodeName.substring( lastDot + 1 );
|
|
|
|
// Object names must be checked against an allowlist. Otherwise, there
|
|
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
|
|
// 'bar' could be the objectName, or part of a nodeName (which can
|
|
// include '.' characters).
|
|
if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
|
|
|
|
results.nodeName = results.nodeName.substring( 0, lastDot );
|
|
results.objectName = objectName;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( results.propertyName === null || results.propertyName.length === 0 ) {
|
|
|
|
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
|
|
|
|
}
|
|
|
|
return results;
|
|
|
|
},
|
|
|
|
findNode: function ( root, nodeName ) {
|
|
|
|
if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
|
|
|
|
return root;
|
|
|
|
}
|
|
|
|
// search into skeleton bones.
|
|
if ( root.skeleton ) {
|
|
|
|
var bone = root.skeleton.getBoneByName( nodeName );
|
|
|
|
if ( bone !== undefined ) {
|
|
|
|
return bone;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// search into node subtree.
|
|
if ( root.children ) {
|
|
|
|
var searchNodeSubtree = function ( children ) {
|
|
|
|
for ( var i = 0; i < children.length; i ++ ) {
|
|
|
|
var childNode = children[ i ];
|
|
|
|
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
|
|
|
|
return childNode;
|
|
|
|
}
|
|
|
|
var result = searchNodeSubtree( childNode.children );
|
|
|
|
if ( result ) { return result; }
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
};
|
|
|
|
var subTreeNode = searchNodeSubtree( root.children );
|
|
|
|
if ( subTreeNode ) {
|
|
|
|
return subTreeNode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( PropertyBinding.prototype, { // prototype, continued
|
|
|
|
// these are used to "bind" a nonexistent property
|
|
_getValue_unavailable: function () {},
|
|
_setValue_unavailable: function () {},
|
|
|
|
BindingType: {
|
|
Direct: 0,
|
|
EntireArray: 1,
|
|
ArrayElement: 2,
|
|
HasFromToArray: 3
|
|
},
|
|
|
|
Versioning: {
|
|
None: 0,
|
|
NeedsUpdate: 1,
|
|
MatrixWorldNeedsUpdate: 2
|
|
},
|
|
|
|
GetterByBindingType: [
|
|
|
|
function getValue_direct( buffer, offset ) {
|
|
|
|
buffer[ offset ] = this.node[ this.propertyName ];
|
|
|
|
},
|
|
|
|
function getValue_array( buffer, offset ) {
|
|
|
|
var source = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = source.length; i !== n; ++ i ) {
|
|
|
|
buffer[ offset ++ ] = source[ i ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
function getValue_arrayElement( buffer, offset ) {
|
|
|
|
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
|
|
|
|
},
|
|
|
|
function getValue_toArray( buffer, offset ) {
|
|
|
|
this.resolvedProperty.toArray( buffer, offset );
|
|
|
|
}
|
|
|
|
],
|
|
|
|
SetterByBindingTypeAndVersioning: [
|
|
|
|
[
|
|
// Direct
|
|
|
|
function setValue_direct( buffer, offset ) {
|
|
|
|
this.targetObject[ this.propertyName ] = buffer[ offset ];
|
|
|
|
},
|
|
|
|
function setValue_direct_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.targetObject[ this.propertyName ] = buffer[ offset ];
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.targetObject[ this.propertyName ] = buffer[ offset ];
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// EntireArray
|
|
|
|
function setValue_array( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
function setValue_array_setNeedsUpdate( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
var dest = this.resolvedProperty;
|
|
|
|
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
|
|
|
dest[ i ] = buffer[ offset ++ ];
|
|
|
|
}
|
|
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// ArrayElement
|
|
|
|
function setValue_arrayElement( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
|
|
},
|
|
|
|
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
], [
|
|
|
|
// HasToFromArray
|
|
|
|
function setValue_fromArray( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
|
|
},
|
|
|
|
function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
this.targetObject.needsUpdate = true;
|
|
|
|
},
|
|
|
|
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
|
|
|
this.resolvedProperty.fromArray( buffer, offset );
|
|
this.targetObject.matrixWorldNeedsUpdate = true;
|
|
|
|
}
|
|
|
|
]
|
|
|
|
],
|
|
|
|
getValue: function getValue_unbound( targetArray, offset ) {
|
|
|
|
this.bind();
|
|
this.getValue( targetArray, offset );
|
|
|
|
// Note: This class uses a State pattern on a per-method basis:
|
|
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
|
|
// prototype version of these methods with one that represents
|
|
// the bound state. When the property is not found, the methods
|
|
// become no-ops.
|
|
|
|
},
|
|
|
|
setValue: function getValue_unbound( sourceArray, offset ) {
|
|
|
|
this.bind();
|
|
this.setValue( sourceArray, offset );
|
|
|
|
},
|
|
|
|
// create getter / setter pair for a property in the scene graph
|
|
bind: function () {
|
|
|
|
var targetObject = this.node;
|
|
var parsedPath = this.parsedPath;
|
|
|
|
var objectName = parsedPath.objectName;
|
|
var propertyName = parsedPath.propertyName;
|
|
var propertyIndex = parsedPath.propertyIndex;
|
|
|
|
if ( ! targetObject ) {
|
|
|
|
targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
|
|
|
|
this.node = targetObject;
|
|
|
|
}
|
|
|
|
// set fail state so we can just 'return' on error
|
|
this.getValue = this._getValue_unavailable;
|
|
this.setValue = this._setValue_unavailable;
|
|
|
|
// ensure there is a value node
|
|
if ( ! targetObject ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( objectName ) {
|
|
|
|
var objectIndex = parsedPath.objectIndex;
|
|
|
|
// special cases were we need to reach deeper into the hierarchy to get the face materials....
|
|
switch ( objectName ) {
|
|
|
|
case 'materials':
|
|
|
|
if ( ! targetObject.material ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ! targetObject.material.materials ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject.material.materials;
|
|
|
|
break;
|
|
|
|
case 'bones':
|
|
|
|
if ( ! targetObject.skeleton ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
// potential future optimization: skip this if propertyIndex is already an integer
|
|
// and convert the integer string to a true integer.
|
|
|
|
targetObject = targetObject.skeleton.bones;
|
|
|
|
// support resolving morphTarget names into indices.
|
|
for ( var i = 0; i < targetObject.length; i ++ ) {
|
|
|
|
if ( targetObject[ i ].name === objectIndex ) {
|
|
|
|
objectIndex = i;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if ( targetObject[ objectName ] === undefined ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject[ objectName ];
|
|
|
|
}
|
|
|
|
|
|
if ( objectIndex !== undefined ) {
|
|
|
|
if ( targetObject[ objectIndex ] === undefined ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
|
|
return;
|
|
|
|
}
|
|
|
|
targetObject = targetObject[ objectIndex ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// resolve property
|
|
var nodeProperty = targetObject[ propertyName ];
|
|
|
|
if ( nodeProperty === undefined ) {
|
|
|
|
var nodeName = parsedPath.nodeName;
|
|
|
|
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
|
|
'.' + propertyName + ' but it wasn\'t found.', targetObject );
|
|
return;
|
|
|
|
}
|
|
|
|
// determine versioning scheme
|
|
var versioning = this.Versioning.None;
|
|
|
|
this.targetObject = targetObject;
|
|
|
|
if ( targetObject.needsUpdate !== undefined ) { // material
|
|
|
|
versioning = this.Versioning.NeedsUpdate;
|
|
|
|
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
|
|
|
|
versioning = this.Versioning.MatrixWorldNeedsUpdate;
|
|
|
|
}
|
|
|
|
// determine how the property gets bound
|
|
var bindingType = this.BindingType.Direct;
|
|
|
|
if ( propertyIndex !== undefined ) {
|
|
|
|
// access a sub element of the property array (only primitives are supported right now)
|
|
|
|
if ( propertyName === "morphTargetInfluences" ) {
|
|
|
|
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
|
|
|
|
// support resolving morphTarget names into indices.
|
|
if ( ! targetObject.geometry ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( targetObject.geometry.isBufferGeometry ) {
|
|
|
|
if ( ! targetObject.geometry.morphAttributes ) {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
|
|
|
|
propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bindingType = this.BindingType.ArrayElement;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
this.propertyIndex = propertyIndex;
|
|
|
|
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
|
|
|
|
// must use copy for Object3D.Euler/Quaternion
|
|
|
|
bindingType = this.BindingType.HasFromToArray;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
|
|
} else if ( Array.isArray( nodeProperty ) ) {
|
|
|
|
bindingType = this.BindingType.EntireArray;
|
|
|
|
this.resolvedProperty = nodeProperty;
|
|
|
|
} else {
|
|
|
|
this.propertyName = propertyName;
|
|
|
|
}
|
|
|
|
// select getter / setter
|
|
this.getValue = this.GetterByBindingType[ bindingType ];
|
|
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
|
|
|
|
},
|
|
|
|
unbind: function () {
|
|
|
|
this.node = null;
|
|
|
|
// back to the prototype version of getValue / setValue
|
|
// note: avoiding to mutate the shape of 'this' via 'delete'
|
|
this.getValue = this._getValue_unbound;
|
|
this.setValue = this._setValue_unbound;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
// DECLARE ALIAS AFTER assign prototype
|
|
Object.assign( PropertyBinding.prototype, {
|
|
|
|
// initial state of these methods that calls 'bind'
|
|
_getValue_unbound: PropertyBinding.prototype.getValue,
|
|
_setValue_unbound: PropertyBinding.prototype.setValue,
|
|
|
|
} );
|
|
|
|
/**
|
|
*
|
|
* A group of objects that receives a shared animation state.
|
|
*
|
|
* Usage:
|
|
*
|
|
* - Add objects you would otherwise pass as 'root' to the
|
|
* constructor or the .clipAction method of AnimationMixer.
|
|
*
|
|
* - Instead pass this object as 'root'.
|
|
*
|
|
* - You can also add and remove objects later when the mixer
|
|
* is running.
|
|
*
|
|
* Note:
|
|
*
|
|
* Objects of this class appear as one object to the mixer,
|
|
* so cache control of the individual objects must be done
|
|
* on the group.
|
|
*
|
|
* Limitation:
|
|
*
|
|
* - The animated properties must be compatible among the
|
|
* all objects in the group.
|
|
*
|
|
* - A single property can either be controlled through a
|
|
* target group or directly, but not both.
|
|
*/
|
|
|
|
function AnimationObjectGroup() {
|
|
|
|
this.uuid = MathUtils.generateUUID();
|
|
|
|
// cached objects followed by the active ones
|
|
this._objects = Array.prototype.slice.call( arguments );
|
|
|
|
this.nCachedObjects_ = 0; // threshold
|
|
// note: read by PropertyBinding.Composite
|
|
|
|
var indices = {};
|
|
this._indicesByUUID = indices; // for bookkeeping
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
indices[ arguments[ i ].uuid ] = i;
|
|
|
|
}
|
|
|
|
this._paths = []; // inside: string
|
|
this._parsedPaths = []; // inside: { we don't care, here }
|
|
this._bindings = []; // inside: Array< PropertyBinding >
|
|
this._bindingsIndicesByPath = {}; // inside: indices in these arrays
|
|
|
|
var scope = this;
|
|
|
|
this.stats = {
|
|
|
|
objects: {
|
|
get total() {
|
|
|
|
return scope._objects.length;
|
|
|
|
},
|
|
get inUse() {
|
|
|
|
return this.total - scope.nCachedObjects_;
|
|
|
|
}
|
|
},
|
|
get bindingsPerObject() {
|
|
|
|
return scope._bindings.length;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
Object.assign( AnimationObjectGroup.prototype, {
|
|
|
|
isAnimationObjectGroup: true,
|
|
|
|
add: function () {
|
|
|
|
var objects = this._objects,
|
|
indicesByUUID = this._indicesByUUID,
|
|
paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
var knownObject = undefined,
|
|
nObjects = objects.length,
|
|
nCachedObjects = this.nCachedObjects_;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid;
|
|
var index = indicesByUUID[ uuid ];
|
|
|
|
if ( index === undefined ) {
|
|
|
|
// unknown object -> add it to the ACTIVE region
|
|
|
|
index = nObjects ++;
|
|
indicesByUUID[ uuid ] = index;
|
|
objects.push( object );
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
|
|
|
|
}
|
|
|
|
} else if ( index < nCachedObjects ) {
|
|
|
|
knownObject = objects[ index ];
|
|
|
|
// move existing object to the ACTIVE region
|
|
|
|
var firstActiveIndex = -- nCachedObjects,
|
|
lastCachedObject = objects[ firstActiveIndex ];
|
|
|
|
indicesByUUID[ lastCachedObject.uuid ] = index;
|
|
objects[ index ] = lastCachedObject;
|
|
|
|
indicesByUUID[ uuid ] = firstActiveIndex;
|
|
objects[ firstActiveIndex ] = object;
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
|
|
|
|
var bindingsForPath = bindings[ j$1 ],
|
|
lastCached = bindingsForPath[ firstActiveIndex ];
|
|
|
|
var binding = bindingsForPath[ index ];
|
|
|
|
bindingsForPath[ index ] = lastCached;
|
|
|
|
if ( binding === undefined ) {
|
|
|
|
// since we do not bother to create new bindings
|
|
// for objects that are cached, the binding may
|
|
// or may not exist
|
|
|
|
binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
|
|
|
|
}
|
|
|
|
bindingsForPath[ firstActiveIndex ] = binding;
|
|
|
|
}
|
|
|
|
} else if ( objects[ index ] !== knownObject ) {
|
|
|
|
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
|
|
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
|
|
|
|
} // else the object is already where we want it to be
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
remove: function () {
|
|
|
|
var objects = this._objects,
|
|
indicesByUUID = this._indicesByUUID,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
var nCachedObjects = this.nCachedObjects_;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid,
|
|
index = indicesByUUID[ uuid ];
|
|
|
|
if ( index !== undefined && index >= nCachedObjects ) {
|
|
|
|
// move existing object into the CACHED region
|
|
|
|
var lastCachedIndex = nCachedObjects ++,
|
|
firstActiveObject = objects[ lastCachedIndex ];
|
|
|
|
indicesByUUID[ firstActiveObject.uuid ] = index;
|
|
objects[ index ] = firstActiveObject;
|
|
|
|
indicesByUUID[ uuid ] = lastCachedIndex;
|
|
objects[ lastCachedIndex ] = object;
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ],
|
|
firstActive = bindingsForPath[ lastCachedIndex ],
|
|
binding = bindingsForPath[ index ];
|
|
|
|
bindingsForPath[ index ] = firstActive;
|
|
bindingsForPath[ lastCachedIndex ] = binding;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
// remove & forget
|
|
uncache: function () {
|
|
|
|
var objects = this._objects,
|
|
indicesByUUID = this._indicesByUUID,
|
|
bindings = this._bindings,
|
|
nBindings = bindings.length;
|
|
|
|
var nCachedObjects = this.nCachedObjects_,
|
|
nObjects = objects.length;
|
|
|
|
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
|
|
|
var object = arguments[ i ],
|
|
uuid = object.uuid,
|
|
index = indicesByUUID[ uuid ];
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
delete indicesByUUID[ uuid ];
|
|
|
|
if ( index < nCachedObjects ) {
|
|
|
|
// object is cached, shrink the CACHED region
|
|
|
|
var firstActiveIndex = -- nCachedObjects,
|
|
lastCachedObject = objects[ firstActiveIndex ],
|
|
lastIndex = -- nObjects,
|
|
lastObject = objects[ lastIndex ];
|
|
|
|
// last cached object takes this object's place
|
|
indicesByUUID[ lastCachedObject.uuid ] = index;
|
|
objects[ index ] = lastCachedObject;
|
|
|
|
// last object goes to the activated slot and pop
|
|
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
|
|
objects[ firstActiveIndex ] = lastObject;
|
|
objects.pop();
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
|
|
|
var bindingsForPath = bindings[ j ],
|
|
lastCached = bindingsForPath[ firstActiveIndex ],
|
|
last = bindingsForPath[ lastIndex ];
|
|
|
|
bindingsForPath[ index ] = lastCached;
|
|
bindingsForPath[ firstActiveIndex ] = last;
|
|
bindingsForPath.pop();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// object is active, just swap with the last and pop
|
|
|
|
var lastIndex$1 = -- nObjects,
|
|
lastObject$1 = objects[ lastIndex$1 ];
|
|
|
|
indicesByUUID[ lastObject$1.uuid ] = index;
|
|
objects[ index ] = lastObject$1;
|
|
objects.pop();
|
|
|
|
// accounting is done, now do the same for all bindings
|
|
|
|
for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
|
|
|
|
var bindingsForPath$1 = bindings[ j$1 ];
|
|
|
|
bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
|
|
bindingsForPath$1.pop();
|
|
|
|
}
|
|
|
|
} // cached or active
|
|
|
|
} // if object is known
|
|
|
|
} // for arguments
|
|
|
|
this.nCachedObjects_ = nCachedObjects;
|
|
|
|
},
|
|
|
|
// Internal interface used by befriended PropertyBinding.Composite:
|
|
|
|
subscribe_: function ( path, parsedPath ) {
|
|
|
|
// returns an array of bindings for the given path that is changed
|
|
// according to the contained objects in the group
|
|
|
|
var indicesByPath = this._bindingsIndicesByPath;
|
|
var index = indicesByPath[ path ];
|
|
var bindings = this._bindings;
|
|
|
|
if ( index !== undefined ) { return bindings[ index ]; }
|
|
|
|
var paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
objects = this._objects,
|
|
nObjects = objects.length,
|
|
nCachedObjects = this.nCachedObjects_,
|
|
bindingsForPath = new Array( nObjects );
|
|
|
|
index = bindings.length;
|
|
|
|
indicesByPath[ path ] = index;
|
|
|
|
paths.push( path );
|
|
parsedPaths.push( parsedPath );
|
|
bindings.push( bindingsForPath );
|
|
|
|
for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
|
|
|
|
var object = objects[ i ];
|
|
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
|
|
|
|
}
|
|
|
|
return bindingsForPath;
|
|
|
|
},
|
|
|
|
unsubscribe_: function ( path ) {
|
|
|
|
// tells the group to forget about a property path and no longer
|
|
// update the array previously obtained with 'subscribe_'
|
|
|
|
var indicesByPath = this._bindingsIndicesByPath,
|
|
index = indicesByPath[ path ];
|
|
|
|
if ( index !== undefined ) {
|
|
|
|
var paths = this._paths,
|
|
parsedPaths = this._parsedPaths,
|
|
bindings = this._bindings,
|
|
lastBindingsIndex = bindings.length - 1,
|
|
lastBindings = bindings[ lastBindingsIndex ],
|
|
lastBindingsPath = path[ lastBindingsIndex ];
|
|
|
|
indicesByPath[ lastBindingsPath ] = index;
|
|
|
|
bindings[ index ] = lastBindings;
|
|
bindings.pop();
|
|
|
|
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
|
|
parsedPaths.pop();
|
|
|
|
paths[ index ] = paths[ lastBindingsIndex ];
|
|
paths.pop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var AnimationAction = function AnimationAction( mixer, clip, localRoot, blendMode ) {
|
|
|
|
this._mixer = mixer;
|
|
this._clip = clip;
|
|
this._localRoot = localRoot || null;
|
|
this.blendMode = blendMode || clip.blendMode;
|
|
|
|
var tracks = clip.tracks,
|
|
nTracks = tracks.length,
|
|
interpolants = new Array( nTracks );
|
|
|
|
var interpolantSettings = {
|
|
endingStart: ZeroCurvatureEnding,
|
|
endingEnd: ZeroCurvatureEnding
|
|
};
|
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) {
|
|
|
|
var interpolant = tracks[ i ].createInterpolant( null );
|
|
interpolants[ i ] = interpolant;
|
|
interpolant.settings = interpolantSettings;
|
|
|
|
}
|
|
|
|
this._interpolantSettings = interpolantSettings;
|
|
|
|
this._interpolants = interpolants; // bound by the mixer
|
|
|
|
// inside: PropertyMixer (managed by the mixer)
|
|
this._propertyBindings = new Array( nTracks );
|
|
|
|
this._cacheIndex = null; // for the memory manager
|
|
this._byClipCacheIndex = null; // for the memory manager
|
|
|
|
this._timeScaleInterpolant = null;
|
|
this._weightInterpolant = null;
|
|
|
|
this.loop = LoopRepeat;
|
|
this._loopCount = - 1;
|
|
|
|
// global mixer time when the action is to be started
|
|
// it's set back to 'null' upon start of the action
|
|
this._startTime = null;
|
|
|
|
// scaled local time of the action
|
|
// gets clamped or wrapped to 0..clip.duration according to loop
|
|
this.time = 0;
|
|
|
|
this.timeScale = 1;
|
|
this._effectiveTimeScale = 1;
|
|
|
|
this.weight = 1;
|
|
this._effectiveWeight = 1;
|
|
|
|
this.repetitions = Infinity; // no. of repetitions when looping
|
|
|
|
this.paused = false; // true -> zero effective time scale
|
|
this.enabled = true; // false -> zero effective weight
|
|
|
|
this.clampWhenFinished = false;// keep feeding the last frame?
|
|
|
|
this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
|
|
this.zeroSlopeAtEnd = true;// clips for start, loop and end
|
|
|
|
};
|
|
|
|
// State & Scheduling
|
|
|
|
AnimationAction.prototype.play = function play () {
|
|
|
|
this._mixer._activateAction( this );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.stop = function stop () {
|
|
|
|
this._mixer._deactivateAction( this );
|
|
|
|
return this.reset();
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.reset = function reset () {
|
|
|
|
this.paused = false;
|
|
this.enabled = true;
|
|
|
|
this.time = 0; // restart clip
|
|
this._loopCount = - 1;// forget previous loops
|
|
this._startTime = null;// forget scheduling
|
|
|
|
return this.stopFading().stopWarping();
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.isRunning = function isRunning () {
|
|
|
|
return this.enabled && ! this.paused && this.timeScale !== 0 &&
|
|
this._startTime === null && this._mixer._isActiveAction( this );
|
|
|
|
};
|
|
|
|
// return true when play has been called
|
|
AnimationAction.prototype.isScheduled = function isScheduled () {
|
|
|
|
return this._mixer._isActiveAction( this );
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.startAt = function startAt ( time ) {
|
|
|
|
this._startTime = time;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.setLoop = function setLoop ( mode, repetitions ) {
|
|
|
|
this.loop = mode;
|
|
this.repetitions = repetitions;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
// Weight
|
|
|
|
// set the weight stopping any scheduled fading
|
|
// although .enabled = false yields an effective weight of zero, this
|
|
// method does *not* change .enabled, because it would be confusing
|
|
AnimationAction.prototype.setEffectiveWeight = function setEffectiveWeight ( weight ) {
|
|
|
|
this.weight = weight;
|
|
|
|
// note: same logic as when updated at runtime
|
|
this._effectiveWeight = this.enabled ? weight : 0;
|
|
|
|
return this.stopFading();
|
|
|
|
};
|
|
|
|
// return the weight considering fading and .enabled
|
|
AnimationAction.prototype.getEffectiveWeight = function getEffectiveWeight () {
|
|
|
|
return this._effectiveWeight;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.fadeIn = function fadeIn ( duration ) {
|
|
|
|
return this._scheduleFading( duration, 0, 1 );
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.fadeOut = function fadeOut ( duration ) {
|
|
|
|
return this._scheduleFading( duration, 1, 0 );
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.crossFadeFrom = function crossFadeFrom ( fadeOutAction, duration, warp ) {
|
|
|
|
fadeOutAction.fadeOut( duration );
|
|
this.fadeIn( duration );
|
|
|
|
if ( warp ) {
|
|
|
|
var fadeInDuration = this._clip.duration,
|
|
fadeOutDuration = fadeOutAction._clip.duration,
|
|
|
|
startEndRatio = fadeOutDuration / fadeInDuration,
|
|
endStartRatio = fadeInDuration / fadeOutDuration;
|
|
|
|
fadeOutAction.warp( 1.0, startEndRatio, duration );
|
|
this.warp( endStartRatio, 1.0, duration );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.crossFadeTo = function crossFadeTo ( fadeInAction, duration, warp ) {
|
|
|
|
return fadeInAction.crossFadeFrom( this, duration, warp );
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.stopFading = function stopFading () {
|
|
|
|
var weightInterpolant = this._weightInterpolant;
|
|
|
|
if ( weightInterpolant !== null ) {
|
|
|
|
this._weightInterpolant = null;
|
|
this._mixer._takeBackControlInterpolant( weightInterpolant );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
// Time Scale Control
|
|
|
|
// set the time scale stopping any scheduled warping
|
|
// although .paused = true yields an effective time scale of zero, this
|
|
// method does *not* change .paused, because it would be confusing
|
|
AnimationAction.prototype.setEffectiveTimeScale = function setEffectiveTimeScale ( timeScale ) {
|
|
|
|
this.timeScale = timeScale;
|
|
this._effectiveTimeScale = this.paused ? 0 : timeScale;
|
|
|
|
return this.stopWarping();
|
|
|
|
};
|
|
|
|
// return the time scale considering warping and .paused
|
|
AnimationAction.prototype.getEffectiveTimeScale = function getEffectiveTimeScale () {
|
|
|
|
return this._effectiveTimeScale;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.setDuration = function setDuration ( duration ) {
|
|
|
|
this.timeScale = this._clip.duration / duration;
|
|
|
|
return this.stopWarping();
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.syncWith = function syncWith ( action ) {
|
|
|
|
this.time = action.time;
|
|
this.timeScale = action.timeScale;
|
|
|
|
return this.stopWarping();
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.halt = function halt ( duration ) {
|
|
|
|
return this.warp( this._effectiveTimeScale, 0, duration );
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.warp = function warp ( startTimeScale, endTimeScale, duration ) {
|
|
|
|
var mixer = this._mixer,
|
|
now = mixer.time,
|
|
timeScale = this.timeScale;
|
|
|
|
var interpolant = this._timeScaleInterpolant;
|
|
|
|
if ( interpolant === null ) {
|
|
|
|
interpolant = mixer._lendControlInterpolant();
|
|
this._timeScaleInterpolant = interpolant;
|
|
|
|
}
|
|
|
|
var times = interpolant.parameterPositions,
|
|
values = interpolant.sampleValues;
|
|
|
|
times[ 0 ] = now;
|
|
times[ 1 ] = now + duration;
|
|
|
|
values[ 0 ] = startTimeScale / timeScale;
|
|
values[ 1 ] = endTimeScale / timeScale;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.stopWarping = function stopWarping () {
|
|
|
|
var timeScaleInterpolant = this._timeScaleInterpolant;
|
|
|
|
if ( timeScaleInterpolant !== null ) {
|
|
|
|
this._timeScaleInterpolant = null;
|
|
this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
// Object Accessors
|
|
|
|
AnimationAction.prototype.getMixer = function getMixer () {
|
|
|
|
return this._mixer;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.getClip = function getClip () {
|
|
|
|
return this._clip;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype.getRoot = function getRoot () {
|
|
|
|
return this._localRoot || this._mixer._root;
|
|
|
|
};
|
|
|
|
// Interna
|
|
|
|
AnimationAction.prototype._update = function _update ( time, deltaTime, timeDirection, accuIndex ) {
|
|
|
|
// called by the mixer
|
|
|
|
if ( ! this.enabled ) {
|
|
|
|
// call ._updateWeight() to update ._effectiveWeight
|
|
|
|
this._updateWeight( time );
|
|
return;
|
|
|
|
}
|
|
|
|
var startTime = this._startTime;
|
|
|
|
if ( startTime !== null ) {
|
|
|
|
// check for scheduled start of action
|
|
|
|
var timeRunning = ( time - startTime ) * timeDirection;
|
|
if ( timeRunning < 0 || timeDirection === 0 ) {
|
|
|
|
return; // yet to come / don't decide when delta = 0
|
|
|
|
}
|
|
|
|
// start
|
|
|
|
this._startTime = null; // unschedule
|
|
deltaTime = timeDirection * timeRunning;
|
|
|
|
}
|
|
|
|
// apply time scale and advance time
|
|
|
|
deltaTime *= this._updateTimeScale( time );
|
|
var clipTime = this._updateTime( deltaTime );
|
|
|
|
// note: _updateTime may disable the action resulting in
|
|
// an effective weight of 0
|
|
|
|
var weight = this._updateWeight( time );
|
|
|
|
if ( weight > 0 ) {
|
|
|
|
var interpolants = this._interpolants;
|
|
var propertyMixers = this._propertyBindings;
|
|
|
|
switch ( this.blendMode ) {
|
|
|
|
case AdditiveAnimationBlendMode:
|
|
|
|
for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
|
|
|
|
interpolants[ j ].evaluate( clipTime );
|
|
propertyMixers[ j ].accumulateAdditive( weight );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case NormalAnimationBlendMode:
|
|
default:
|
|
|
|
for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
|
|
|
|
interpolants[ j$1 ].evaluate( clipTime );
|
|
propertyMixers[ j$1 ].accumulate( accuIndex, weight );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
AnimationAction.prototype._updateWeight = function _updateWeight ( time ) {
|
|
|
|
var weight = 0;
|
|
|
|
if ( this.enabled ) {
|
|
|
|
weight = this.weight;
|
|
var interpolant = this._weightInterpolant;
|
|
|
|
if ( interpolant !== null ) {
|
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
|
|
|
weight *= interpolantValue;
|
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
|
|
|
this.stopFading();
|
|
|
|
if ( interpolantValue === 0 ) {
|
|
|
|
// faded out, disable
|
|
this.enabled = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._effectiveWeight = weight;
|
|
return weight;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype._updateTimeScale = function _updateTimeScale ( time ) {
|
|
|
|
var timeScale = 0;
|
|
|
|
if ( ! this.paused ) {
|
|
|
|
timeScale = this.timeScale;
|
|
|
|
var interpolant = this._timeScaleInterpolant;
|
|
|
|
if ( interpolant !== null ) {
|
|
|
|
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
|
|
|
timeScale *= interpolantValue;
|
|
|
|
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
|
|
|
this.stopWarping();
|
|
|
|
if ( timeScale === 0 ) {
|
|
|
|
// motion has halted, pause
|
|
this.paused = true;
|
|
|
|
} else {
|
|
|
|
// warp done - apply final time scale
|
|
this.timeScale = timeScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._effectiveTimeScale = timeScale;
|
|
return timeScale;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype._updateTime = function _updateTime ( deltaTime ) {
|
|
|
|
var duration = this._clip.duration;
|
|
var loop = this.loop;
|
|
|
|
var time = this.time + deltaTime;
|
|
var loopCount = this._loopCount;
|
|
|
|
var pingPong = ( loop === LoopPingPong );
|
|
|
|
if ( deltaTime === 0 ) {
|
|
|
|
if ( loopCount === - 1 ) { return time; }
|
|
|
|
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
|
|
|
|
}
|
|
|
|
if ( loop === LoopOnce ) {
|
|
|
|
if ( loopCount === - 1 ) {
|
|
|
|
// just started
|
|
|
|
this._loopCount = 0;
|
|
this._setEndings( true, true, false );
|
|
|
|
}
|
|
|
|
handle_stop: {
|
|
|
|
if ( time >= duration ) {
|
|
|
|
time = duration;
|
|
|
|
} else if ( time < 0 ) {
|
|
|
|
time = 0;
|
|
|
|
} else {
|
|
|
|
this.time = time;
|
|
|
|
break handle_stop;
|
|
|
|
}
|
|
|
|
if ( this.clampWhenFinished ) { this.paused = true; }
|
|
else { this.enabled = false; }
|
|
|
|
this.time = time;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'finished', action: this,
|
|
direction: deltaTime < 0 ? - 1 : 1
|
|
} );
|
|
|
|
}
|
|
|
|
} else { // repetitive Repeat or PingPong
|
|
|
|
if ( loopCount === - 1 ) {
|
|
|
|
// just started
|
|
|
|
if ( deltaTime >= 0 ) {
|
|
|
|
loopCount = 0;
|
|
|
|
this._setEndings( true, this.repetitions === 0, pingPong );
|
|
|
|
} else {
|
|
|
|
// when looping in reverse direction, the initial
|
|
// transition through zero counts as a repetition,
|
|
// so leave loopCount at -1
|
|
|
|
this._setEndings( this.repetitions === 0, true, pingPong );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( time >= duration || time < 0 ) {
|
|
|
|
// wrap around
|
|
|
|
var loopDelta = Math.floor( time / duration ); // signed
|
|
time -= duration * loopDelta;
|
|
|
|
loopCount += Math.abs( loopDelta );
|
|
|
|
var pending = this.repetitions - loopCount;
|
|
|
|
if ( pending <= 0 ) {
|
|
|
|
// have to stop (switch state, clamp time, fire event)
|
|
|
|
if ( this.clampWhenFinished ) { this.paused = true; }
|
|
else { this.enabled = false; }
|
|
|
|
time = deltaTime > 0 ? duration : 0;
|
|
|
|
this.time = time;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'finished', action: this,
|
|
direction: deltaTime > 0 ? 1 : - 1
|
|
} );
|
|
|
|
} else {
|
|
|
|
// keep running
|
|
|
|
if ( pending === 1 ) {
|
|
|
|
// entering the last round
|
|
|
|
var atStart = deltaTime < 0;
|
|
this._setEndings( atStart, ! atStart, pingPong );
|
|
|
|
} else {
|
|
|
|
this._setEndings( false, false, pingPong );
|
|
|
|
}
|
|
|
|
this._loopCount = loopCount;
|
|
|
|
this.time = time;
|
|
|
|
this._mixer.dispatchEvent( {
|
|
type: 'loop', action: this, loopDelta: loopDelta
|
|
} );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
this.time = time;
|
|
|
|
}
|
|
|
|
if ( pingPong && ( loopCount & 1 ) === 1 ) {
|
|
|
|
// invert time for the "pong round"
|
|
|
|
return duration - time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return time;
|
|
|
|
};
|
|
|
|
AnimationAction.prototype._setEndings = function _setEndings ( atStart, atEnd, pingPong ) {
|
|
|
|
var settings = this._interpolantSettings;
|
|
|
|
if ( pingPong ) {
|
|
|
|
settings.endingStart = ZeroSlopeEnding;
|
|
settings.endingEnd = ZeroSlopeEnding;
|
|
|
|
} else {
|
|
|
|
// assuming for LoopOnce atStart == atEnd == true
|
|
|
|
if ( atStart ) {
|
|
|
|
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
|
|
|
|
} else {
|
|
|
|
settings.endingStart = WrapAroundEnding;
|
|
|
|
}
|
|
|
|
if ( atEnd ) {
|
|
|
|
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
|
|
|
|
} else {
|
|
|
|
settings.endingEnd = WrapAroundEnding;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
AnimationAction.prototype._scheduleFading = function _scheduleFading ( duration, weightNow, weightThen ) {
|
|
|
|
var mixer = this._mixer, now = mixer.time;
|
|
var interpolant = this._weightInterpolant;
|
|
|
|
if ( interpolant === null ) {
|
|
|
|
interpolant = mixer._lendControlInterpolant();
|
|
this._weightInterpolant = interpolant;
|
|
|
|
}
|
|
|
|
var times = interpolant.parameterPositions,
|
|
values = interpolant.sampleValues;
|
|
|
|
times[ 0 ] = now;
|
|
values[ 0 ] = weightNow;
|
|
times[ 1 ] = now + duration;
|
|
values[ 1 ] = weightThen;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function AnimationMixer( root ) {
|
|
|
|
this._root = root;
|
|
this._initMemoryManager();
|
|
this._accuIndex = 0;
|
|
|
|
this.time = 0;
|
|
|
|
this.timeScale = 1.0;
|
|
|
|
}
|
|
|
|
AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
|
|
|
|
constructor: AnimationMixer,
|
|
|
|
_bindAction: function ( action, prototypeAction ) {
|
|
|
|
var root = action._localRoot || this._root,
|
|
tracks = action._clip.tracks,
|
|
nTracks = tracks.length,
|
|
bindings = action._propertyBindings,
|
|
interpolants = action._interpolants,
|
|
rootUuid = root.uuid,
|
|
bindingsByRoot = this._bindingsByRootAndName;
|
|
|
|
var bindingsByName = bindingsByRoot[ rootUuid ];
|
|
|
|
if ( bindingsByName === undefined ) {
|
|
|
|
bindingsByName = {};
|
|
bindingsByRoot[ rootUuid ] = bindingsByName;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i !== nTracks; ++ i ) {
|
|
|
|
var track = tracks[ i ],
|
|
trackName = track.name;
|
|
|
|
var binding = bindingsByName[ trackName ];
|
|
|
|
if ( binding !== undefined ) {
|
|
|
|
bindings[ i ] = binding;
|
|
|
|
} else {
|
|
|
|
binding = bindings[ i ];
|
|
|
|
if ( binding !== undefined ) {
|
|
|
|
// existing binding, make sure the cache knows
|
|
|
|
if ( binding._cacheIndex === null ) {
|
|
|
|
++ binding.referenceCount;
|
|
this._addInactiveBinding( binding, rootUuid, trackName );
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
var path = prototypeAction && prototypeAction.
|
|
_propertyBindings[ i ].binding.parsedPath;
|
|
|
|
binding = new PropertyMixer(
|
|
PropertyBinding.create( root, trackName, path ),
|
|
track.ValueTypeName, track.getValueSize() );
|
|
|
|
++ binding.referenceCount;
|
|
this._addInactiveBinding( binding, rootUuid, trackName );
|
|
|
|
bindings[ i ] = binding;
|
|
|
|
}
|
|
|
|
interpolants[ i ].resultBuffer = binding.buffer;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_activateAction: function ( action ) {
|
|
|
|
if ( ! this._isActiveAction( action ) ) {
|
|
|
|
if ( action._cacheIndex === null ) {
|
|
|
|
// this action has been forgotten by the cache, but the user
|
|
// appears to be still using it -> rebind
|
|
|
|
var rootUuid = ( action._localRoot || this._root ).uuid,
|
|
clipUuid = action._clip.uuid,
|
|
actionsForClip = this._actionsByClip[ clipUuid ];
|
|
|
|
this._bindAction( action,
|
|
actionsForClip && actionsForClip.knownActions[ 0 ] );
|
|
|
|
this._addInactiveAction( action, clipUuid, rootUuid );
|
|
|
|
}
|
|
|
|
var bindings = action._propertyBindings;
|
|
|
|
// increment reference counts / sort out state
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( binding.useCount ++ === 0 ) {
|
|
|
|
this._lendBinding( binding );
|
|
binding.saveOriginalState();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._lendAction( action );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_deactivateAction: function ( action ) {
|
|
|
|
if ( this._isActiveAction( action ) ) {
|
|
|
|
var bindings = action._propertyBindings;
|
|
|
|
// decrement reference counts / sort out state
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( -- binding.useCount === 0 ) {
|
|
|
|
binding.restoreOriginalState();
|
|
this._takeBackBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this._takeBackAction( action );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// Memory manager
|
|
|
|
_initMemoryManager: function () {
|
|
|
|
this._actions = []; // 'nActiveActions' followed by inactive ones
|
|
this._nActiveActions = 0;
|
|
|
|
this._actionsByClip = {};
|
|
// inside:
|
|
// {
|
|
// knownActions: Array< AnimationAction > - used as prototypes
|
|
// actionByRoot: AnimationAction - lookup
|
|
// }
|
|
|
|
|
|
this._bindings = []; // 'nActiveBindings' followed by inactive ones
|
|
this._nActiveBindings = 0;
|
|
|
|
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
|
|
|
|
|
|
this._controlInterpolants = []; // same game as above
|
|
this._nActiveControlInterpolants = 0;
|
|
|
|
var scope = this;
|
|
|
|
this.stats = {
|
|
|
|
actions: {
|
|
get total() {
|
|
|
|
return scope._actions.length;
|
|
|
|
},
|
|
get inUse() {
|
|
|
|
return scope._nActiveActions;
|
|
|
|
}
|
|
},
|
|
bindings: {
|
|
get total() {
|
|
|
|
return scope._bindings.length;
|
|
|
|
},
|
|
get inUse() {
|
|
|
|
return scope._nActiveBindings;
|
|
|
|
}
|
|
},
|
|
controlInterpolants: {
|
|
get total() {
|
|
|
|
return scope._controlInterpolants.length;
|
|
|
|
},
|
|
get inUse() {
|
|
|
|
return scope._nActiveControlInterpolants;
|
|
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
},
|
|
|
|
// Memory management for AnimationAction objects
|
|
|
|
_isActiveAction: function ( action ) {
|
|
|
|
var index = action._cacheIndex;
|
|
return index !== null && index < this._nActiveActions;
|
|
|
|
},
|
|
|
|
_addInactiveAction: function ( action, clipUuid, rootUuid ) {
|
|
|
|
var actions = this._actions,
|
|
actionsByClip = this._actionsByClip;
|
|
|
|
var actionsForClip = actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip === undefined ) {
|
|
|
|
actionsForClip = {
|
|
|
|
knownActions: [ action ],
|
|
actionByRoot: {}
|
|
|
|
};
|
|
|
|
action._byClipCacheIndex = 0;
|
|
|
|
actionsByClip[ clipUuid ] = actionsForClip;
|
|
|
|
} else {
|
|
|
|
var knownActions = actionsForClip.knownActions;
|
|
|
|
action._byClipCacheIndex = knownActions.length;
|
|
knownActions.push( action );
|
|
|
|
}
|
|
|
|
action._cacheIndex = actions.length;
|
|
actions.push( action );
|
|
|
|
actionsForClip.actionByRoot[ rootUuid ] = action;
|
|
|
|
},
|
|
|
|
_removeInactiveAction: function ( action ) {
|
|
|
|
var actions = this._actions,
|
|
lastInactiveAction = actions[ actions.length - 1 ],
|
|
cacheIndex = action._cacheIndex;
|
|
|
|
lastInactiveAction._cacheIndex = cacheIndex;
|
|
actions[ cacheIndex ] = lastInactiveAction;
|
|
actions.pop();
|
|
|
|
action._cacheIndex = null;
|
|
|
|
|
|
var clipUuid = action._clip.uuid,
|
|
actionsByClip = this._actionsByClip,
|
|
actionsForClip = actionsByClip[ clipUuid ],
|
|
knownActionsForClip = actionsForClip.knownActions,
|
|
|
|
lastKnownAction =
|
|
knownActionsForClip[ knownActionsForClip.length - 1 ],
|
|
|
|
byClipCacheIndex = action._byClipCacheIndex;
|
|
|
|
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
|
|
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
|
|
knownActionsForClip.pop();
|
|
|
|
action._byClipCacheIndex = null;
|
|
|
|
|
|
var actionByRoot = actionsForClip.actionByRoot,
|
|
rootUuid = ( action._localRoot || this._root ).uuid;
|
|
|
|
delete actionByRoot[ rootUuid ];
|
|
|
|
if ( knownActionsForClip.length === 0 ) {
|
|
|
|
delete actionsByClip[ clipUuid ];
|
|
|
|
}
|
|
|
|
this._removeInactiveBindingsForAction( action );
|
|
|
|
},
|
|
|
|
_removeInactiveBindingsForAction: function ( action ) {
|
|
|
|
var bindings = action._propertyBindings;
|
|
|
|
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
|
|
|
var binding = bindings[ i ];
|
|
|
|
if ( -- binding.referenceCount === 0 ) {
|
|
|
|
this._removeInactiveBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_lendAction: function ( action ) {
|
|
|
|
// [ active actions | inactive actions ]
|
|
// [ active actions >| inactive actions ]
|
|
// s a
|
|
// <-swap->
|
|
// a s
|
|
|
|
var actions = this._actions,
|
|
prevIndex = action._cacheIndex,
|
|
|
|
lastActiveIndex = this._nActiveActions ++,
|
|
|
|
firstInactiveAction = actions[ lastActiveIndex ];
|
|
|
|
action._cacheIndex = lastActiveIndex;
|
|
actions[ lastActiveIndex ] = action;
|
|
|
|
firstInactiveAction._cacheIndex = prevIndex;
|
|
actions[ prevIndex ] = firstInactiveAction;
|
|
|
|
},
|
|
|
|
_takeBackAction: function ( action ) {
|
|
|
|
// [ active actions | inactive actions ]
|
|
// [ active actions |< inactive actions ]
|
|
// a s
|
|
// <-swap->
|
|
// s a
|
|
|
|
var actions = this._actions,
|
|
prevIndex = action._cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveActions,
|
|
|
|
lastActiveAction = actions[ firstInactiveIndex ];
|
|
|
|
action._cacheIndex = firstInactiveIndex;
|
|
actions[ firstInactiveIndex ] = action;
|
|
|
|
lastActiveAction._cacheIndex = prevIndex;
|
|
actions[ prevIndex ] = lastActiveAction;
|
|
|
|
},
|
|
|
|
// Memory management for PropertyMixer objects
|
|
|
|
_addInactiveBinding: function ( binding, rootUuid, trackName ) {
|
|
|
|
var bindingsByRoot = this._bindingsByRootAndName,
|
|
bindings = this._bindings;
|
|
|
|
var bindingByName = bindingsByRoot[ rootUuid ];
|
|
|
|
if ( bindingByName === undefined ) {
|
|
|
|
bindingByName = {};
|
|
bindingsByRoot[ rootUuid ] = bindingByName;
|
|
|
|
}
|
|
|
|
bindingByName[ trackName ] = binding;
|
|
|
|
binding._cacheIndex = bindings.length;
|
|
bindings.push( binding );
|
|
|
|
},
|
|
|
|
_removeInactiveBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
propBinding = binding.binding,
|
|
rootUuid = propBinding.rootNode.uuid,
|
|
trackName = propBinding.path,
|
|
bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingByName = bindingsByRoot[ rootUuid ],
|
|
|
|
lastInactiveBinding = bindings[ bindings.length - 1 ],
|
|
cacheIndex = binding._cacheIndex;
|
|
|
|
lastInactiveBinding._cacheIndex = cacheIndex;
|
|
bindings[ cacheIndex ] = lastInactiveBinding;
|
|
bindings.pop();
|
|
|
|
delete bindingByName[ trackName ];
|
|
|
|
if ( Object.keys( bindingByName ).length === 0 ) {
|
|
|
|
delete bindingsByRoot[ rootUuid ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_lendBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
prevIndex = binding._cacheIndex,
|
|
|
|
lastActiveIndex = this._nActiveBindings ++,
|
|
|
|
firstInactiveBinding = bindings[ lastActiveIndex ];
|
|
|
|
binding._cacheIndex = lastActiveIndex;
|
|
bindings[ lastActiveIndex ] = binding;
|
|
|
|
firstInactiveBinding._cacheIndex = prevIndex;
|
|
bindings[ prevIndex ] = firstInactiveBinding;
|
|
|
|
},
|
|
|
|
_takeBackBinding: function ( binding ) {
|
|
|
|
var bindings = this._bindings,
|
|
prevIndex = binding._cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveBindings,
|
|
|
|
lastActiveBinding = bindings[ firstInactiveIndex ];
|
|
|
|
binding._cacheIndex = firstInactiveIndex;
|
|
bindings[ firstInactiveIndex ] = binding;
|
|
|
|
lastActiveBinding._cacheIndex = prevIndex;
|
|
bindings[ prevIndex ] = lastActiveBinding;
|
|
|
|
},
|
|
|
|
|
|
// Memory management of Interpolants for weight and time scale
|
|
|
|
_lendControlInterpolant: function () {
|
|
|
|
var interpolants = this._controlInterpolants,
|
|
lastActiveIndex = this._nActiveControlInterpolants ++;
|
|
|
|
var interpolant = interpolants[ lastActiveIndex ];
|
|
|
|
if ( interpolant === undefined ) {
|
|
|
|
interpolant = new LinearInterpolant(
|
|
new Float32Array( 2 ), new Float32Array( 2 ),
|
|
1, this._controlInterpolantsResultBuffer );
|
|
|
|
interpolant.__cacheIndex = lastActiveIndex;
|
|
interpolants[ lastActiveIndex ] = interpolant;
|
|
|
|
}
|
|
|
|
return interpolant;
|
|
|
|
},
|
|
|
|
_takeBackControlInterpolant: function ( interpolant ) {
|
|
|
|
var interpolants = this._controlInterpolants,
|
|
prevIndex = interpolant.__cacheIndex,
|
|
|
|
firstInactiveIndex = -- this._nActiveControlInterpolants,
|
|
|
|
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
|
|
|
|
interpolant.__cacheIndex = firstInactiveIndex;
|
|
interpolants[ firstInactiveIndex ] = interpolant;
|
|
|
|
lastActiveInterpolant.__cacheIndex = prevIndex;
|
|
interpolants[ prevIndex ] = lastActiveInterpolant;
|
|
|
|
},
|
|
|
|
_controlInterpolantsResultBuffer: new Float32Array( 1 ),
|
|
|
|
// return an action for a clip optionally using a custom root target
|
|
// object (this method allocates a lot of dynamic memory in case a
|
|
// previously unknown clip/root combination is specified)
|
|
clipAction: function ( clip, optionalRoot, blendMode ) {
|
|
|
|
var root = optionalRoot || this._root,
|
|
rootUuid = root.uuid;
|
|
|
|
var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
|
|
|
|
var clipUuid = clipObject !== null ? clipObject.uuid : clip;
|
|
|
|
var actionsForClip = this._actionsByClip[ clipUuid ];
|
|
var prototypeAction = null;
|
|
|
|
if ( blendMode === undefined ) {
|
|
|
|
if ( clipObject !== null ) {
|
|
|
|
blendMode = clipObject.blendMode;
|
|
|
|
} else {
|
|
|
|
blendMode = NormalAnimationBlendMode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
var existingAction = actionsForClip.actionByRoot[ rootUuid ];
|
|
|
|
if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
|
|
|
|
return existingAction;
|
|
|
|
}
|
|
|
|
// we know the clip, so we don't have to parse all
|
|
// the bindings again but can just copy
|
|
prototypeAction = actionsForClip.knownActions[ 0 ];
|
|
|
|
// also, take the clip from the prototype action
|
|
if ( clipObject === null )
|
|
{ clipObject = prototypeAction._clip; }
|
|
|
|
}
|
|
|
|
// clip must be known when specified via string
|
|
if ( clipObject === null ) { return null; }
|
|
|
|
// allocate all resources required to run it
|
|
var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
|
|
|
|
this._bindAction( newAction, prototypeAction );
|
|
|
|
// and make the action known to the memory manager
|
|
this._addInactiveAction( newAction, clipUuid, rootUuid );
|
|
|
|
return newAction;
|
|
|
|
},
|
|
|
|
// get an existing action
|
|
existingAction: function ( clip, optionalRoot ) {
|
|
|
|
var root = optionalRoot || this._root,
|
|
rootUuid = root.uuid,
|
|
|
|
clipObject = typeof clip === 'string' ?
|
|
AnimationClip.findByName( root, clip ) : clip,
|
|
|
|
clipUuid = clipObject ? clipObject.uuid : clip,
|
|
|
|
actionsForClip = this._actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
return actionsForClip.actionByRoot[ rootUuid ] || null;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
// deactivates all previously scheduled actions
|
|
stopAllAction: function () {
|
|
|
|
var actions = this._actions,
|
|
nActions = this._nActiveActions;
|
|
|
|
for ( var i = nActions - 1; i >= 0; -- i ) {
|
|
|
|
actions[ i ].stop();
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// advance the time and update apply the animation
|
|
update: function ( deltaTime ) {
|
|
|
|
deltaTime *= this.timeScale;
|
|
|
|
var actions = this._actions,
|
|
nActions = this._nActiveActions,
|
|
|
|
time = this.time += deltaTime,
|
|
timeDirection = Math.sign( deltaTime ),
|
|
|
|
accuIndex = this._accuIndex ^= 1;
|
|
|
|
// run active actions
|
|
|
|
for ( var i = 0; i !== nActions; ++ i ) {
|
|
|
|
var action = actions[ i ];
|
|
|
|
action._update( time, deltaTime, timeDirection, accuIndex );
|
|
|
|
}
|
|
|
|
// update scene graph
|
|
|
|
var bindings = this._bindings,
|
|
nBindings = this._nActiveBindings;
|
|
|
|
for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
|
|
|
|
bindings[ i$1 ].apply( accuIndex );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
// Allows you to seek to a specific time in an animation.
|
|
setTime: function ( timeInSeconds ) {
|
|
|
|
this.time = 0; // Zero out time attribute for AnimationMixer object;
|
|
for ( var i = 0; i < this._actions.length; i ++ ) {
|
|
|
|
this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
|
|
|
|
}
|
|
|
|
return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
|
|
|
|
},
|
|
|
|
// return this mixer's root target object
|
|
getRoot: function () {
|
|
|
|
return this._root;
|
|
|
|
},
|
|
|
|
// free all resources specific to a particular clip
|
|
uncacheClip: function ( clip ) {
|
|
|
|
var actions = this._actions,
|
|
clipUuid = clip.uuid,
|
|
actionsByClip = this._actionsByClip,
|
|
actionsForClip = actionsByClip[ clipUuid ];
|
|
|
|
if ( actionsForClip !== undefined ) {
|
|
|
|
// note: just calling _removeInactiveAction would mess up the
|
|
// iteration state and also require updating the state we can
|
|
// just throw away
|
|
|
|
var actionsToRemove = actionsForClip.knownActions;
|
|
|
|
for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
|
|
|
|
var action = actionsToRemove[ i ];
|
|
|
|
this._deactivateAction( action );
|
|
|
|
var cacheIndex = action._cacheIndex,
|
|
lastInactiveAction = actions[ actions.length - 1 ];
|
|
|
|
action._cacheIndex = null;
|
|
action._byClipCacheIndex = null;
|
|
|
|
lastInactiveAction._cacheIndex = cacheIndex;
|
|
actions[ cacheIndex ] = lastInactiveAction;
|
|
actions.pop();
|
|
|
|
this._removeInactiveBindingsForAction( action );
|
|
|
|
}
|
|
|
|
delete actionsByClip[ clipUuid ];
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// free all resources specific to a particular root target object
|
|
uncacheRoot: function ( root ) {
|
|
|
|
var rootUuid = root.uuid,
|
|
actionsByClip = this._actionsByClip;
|
|
|
|
for ( var clipUuid in actionsByClip ) {
|
|
|
|
var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
|
|
action = actionByRoot[ rootUuid ];
|
|
|
|
if ( action !== undefined ) {
|
|
|
|
this._deactivateAction( action );
|
|
this._removeInactiveAction( action );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var bindingsByRoot = this._bindingsByRootAndName,
|
|
bindingByName = bindingsByRoot[ rootUuid ];
|
|
|
|
if ( bindingByName !== undefined ) {
|
|
|
|
for ( var trackName in bindingByName ) {
|
|
|
|
var binding = bindingByName[ trackName ];
|
|
binding.restoreOriginalState();
|
|
this._removeInactiveBinding( binding );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
// remove a targeted clip from the cache
|
|
uncacheAction: function ( clip, optionalRoot ) {
|
|
|
|
var action = this.existingAction( clip, optionalRoot );
|
|
|
|
if ( action !== null ) {
|
|
|
|
this._deactivateAction( action );
|
|
this._removeInactiveAction( action );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
var Uniform = function Uniform( value ) {
|
|
|
|
if ( typeof value === 'string' ) {
|
|
|
|
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
|
|
value = arguments[ 1 ];
|
|
|
|
}
|
|
|
|
this.value = value;
|
|
|
|
};
|
|
|
|
Uniform.prototype.clone = function clone () {
|
|
|
|
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
|
|
|
|
};
|
|
|
|
function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
|
|
|
|
InterleavedBuffer.call( this, array, stride );
|
|
|
|
this.meshPerAttribute = meshPerAttribute || 1;
|
|
|
|
}
|
|
|
|
InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
|
|
|
|
constructor: InstancedInterleavedBuffer,
|
|
|
|
isInstancedInterleavedBuffer: true,
|
|
|
|
copy: function ( source ) {
|
|
|
|
InterleavedBuffer.prototype.copy.call( this, source );
|
|
|
|
this.meshPerAttribute = source.meshPerAttribute;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
clone: function ( data ) {
|
|
|
|
var ib = InterleavedBuffer.prototype.clone.call( this, data );
|
|
|
|
ib.meshPerAttribute = this.meshPerAttribute;
|
|
|
|
return ib;
|
|
|
|
},
|
|
|
|
toJSON: function ( data ) {
|
|
|
|
var json = InterleavedBuffer.prototype.toJSON.call( this, data );
|
|
|
|
json.isInstancedInterleavedBuffer = true;
|
|
json.meshPerAttribute = this.meshPerAttribute;
|
|
|
|
return json;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* @author raub / https://github.com/raub
|
|
*/
|
|
|
|
/**
|
|
* Element size is one of:
|
|
* 5126: 4
|
|
* 5123: 2
|
|
* 5122: 2
|
|
* 5125: 4
|
|
* 5124: 4
|
|
* 5120: 1
|
|
* 5121: 1
|
|
*/
|
|
function GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {
|
|
|
|
this.buffer = buffer;
|
|
this.type = type;
|
|
this.itemSize = itemSize;
|
|
this.elementSize = elementSize;
|
|
this.count = count;
|
|
|
|
this.version = 0;
|
|
|
|
}
|
|
|
|
Object.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {
|
|
|
|
set: function ( value ) {
|
|
|
|
if ( value === true ) { this.version ++; }
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( GLBufferAttribute.prototype, {
|
|
|
|
isGLBufferAttribute: true,
|
|
|
|
setBuffer: function ( buffer ) {
|
|
|
|
this.buffer = buffer;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setType: function ( type, elementSize ) {
|
|
|
|
this.type = type;
|
|
this.elementSize = elementSize;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setItemSize: function ( itemSize ) {
|
|
|
|
this.itemSize = itemSize;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
setCount: function ( count ) {
|
|
|
|
this.count = count;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
} );
|
|
|
|
function Raycaster( origin, direction, near, far ) {
|
|
|
|
this.ray = new Ray( origin, direction );
|
|
// direction is assumed to be normalized (for accurate distance calculations)
|
|
|
|
this.near = near || 0;
|
|
this.far = far || Infinity;
|
|
this.camera = null;
|
|
this.layers = new Layers();
|
|
|
|
this.params = {
|
|
Mesh: {},
|
|
Line: { threshold: 1 },
|
|
LOD: {},
|
|
Points: { threshold: 1 },
|
|
Sprite: {}
|
|
};
|
|
|
|
Object.defineProperties( this.params, {
|
|
PointCloud: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
|
|
return this.Points;
|
|
|
|
}
|
|
}
|
|
} );
|
|
|
|
}
|
|
|
|
function ascSort( a, b ) {
|
|
|
|
return a.distance - b.distance;
|
|
|
|
}
|
|
|
|
function intersectObject( object, raycaster, intersects, recursive ) {
|
|
|
|
if ( object.layers.test( raycaster.layers ) ) {
|
|
|
|
object.raycast( raycaster, intersects );
|
|
|
|
}
|
|
|
|
if ( recursive === true ) {
|
|
|
|
var children = object.children;
|
|
|
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
|
|
|
intersectObject( children[ i ], raycaster, intersects, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Object.assign( Raycaster.prototype, {
|
|
|
|
set: function ( origin, direction ) {
|
|
|
|
// direction is assumed to be normalized (for accurate distance calculations)
|
|
|
|
this.ray.set( origin, direction );
|
|
|
|
},
|
|
|
|
setFromCamera: function ( coords, camera ) {
|
|
|
|
if ( ( camera && camera.isPerspectiveCamera ) ) {
|
|
|
|
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
|
|
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
|
|
this.camera = camera;
|
|
|
|
} else if ( ( camera && camera.isOrthographicCamera ) ) {
|
|
|
|
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
|
|
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
|
|
this.camera = camera;
|
|
|
|
} else {
|
|
|
|
console.error( 'THREE.Raycaster: Unsupported camera type.' );
|
|
|
|
}
|
|
|
|
},
|
|
|
|
intersectObject: function ( object, recursive, optionalTarget ) {
|
|
|
|
var intersects = optionalTarget || [];
|
|
|
|
intersectObject( object, this, intersects, recursive );
|
|
|
|
intersects.sort( ascSort );
|
|
|
|
return intersects;
|
|
|
|
},
|
|
|
|
intersectObjects: function ( objects, recursive, optionalTarget ) {
|
|
|
|
var intersects = optionalTarget || [];
|
|
|
|
if ( Array.isArray( objects ) === false ) {
|
|
|
|
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
|
|
return intersects;
|
|
|
|
}
|
|
|
|
for ( var i = 0, l = objects.length; i < l; i ++ ) {
|
|
|
|
intersectObject( objects[ i ], this, intersects, recursive );
|
|
|
|
}
|
|
|
|
intersects.sort( ascSort );
|
|
|
|
return intersects;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
/**
|
|
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
|
*
|
|
* The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
|
|
* The azimuthal angle (theta) is measured from the positive z-axis.
|
|
*/
|
|
|
|
var Spherical = function Spherical( radius, phi, theta ) {
|
|
if ( radius === void 0 ) radius = 1;
|
|
if ( phi === void 0 ) phi = 0;
|
|
if ( theta === void 0 ) theta = 0;
|
|
|
|
|
|
this.radius = radius;
|
|
this.phi = phi; // polar angle
|
|
this.theta = theta; // azimuthal angle
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Spherical.prototype.set = function set ( radius, phi, theta ) {
|
|
|
|
this.radius = radius;
|
|
this.phi = phi;
|
|
this.theta = theta;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Spherical.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Spherical.prototype.copy = function copy ( other ) {
|
|
|
|
this.radius = other.radius;
|
|
this.phi = other.phi;
|
|
this.theta = other.theta;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
// restrict phi to be betwee EPS and PI-EPS
|
|
Spherical.prototype.makeSafe = function makeSafe () {
|
|
|
|
var EPS = 0.000001;
|
|
this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
|
|
|
|
return this.setFromCartesianCoords( v.x, v.y, v.z );
|
|
|
|
};
|
|
|
|
Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
|
|
|
|
this.radius = Math.sqrt( x * x + y * y + z * z );
|
|
|
|
if ( this.radius === 0 ) {
|
|
|
|
this.theta = 0;
|
|
this.phi = 0;
|
|
|
|
} else {
|
|
|
|
this.theta = Math.atan2( x, z );
|
|
this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
|
|
*/
|
|
|
|
var Cylindrical = function Cylindrical( radius, theta, y ) {
|
|
|
|
this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
|
|
this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
|
|
this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Cylindrical.prototype.set = function set ( radius, theta, y ) {
|
|
|
|
this.radius = radius;
|
|
this.theta = theta;
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Cylindrical.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Cylindrical.prototype.copy = function copy ( other ) {
|
|
|
|
this.radius = other.radius;
|
|
this.theta = other.theta;
|
|
this.y = other.y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Cylindrical.prototype.setFromVector3 = function setFromVector3 ( v ) {
|
|
|
|
return this.setFromCartesianCoords( v.x, v.y, v.z );
|
|
|
|
};
|
|
|
|
Cylindrical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
|
|
|
|
this.radius = Math.sqrt( x * x + z * z );
|
|
this.theta = Math.atan2( x, z );
|
|
this.y = y;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
var _vector$7 = new Vector2();
|
|
|
|
var Box2 = function Box2( min, max ) {
|
|
|
|
Object.defineProperty( this, 'isBox2', { value: true } );
|
|
|
|
this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
|
|
this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
|
|
|
|
};
|
|
|
|
Box2.prototype.set = function set ( min, max ) {
|
|
|
|
this.min.copy( min );
|
|
this.max.copy( max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.setFromPoints = function setFromPoints ( points ) {
|
|
|
|
this.makeEmpty();
|
|
|
|
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
|
this.expandByPoint( points[ i ] );
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.setFromCenterAndSize = function setFromCenterAndSize ( center, size ) {
|
|
|
|
var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
|
|
this.min.copy( center ).sub( halfSize );
|
|
this.max.copy( center ).add( halfSize );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Box2.prototype.copy = function copy ( box ) {
|
|
|
|
this.min.copy( box.min );
|
|
this.max.copy( box.max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.makeEmpty = function makeEmpty () {
|
|
|
|
this.min.x = this.min.y = + Infinity;
|
|
this.max.x = this.max.y = - Infinity;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.isEmpty = function isEmpty () {
|
|
|
|
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
|
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
|
|
|
};
|
|
|
|
Box2.prototype.getCenter = function getCenter ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box2: .getCenter() target is now required' );
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
|
};
|
|
|
|
Box2.prototype.getSize = function getSize ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box2: .getSize() target is now required' );
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
|
|
|
|
};
|
|
|
|
Box2.prototype.expandByPoint = function expandByPoint ( point ) {
|
|
|
|
this.min.min( point );
|
|
this.max.max( point );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.expandByVector = function expandByVector ( vector ) {
|
|
|
|
this.min.sub( vector );
|
|
this.max.add( vector );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.expandByScalar = function expandByScalar ( scalar ) {
|
|
|
|
this.min.addScalar( - scalar );
|
|
this.max.addScalar( scalar );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.containsPoint = function containsPoint ( point ) {
|
|
|
|
return point.x < this.min.x || point.x > this.max.x ||
|
|
point.y < this.min.y || point.y > this.max.y ? false : true;
|
|
|
|
};
|
|
|
|
Box2.prototype.containsBox = function containsBox ( box ) {
|
|
|
|
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
|
this.min.y <= box.min.y && box.max.y <= this.max.y;
|
|
|
|
};
|
|
|
|
Box2.prototype.getParameter = function getParameter ( point, target ) {
|
|
|
|
// This can potentially have a divide by zero if the box
|
|
// has a size dimension of 0.
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box2: .getParameter() target is now required' );
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return target.set(
|
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
( point.y - this.min.y ) / ( this.max.y - this.min.y )
|
|
);
|
|
|
|
};
|
|
|
|
Box2.prototype.intersectsBox = function intersectsBox ( box ) {
|
|
|
|
// using 4 splitting planes to rule out intersections
|
|
|
|
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
|
|
|
|
};
|
|
|
|
Box2.prototype.clampPoint = function clampPoint ( point, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Box2: .clampPoint() target is now required' );
|
|
target = new Vector2();
|
|
|
|
}
|
|
|
|
return target.copy( point ).clamp( this.min, this.max );
|
|
|
|
};
|
|
|
|
Box2.prototype.distanceToPoint = function distanceToPoint ( point ) {
|
|
|
|
var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
|
|
return clampedPoint.sub( point ).length();
|
|
|
|
};
|
|
|
|
Box2.prototype.intersect = function intersect ( box ) {
|
|
|
|
this.min.max( box.min );
|
|
this.max.min( box.max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.union = function union ( box ) {
|
|
|
|
this.min.min( box.min );
|
|
this.max.max( box.max );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.translate = function translate ( offset ) {
|
|
|
|
this.min.add( offset );
|
|
this.max.add( offset );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Box2.prototype.equals = function equals ( box ) {
|
|
|
|
return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
|
};
|
|
|
|
var _startP = new Vector3();
|
|
var _startEnd = new Vector3();
|
|
|
|
var Line3 = function Line3( start, end ) {
|
|
|
|
this.start = ( start !== undefined ) ? start : new Vector3();
|
|
this.end = ( end !== undefined ) ? end : new Vector3();
|
|
|
|
};
|
|
|
|
Line3.prototype.set = function set ( start, end ) {
|
|
|
|
this.start.copy( start );
|
|
this.end.copy( end );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Line3.prototype.clone = function clone () {
|
|
|
|
return new this.constructor().copy( this );
|
|
|
|
};
|
|
|
|
Line3.prototype.copy = function copy ( line ) {
|
|
|
|
this.start.copy( line.start );
|
|
this.end.copy( line.end );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Line3.prototype.getCenter = function getCenter ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Line3: .getCenter() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
|
|
|
};
|
|
|
|
Line3.prototype.delta = function delta ( target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Line3: .delta() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return target.subVectors( this.end, this.start );
|
|
|
|
};
|
|
|
|
Line3.prototype.distanceSq = function distanceSq () {
|
|
|
|
return this.start.distanceToSquared( this.end );
|
|
|
|
};
|
|
|
|
Line3.prototype.distance = function distance () {
|
|
|
|
return this.start.distanceTo( this.end );
|
|
|
|
};
|
|
|
|
Line3.prototype.at = function at ( t, target ) {
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Line3: .at() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return this.delta( target ).multiplyScalar( t ).add( this.start );
|
|
|
|
};
|
|
|
|
Line3.prototype.closestPointToPointParameter = function closestPointToPointParameter ( point, clampToLine ) {
|
|
|
|
_startP.subVectors( point, this.start );
|
|
_startEnd.subVectors( this.end, this.start );
|
|
|
|
var startEnd2 = _startEnd.dot( _startEnd );
|
|
var startEnd_startP = _startEnd.dot( _startP );
|
|
|
|
var t = startEnd_startP / startEnd2;
|
|
|
|
if ( clampToLine ) {
|
|
|
|
t = MathUtils.clamp( t, 0, 1 );
|
|
|
|
}
|
|
|
|
return t;
|
|
|
|
};
|
|
|
|
Line3.prototype.closestPointToPoint = function closestPointToPoint ( point, clampToLine, target ) {
|
|
|
|
var t = this.closestPointToPointParameter( point, clampToLine );
|
|
|
|
if ( target === undefined ) {
|
|
|
|
console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
|
|
target = new Vector3();
|
|
|
|
}
|
|
|
|
return this.delta( target ).multiplyScalar( t ).add( this.start );
|
|
|
|
};
|
|
|
|
Line3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
|
|
|
|
this.start.applyMatrix4( matrix );
|
|
this.end.applyMatrix4( matrix );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Line3.prototype.equals = function equals ( line ) {
|
|
|
|
return line.start.equals( this.start ) && line.end.equals( this.end );
|
|
|
|
};
|
|
|
|
function ImmediateRenderObject( material ) {
|
|
|
|
Object3D.call( this );
|
|
|
|
this.material = material;
|
|
this.render = function ( /* renderCallback */ ) {};
|
|
|
|
this.hasPositions = false;
|
|
this.hasNormals = false;
|
|
this.hasColors = false;
|
|
this.hasUvs = false;
|
|
|
|
this.positionArray = null;
|
|
this.normalArray = null;
|
|
this.colorArray = null;
|
|
this.uvArray = null;
|
|
|
|
this.count = 0;
|
|
|
|
}
|
|
|
|
ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
|
|
ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
|
|
|
|
ImmediateRenderObject.prototype.isImmediateRenderObject = true;
|
|
|
|
var _vector$8 = new Vector3();
|
|
|
|
function SpotLightHelper( light, color ) {
|
|
|
|
Object3D.call(this);
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.color = color;
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var positions = [
|
|
0, 0, 0, 0, 0, 1,
|
|
0, 0, 0, 1, 0, 1,
|
|
0, 0, 0, - 1, 0, 1,
|
|
0, 0, 0, 0, 1, 1,
|
|
0, 0, 0, 0, - 1, 1
|
|
];
|
|
|
|
for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
|
|
|
|
var p1 = ( i / l ) * Math.PI * 2;
|
|
var p2 = ( j / l ) * Math.PI * 2;
|
|
|
|
positions.push(
|
|
Math.cos( p1 ), Math.sin( p1 ), 1,
|
|
Math.cos( p2 ), Math.sin( p2 ), 1
|
|
);
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
|
|
|
|
this.cone = new LineSegments( geometry, material );
|
|
this.add( this.cone );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
SpotLightHelper.prototype = Object.create( Object3D.prototype );
|
|
SpotLightHelper.prototype.constructor = SpotLightHelper;
|
|
|
|
SpotLightHelper.prototype.dispose = function dispose () {
|
|
|
|
this.cone.geometry.dispose();
|
|
this.cone.material.dispose();
|
|
|
|
};
|
|
|
|
SpotLightHelper.prototype.update = function update () {
|
|
|
|
this.light.updateMatrixWorld();
|
|
|
|
var coneLength = this.light.distance ? this.light.distance : 1000;
|
|
var coneWidth = coneLength * Math.tan( this.light.angle );
|
|
|
|
this.cone.scale.set( coneWidth, coneWidth, coneLength );
|
|
|
|
_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
|
|
|
|
this.cone.lookAt( _vector$8 );
|
|
|
|
if ( this.color !== undefined ) {
|
|
|
|
this.cone.material.color.set( this.color );
|
|
|
|
} else {
|
|
|
|
this.cone.material.color.copy( this.light.color );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var _vector$9 = new Vector3();
|
|
var _boneMatrix = new Matrix4();
|
|
var _matrixWorldInv = new Matrix4();
|
|
|
|
|
|
function SkeletonHelper( object ) {
|
|
|
|
var bones = getBoneList( object );
|
|
|
|
var geometry = new BufferGeometry();
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
var color1 = new Color( 0, 0, 1 );
|
|
var color2 = new Color( 0, 1, 0 );
|
|
|
|
for ( var i = 0; i < bones.length; i ++ ) {
|
|
|
|
var bone = bones[ i ];
|
|
|
|
if ( bone.parent && bone.parent.isBone ) {
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
vertices.push( 0, 0, 0 );
|
|
colors.push( color1.r, color1.g, color1.b );
|
|
colors.push( color2.r, color2.g, color2.b );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.type = 'SkeletonHelper';
|
|
this.isSkeletonHelper = true;
|
|
|
|
this.root = object;
|
|
this.bones = bones;
|
|
|
|
this.matrix = object.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
}
|
|
|
|
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
|
|
SkeletonHelper.prototype.constructor = SkeletonHelper;
|
|
|
|
SkeletonHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
|
|
|
|
var bones = this.bones;
|
|
|
|
var geometry = this.geometry;
|
|
var position = geometry.getAttribute( 'position' );
|
|
|
|
_matrixWorldInv.getInverse( this.root.matrixWorld );
|
|
|
|
for ( var i = 0, j = 0; i < bones.length; i ++ ) {
|
|
|
|
var bone = bones[ i ];
|
|
|
|
if ( bone.parent && bone.parent.isBone ) {
|
|
|
|
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
|
|
_vector$9.setFromMatrixPosition( _boneMatrix );
|
|
position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
|
|
|
|
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
|
|
_vector$9.setFromMatrixPosition( _boneMatrix );
|
|
position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
|
|
|
|
j += 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.getAttribute( 'position' ).needsUpdate = true;
|
|
|
|
LineSegments.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
};
|
|
|
|
|
|
function getBoneList( object ) {
|
|
|
|
var boneList = [];
|
|
|
|
if ( object && object.isBone ) {
|
|
|
|
boneList.push( object );
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < object.children.length; i ++ ) {
|
|
|
|
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
|
|
|
|
}
|
|
|
|
return boneList;
|
|
|
|
}
|
|
|
|
function PointLightHelper( light, sphereSize, color ) {
|
|
|
|
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
|
|
var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
|
|
|
|
Mesh.call( this, geometry, material );
|
|
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.color = color;
|
|
|
|
this.type = 'PointLightHelper';
|
|
|
|
this.matrix = this.light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.update();
|
|
|
|
|
|
/*
|
|
// TODO: delete this comment?
|
|
const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
|
|
const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
|
|
|
|
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
|
|
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
|
|
|
|
const d = light.distance;
|
|
|
|
if ( d === 0.0 ) {
|
|
|
|
this.lightDistance.visible = false;
|
|
|
|
} else {
|
|
|
|
this.lightDistance.scale.set( d, d, d );
|
|
|
|
}
|
|
|
|
this.add( this.lightDistance );
|
|
*/
|
|
|
|
}
|
|
|
|
PointLightHelper.prototype = Object.create( Mesh.prototype );
|
|
PointLightHelper.prototype.constructor = PointLightHelper;
|
|
|
|
PointLightHelper.prototype.dispose = function dispose () {
|
|
|
|
this.geometry.dispose();
|
|
this.material.dispose();
|
|
|
|
};
|
|
|
|
PointLightHelper.prototype.update = function update () {
|
|
|
|
if ( this.color !== undefined ) {
|
|
|
|
this.material.color.set( this.color );
|
|
|
|
} else {
|
|
|
|
this.material.color.copy( this.light.color );
|
|
|
|
}
|
|
|
|
/*
|
|
const d = this.light.distance;
|
|
|
|
if ( d === 0.0 ) {
|
|
|
|
this.lightDistance.visible = false;
|
|
|
|
} else {
|
|
|
|
this.lightDistance.visible = true;
|
|
this.lightDistance.scale.set( d, d, d );
|
|
|
|
}
|
|
*/
|
|
|
|
};
|
|
|
|
var _vector$a = new Vector3();
|
|
var _color1 = new Color();
|
|
var _color2 = new Color();
|
|
|
|
function HemisphereLightHelper( light, size, color ) {
|
|
|
|
Object3D.call(this);
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.color = color;
|
|
|
|
var geometry = new OctahedronBufferGeometry( size );
|
|
geometry.rotateY( Math.PI * 0.5 );
|
|
|
|
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
|
|
if ( this.color === undefined ) { this.material.vertexColors = true; }
|
|
|
|
var position = geometry.getAttribute( 'position' );
|
|
var colors = new Float32Array( position.count * 3 );
|
|
|
|
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
|
|
|
|
this.add( new Mesh( geometry, this.material ) );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
|
|
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
|
|
|
|
HemisphereLightHelper.prototype.dispose = function dispose () {
|
|
|
|
this.children[ 0 ].geometry.dispose();
|
|
this.children[ 0 ].material.dispose();
|
|
|
|
};
|
|
|
|
HemisphereLightHelper.prototype.update = function update () {
|
|
|
|
var mesh = this.children[ 0 ];
|
|
|
|
if ( this.color !== undefined ) {
|
|
|
|
this.material.color.set( this.color );
|
|
|
|
} else {
|
|
|
|
var colors = mesh.geometry.getAttribute( 'color' );
|
|
|
|
_color1.copy( this.light.color );
|
|
_color2.copy( this.light.groundColor );
|
|
|
|
for ( var i = 0, l = colors.count; i < l; i ++ ) {
|
|
|
|
var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
|
|
|
|
colors.setXYZ( i, color.r, color.g, color.b );
|
|
|
|
}
|
|
|
|
colors.needsUpdate = true;
|
|
|
|
}
|
|
|
|
mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
|
|
|
|
};
|
|
|
|
function GridHelper( size, divisions, color1, color2 ) {
|
|
|
|
size = size || 10;
|
|
divisions = divisions || 10;
|
|
color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
|
|
color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
|
|
|
|
var center = divisions / 2;
|
|
var step = size / divisions;
|
|
var halfSize = size / 2;
|
|
|
|
var vertices = [], colors = [];
|
|
|
|
for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
|
|
|
|
vertices.push( - halfSize, 0, k, halfSize, 0, k );
|
|
vertices.push( k, 0, - halfSize, k, 0, halfSize );
|
|
|
|
var color = i === center ? color1 : color2;
|
|
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
color.toArray( colors, j ); j += 3;
|
|
|
|
}
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.type = 'GridHelper';
|
|
|
|
}
|
|
|
|
GridHelper.prototype = Object.create( LineSegments.prototype );
|
|
GridHelper.prototype.constructor = GridHelper;
|
|
|
|
function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
|
|
|
|
radius = radius || 10;
|
|
radials = radials || 16;
|
|
circles = circles || 8;
|
|
divisions = divisions || 64;
|
|
color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
|
|
color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
// create the radials
|
|
|
|
for ( var i = 0; i <= radials; i ++ ) {
|
|
|
|
var v = ( i / radials ) * ( Math.PI * 2 );
|
|
|
|
var x = Math.sin( v ) * radius;
|
|
var z = Math.cos( v ) * radius;
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
vertices.push( x, 0, z );
|
|
|
|
var color = ( i & 1 ) ? color1 : color2;
|
|
|
|
colors.push( color.r, color.g, color.b );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
}
|
|
|
|
// create the circles
|
|
|
|
for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
|
|
|
|
var color$1 = ( i$1 & 1 ) ? color1 : color2;
|
|
|
|
var r = radius - ( radius / circles * i$1 );
|
|
|
|
for ( var j = 0; j < divisions; j ++ ) {
|
|
|
|
// first vertex
|
|
|
|
var v$1 = ( j / divisions ) * ( Math.PI * 2 );
|
|
|
|
var x$1 = Math.sin( v$1 ) * r;
|
|
var z$1 = Math.cos( v$1 ) * r;
|
|
|
|
vertices.push( x$1, 0, z$1 );
|
|
colors.push( color$1.r, color$1.g, color$1.b );
|
|
|
|
// second vertex
|
|
|
|
v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
|
|
|
|
x$1 = Math.sin( v$1 ) * r;
|
|
z$1 = Math.cos( v$1 ) * r;
|
|
|
|
vertices.push( x$1, 0, z$1 );
|
|
colors.push( color$1.r, color$1.g, color$1.b );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.type = 'PolarGridHelper';
|
|
|
|
}
|
|
|
|
PolarGridHelper.prototype = Object.create( LineSegments.prototype );
|
|
PolarGridHelper.prototype.constructor = PolarGridHelper;
|
|
|
|
var _v1$5 = new Vector3();
|
|
var _v2$3 = new Vector3();
|
|
var _v3$1 = new Vector3();
|
|
|
|
function DirectionalLightHelper( light, size, color ) {
|
|
|
|
Object3D.call(this);
|
|
this.light = light;
|
|
this.light.updateMatrixWorld();
|
|
|
|
this.matrix = light.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.color = color;
|
|
|
|
if ( size === undefined ) { size = 1; }
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( [
|
|
- size, size, 0,
|
|
size, size, 0,
|
|
size, - size, 0,
|
|
- size, - size, 0,
|
|
- size, size, 0
|
|
], 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
|
|
|
|
this.lightPlane = new Line( geometry, material );
|
|
this.add( this.lightPlane );
|
|
|
|
geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
|
|
|
|
this.targetLine = new Line( geometry, material );
|
|
this.add( this.targetLine );
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
|
|
DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
|
|
|
|
DirectionalLightHelper.prototype.dispose = function dispose () {
|
|
|
|
this.lightPlane.geometry.dispose();
|
|
this.lightPlane.material.dispose();
|
|
this.targetLine.geometry.dispose();
|
|
this.targetLine.material.dispose();
|
|
|
|
};
|
|
|
|
DirectionalLightHelper.prototype.update = function update () {
|
|
|
|
_v1$5.setFromMatrixPosition( this.light.matrixWorld );
|
|
_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
|
|
_v3$1.subVectors( _v2$3, _v1$5 );
|
|
|
|
this.lightPlane.lookAt( _v2$3 );
|
|
|
|
if ( this.color !== undefined ) {
|
|
|
|
this.lightPlane.material.color.set( this.color );
|
|
this.targetLine.material.color.set( this.color );
|
|
|
|
} else {
|
|
|
|
this.lightPlane.material.color.copy( this.light.color );
|
|
this.targetLine.material.color.copy( this.light.color );
|
|
|
|
}
|
|
|
|
this.targetLine.lookAt( _v2$3 );
|
|
this.targetLine.scale.z = _v3$1.length();
|
|
|
|
};
|
|
|
|
var _vector$b = new Vector3();
|
|
var _camera = new Camera();
|
|
|
|
/**
|
|
* - shows frustum, line of sight and up of the camera
|
|
* - suitable for fast updates
|
|
* - based on frustum visualization in lightgl.js shadowmap example
|
|
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
|
|
*/
|
|
|
|
function CameraHelper( camera ) {
|
|
|
|
var geometry = new BufferGeometry();
|
|
var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
|
|
|
|
var vertices = [];
|
|
var colors = [];
|
|
|
|
var pointMap = {};
|
|
|
|
// colors
|
|
|
|
var colorFrustum = new Color( 0xffaa00 );
|
|
var colorCone = new Color( 0xff0000 );
|
|
var colorUp = new Color( 0x00aaff );
|
|
var colorTarget = new Color( 0xffffff );
|
|
var colorCross = new Color( 0x333333 );
|
|
|
|
// near
|
|
|
|
addLine( 'n1', 'n2', colorFrustum );
|
|
addLine( 'n2', 'n4', colorFrustum );
|
|
addLine( 'n4', 'n3', colorFrustum );
|
|
addLine( 'n3', 'n1', colorFrustum );
|
|
|
|
// far
|
|
|
|
addLine( 'f1', 'f2', colorFrustum );
|
|
addLine( 'f2', 'f4', colorFrustum );
|
|
addLine( 'f4', 'f3', colorFrustum );
|
|
addLine( 'f3', 'f1', colorFrustum );
|
|
|
|
// sides
|
|
|
|
addLine( 'n1', 'f1', colorFrustum );
|
|
addLine( 'n2', 'f2', colorFrustum );
|
|
addLine( 'n3', 'f3', colorFrustum );
|
|
addLine( 'n4', 'f4', colorFrustum );
|
|
|
|
// cone
|
|
|
|
addLine( 'p', 'n1', colorCone );
|
|
addLine( 'p', 'n2', colorCone );
|
|
addLine( 'p', 'n3', colorCone );
|
|
addLine( 'p', 'n4', colorCone );
|
|
|
|
// up
|
|
|
|
addLine( 'u1', 'u2', colorUp );
|
|
addLine( 'u2', 'u3', colorUp );
|
|
addLine( 'u3', 'u1', colorUp );
|
|
|
|
// target
|
|
|
|
addLine( 'c', 't', colorTarget );
|
|
addLine( 'p', 'c', colorCross );
|
|
|
|
// cross
|
|
|
|
addLine( 'cn1', 'cn2', colorCross );
|
|
addLine( 'cn3', 'cn4', colorCross );
|
|
|
|
addLine( 'cf1', 'cf2', colorCross );
|
|
addLine( 'cf3', 'cf4', colorCross );
|
|
|
|
function addLine( a, b, color ) {
|
|
|
|
addPoint( a, color );
|
|
addPoint( b, color );
|
|
|
|
}
|
|
|
|
function addPoint( id, color ) {
|
|
|
|
vertices.push( 0, 0, 0 );
|
|
colors.push( color.r, color.g, color.b );
|
|
|
|
if ( pointMap[ id ] === undefined ) {
|
|
|
|
pointMap[ id ] = [];
|
|
|
|
}
|
|
|
|
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.type = 'CameraHelper';
|
|
|
|
this.camera = camera;
|
|
if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
|
|
|
|
this.matrix = camera.matrixWorld;
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.pointMap = pointMap;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
CameraHelper.prototype = Object.create( LineSegments.prototype );
|
|
CameraHelper.prototype.constructor = CameraHelper;
|
|
|
|
CameraHelper.prototype.update = function update () {
|
|
|
|
var geometry = this.geometry;
|
|
var pointMap = this.pointMap;
|
|
|
|
var w = 1, h = 1;
|
|
|
|
// we need just camera projection matrix inverse
|
|
// world matrix must be identity
|
|
|
|
_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
|
|
|
|
// center / target
|
|
|
|
setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
|
|
setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
|
|
|
|
// near
|
|
|
|
setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
|
|
setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
|
|
setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
|
|
setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
|
|
|
|
// far
|
|
|
|
setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
|
|
setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
|
|
setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
|
|
setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
|
|
|
|
// up
|
|
|
|
setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
|
|
setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
|
|
setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
|
|
|
|
// cross
|
|
|
|
setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
|
|
setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
|
|
setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
|
|
setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
|
|
|
|
setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
|
|
setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
|
|
setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
|
|
setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
|
|
|
|
geometry.getAttribute( 'position' ).needsUpdate = true;
|
|
|
|
};
|
|
|
|
|
|
function setPoint( point, pointMap, geometry, camera, x, y, z ) {
|
|
|
|
_vector$b.set( x, y, z ).unproject( camera );
|
|
|
|
var points = pointMap[ point ];
|
|
|
|
if ( points !== undefined ) {
|
|
|
|
var position = geometry.getAttribute( 'position' );
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var _box$3 = new Box3();
|
|
|
|
function BoxHelper( object, color ) {
|
|
if ( color === void 0 ) color = 0xffff00;
|
|
|
|
|
|
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
|
|
var positions = new Float32Array( 8 * 3 );
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setIndex( new BufferAttribute( indices, 1 ) );
|
|
geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
|
|
|
|
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
|
|
|
|
this.object = object;
|
|
this.type = 'BoxHelper';
|
|
|
|
this.matrixAutoUpdate = false;
|
|
|
|
this.update();
|
|
|
|
}
|
|
|
|
BoxHelper.prototype = Object.create( LineSegments.prototype );
|
|
BoxHelper.prototype.constructor = BoxHelper;
|
|
|
|
BoxHelper.prototype.update = function update ( object ) {
|
|
|
|
if ( object !== undefined ) {
|
|
|
|
console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
|
|
|
|
}
|
|
|
|
if ( this.object !== undefined ) {
|
|
|
|
_box$3.setFromObject( this.object );
|
|
|
|
}
|
|
|
|
if ( _box$3.isEmpty() ) { return; }
|
|
|
|
var min = _box$3.min;
|
|
var max = _box$3.max;
|
|
|
|
/*
|
|
5____4
|
|
1/___0/|
|
|
| 6__|_7
|
|
2/___3/
|
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|
|
0: max.x, max.y, max.z
|
|
1: min.x, max.y, max.z
|
|
2: min.x, min.y, max.z
|
|
3: max.x, min.y, max.z
|
|
4: max.x, max.y, min.z
|
|
5: min.x, max.y, min.z
|
|
6: min.x, min.y, min.z
|
|
7: max.x, min.y, min.z
|
|
*/
|
|
|
|
var position = this.geometry.attributes.position;
|
|
var array = position.array;
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|
|
|
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
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|
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
|
|
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
|
|
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
|
|
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
|
|
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
|
|
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
|
|
array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
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|
|
position.needsUpdate = true;
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|
|
|
this.geometry.computeBoundingSphere();
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|
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|
|
};
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|
|
BoxHelper.prototype.setFromObject = function setFromObject ( object ) {
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|
this.object = object;
|
|
this.update();
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|
return this;
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|
};
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|
|
BoxHelper.prototype.copy = function copy ( source ) {
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|
|
LineSegments.prototype.copy.call( this, source );
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this.object = source.object;
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|
return this;
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|
};
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|
|
function Box3Helper( box, color ) {
|
|
if ( color === void 0 ) color = 0xffff00;
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|
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var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
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|
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var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
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var geometry = new BufferGeometry();
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geometry.setIndex( new BufferAttribute( indices, 1 ) );
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geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
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LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
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this.box = box;
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this.type = 'Box3Helper';
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this.geometry.computeBoundingSphere();
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}
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|
Box3Helper.prototype = Object.create( LineSegments.prototype );
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|
Box3Helper.prototype.constructor = Box3Helper;
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|
|
Box3Helper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
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var box = this.box;
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|
if ( box.isEmpty() ) { return; }
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|
box.getCenter( this.position );
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|
box.getSize( this.scale );
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|
this.scale.multiplyScalar( 0.5 );
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|
LineSegments.prototype.updateMatrixWorld.call( this, force );
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|
|
|
};
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|
|
|
function PlaneHelper( plane, size, hex ) {
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|
|
var color = ( hex !== undefined ) ? hex : 0xffff00;
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|
var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
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|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
|
geometry.computeBoundingSphere();
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|
|
Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
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|
|
this.type = 'PlaneHelper';
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|
this.plane = plane;
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|
this.size = ( size === undefined ) ? 1 : size;
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|
|
var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
|
|
|
|
var geometry2 = new BufferGeometry();
|
|
geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
|
|
geometry2.computeBoundingSphere();
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|
|
|
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
|
|
|
|
}
|
|
|
|
PlaneHelper.prototype = Object.create( Line.prototype );
|
|
PlaneHelper.prototype.constructor = PlaneHelper;
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|
|
|
PlaneHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
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|
|
|
var scale = - this.plane.constant;
|
|
|
|
if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
|
|
|
|
this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
|
|
|
|
this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
|
|
|
|
this.lookAt( this.plane.normal );
|
|
|
|
Line.prototype.updateMatrixWorld.call( this, force );
|
|
|
|
};
|
|
|
|
var _axis = new Vector3();
|
|
var _lineGeometry, _coneGeometry;
|
|
|
|
function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
|
|
|
|
Object3D.call(this);
|
|
// dir is assumed to be normalized
|
|
|
|
this.type = 'ArrowHelper';
|
|
|
|
if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
|
|
if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
|
|
if ( length === undefined ) { length = 1; }
|
|
if ( color === undefined ) { color = 0xffff00; }
|
|
if ( headLength === undefined ) { headLength = 0.2 * length; }
|
|
if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
|
|
|
|
if ( _lineGeometry === undefined ) {
|
|
|
|
_lineGeometry = new BufferGeometry();
|
|
_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
|
|
|
|
_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
|
|
_coneGeometry.translate( 0, - 0.5, 0 );
|
|
|
|
}
|
|
|
|
this.position.copy( origin );
|
|
|
|
this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
|
|
this.line.matrixAutoUpdate = false;
|
|
this.add( this.line );
|
|
|
|
this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
|
|
this.cone.matrixAutoUpdate = false;
|
|
this.add( this.cone );
|
|
|
|
this.setDirection( dir );
|
|
this.setLength( length, headLength, headWidth );
|
|
|
|
}
|
|
|
|
ArrowHelper.prototype = Object.create( Object3D.prototype );
|
|
ArrowHelper.prototype.constructor = ArrowHelper;
|
|
|
|
ArrowHelper.prototype.setDirection = function setDirection ( dir ) {
|
|
|
|
// dir is assumed to be normalized
|
|
|
|
if ( dir.y > 0.99999 ) {
|
|
|
|
this.quaternion.set( 0, 0, 0, 1 );
|
|
|
|
} else if ( dir.y < - 0.99999 ) {
|
|
|
|
this.quaternion.set( 1, 0, 0, 0 );
|
|
|
|
} else {
|
|
|
|
_axis.set( dir.z, 0, - dir.x ).normalize();
|
|
|
|
var radians = Math.acos( dir.y );
|
|
|
|
this.quaternion.setFromAxisAngle( _axis, radians );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ArrowHelper.prototype.setLength = function setLength ( length, headLength, headWidth ) {
|
|
|
|
if ( headLength === undefined ) { headLength = 0.2 * length; }
|
|
if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
|
|
|
|
this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
|
|
this.line.updateMatrix();
|
|
|
|
this.cone.scale.set( headWidth, headLength, headWidth );
|
|
this.cone.position.y = length;
|
|
this.cone.updateMatrix();
|
|
|
|
};
|
|
|
|
ArrowHelper.prototype.setColor = function setColor ( color ) {
|
|
|
|
this.line.material.color.set( color );
|
|
this.cone.material.color.set( color );
|
|
|
|
};
|
|
|
|
ArrowHelper.prototype.copy = function copy ( source ) {
|
|
|
|
Object3D.prototype.copy.call( this, source, false );
|
|
|
|
this.line.copy( source.line );
|
|
this.cone.copy( source.cone );
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
function AxesHelper( size ) {
|
|
if ( size === void 0 ) size = 1;
|
|
|
|
|
|
var vertices = [
|
|
0, 0, 0, size, 0, 0,
|
|
0, 0, 0, 0, size, 0,
|
|
0, 0, 0, 0, 0, size
|
|
];
|
|
|
|
var colors = [
|
|
1, 0, 0, 1, 0.6, 0,
|
|
0, 1, 0, 0.6, 1, 0,
|
|
0, 0, 1, 0, 0.6, 1
|
|
];
|
|
|
|
var geometry = new BufferGeometry();
|
|
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
|
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
|
|
|
var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
|
|
|
|
LineSegments.call( this, geometry, material );
|
|
|
|
this.type = 'AxesHelper';
|
|
|
|
}
|
|
|
|
AxesHelper.prototype = Object.create( LineSegments.prototype );
|
|
AxesHelper.prototype.constructor = AxesHelper;
|
|
|
|
var LOD_MIN = 4;
|
|
var LOD_MAX = 8;
|
|
var SIZE_MAX = Math.pow( 2, LOD_MAX );
|
|
|
|
// The standard deviations (radians) associated with the extra mips. These are
|
|
// chosen to approximate a Trowbridge-Reitz distribution function times the
|
|
// geometric shadowing function. These sigma values squared must match the
|
|
// variance #defines in cube_uv_reflection_fragment.glsl.js.
|
|
var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
|
|
|
|
var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
|
|
|
|
// The maximum length of the blur for loop. Smaller sigmas will use fewer
|
|
// samples and exit early, but not recompile the shader.
|
|
var MAX_SAMPLES = 20;
|
|
|
|
var ENCODINGS = {};
|
|
ENCODINGS[ LinearEncoding ] = 0;
|
|
ENCODINGS[ sRGBEncoding ] = 1;
|
|
ENCODINGS[ RGBEEncoding ] = 2;
|
|
ENCODINGS[ RGBM7Encoding ] = 3;
|
|
ENCODINGS[ RGBM16Encoding ] = 4;
|
|
ENCODINGS[ RGBDEncoding ] = 5;
|
|
ENCODINGS[ GammaEncoding ] = 6;
|
|
|
|
var _flatCamera = new OrthographicCamera();
|
|
var ref = _createPlanes();
|
|
var _lodPlanes = ref._lodPlanes;
|
|
var _sizeLods = ref._sizeLods;
|
|
var _sigmas = ref._sigmas;
|
|
var _oldTarget = null;
|
|
|
|
// Golden Ratio
|
|
var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
var INV_PHI = 1 / PHI;
|
|
|
|
// Vertices of a dodecahedron (except the opposites, which represent the
|
|
// same axis), used as axis directions evenly spread on a sphere.
|
|
var _axisDirections = [
|
|
new Vector3( 1, 1, 1 ),
|
|
new Vector3( - 1, 1, 1 ),
|
|
new Vector3( 1, 1, - 1 ),
|
|
new Vector3( - 1, 1, - 1 ),
|
|
new Vector3( 0, PHI, INV_PHI ),
|
|
new Vector3( 0, PHI, - INV_PHI ),
|
|
new Vector3( INV_PHI, 0, PHI ),
|
|
new Vector3( - INV_PHI, 0, PHI ),
|
|
new Vector3( PHI, INV_PHI, 0 ),
|
|
new Vector3( - PHI, INV_PHI, 0 ) ];
|
|
|
|
/**
|
|
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
|
|
* (PMREM) from a cubeMap environment texture. This allows different levels of
|
|
* blur to be quickly accessed based on material roughness. It is packed into a
|
|
* special CubeUV format that allows us to perform custom interpolation so that
|
|
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
|
|
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
|
|
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
|
|
* higher roughness levels. In this way we maintain resolution to smoothly
|
|
* interpolate diffuse lighting while limiting sampling computation.
|
|
*/
|
|
|
|
var PMREMGenerator = function PMREMGenerator( renderer ) {
|
|
|
|
this._renderer = renderer;
|
|
this._pingPongRenderTarget = null;
|
|
|
|
this._blurMaterial = _getBlurShader( MAX_SAMPLES );
|
|
this._equirectShader = null;
|
|
this._cubemapShader = null;
|
|
|
|
this._compileMaterial( this._blurMaterial );
|
|
|
|
};
|
|
|
|
/**
|
|
* Generates a PMREM from a supplied Scene, which can be faster than using an
|
|
* image if networking bandwidth is low. Optional sigma specifies a blur radius
|
|
* in radians to be applied to the scene before PMREM generation. Optional near
|
|
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
|
|
* is placed at the origin).
|
|
*/
|
|
PMREMGenerator.prototype.fromScene = function fromScene ( scene, sigma, near, far ) {
|
|
if ( sigma === void 0 ) sigma = 0;
|
|
if ( near === void 0 ) near = 0.1;
|
|
if ( far === void 0 ) far = 100;
|
|
|
|
|
|
_oldTarget = this._renderer.getRenderTarget();
|
|
var cubeUVRenderTarget = this._allocateTargets();
|
|
|
|
this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
|
|
if ( sigma > 0 ) {
|
|
|
|
this._blur( cubeUVRenderTarget, 0, 0, sigma );
|
|
|
|
}
|
|
|
|
this._applyPMREM( cubeUVRenderTarget );
|
|
this._cleanup( cubeUVRenderTarget );
|
|
|
|
return cubeUVRenderTarget;
|
|
|
|
};
|
|
|
|
/**
|
|
* Generates a PMREM from an equirectangular texture, which can be either LDR
|
|
* (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
|
|
* as this matches best with the 256 x 256 cubemap output.
|
|
*/
|
|
PMREMGenerator.prototype.fromEquirectangular = function fromEquirectangular ( equirectangular ) {
|
|
|
|
return this._fromTexture( equirectangular );
|
|
|
|
};
|
|
|
|
/**
|
|
* Generates a PMREM from an cubemap texture, which can be either LDR
|
|
* (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
|
|
* as this matches best with the 256 x 256 cubemap output.
|
|
*/
|
|
PMREMGenerator.prototype.fromCubemap = function fromCubemap ( cubemap ) {
|
|
|
|
return this._fromTexture( cubemap );
|
|
|
|
};
|
|
|
|
/**
|
|
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
|
|
* your texture's network fetch for increased concurrency.
|
|
*/
|
|
PMREMGenerator.prototype.compileCubemapShader = function compileCubemapShader () {
|
|
|
|
if ( this._cubemapShader === null ) {
|
|
|
|
this._cubemapShader = _getCubemapShader();
|
|
this._compileMaterial( this._cubemapShader );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
|
|
* your texture's network fetch for increased concurrency.
|
|
*/
|
|
PMREMGenerator.prototype.compileEquirectangularShader = function compileEquirectangularShader () {
|
|
|
|
if ( this._equirectShader === null ) {
|
|
|
|
this._equirectShader = _getEquirectShader();
|
|
this._compileMaterial( this._equirectShader );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
|
|
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
|
|
* one of them will cause any others to also become unusable.
|
|
*/
|
|
PMREMGenerator.prototype.dispose = function dispose () {
|
|
|
|
this._blurMaterial.dispose();
|
|
|
|
if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
|
|
if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
|
|
|
|
for ( var i = 0; i < _lodPlanes.length; i ++ ) {
|
|
|
|
_lodPlanes[ i ].dispose();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// private interface
|
|
|
|
PMREMGenerator.prototype._cleanup = function _cleanup ( outputTarget ) {
|
|
|
|
this._pingPongRenderTarget.dispose();
|
|
this._renderer.setRenderTarget( _oldTarget );
|
|
outputTarget.scissorTest = false;
|
|
_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._fromTexture = function _fromTexture ( texture ) {
|
|
|
|
_oldTarget = this._renderer.getRenderTarget();
|
|
var cubeUVRenderTarget = this._allocateTargets( texture );
|
|
this._textureToCubeUV( texture, cubeUVRenderTarget );
|
|
this._applyPMREM( cubeUVRenderTarget );
|
|
this._cleanup( cubeUVRenderTarget );
|
|
|
|
return cubeUVRenderTarget;
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._allocateTargets = function _allocateTargets ( texture ) { // warning: null texture is valid
|
|
|
|
var params = {
|
|
magFilter: NearestFilter,
|
|
minFilter: NearestFilter,
|
|
generateMipmaps: false,
|
|
type: UnsignedByteType,
|
|
format: RGBEFormat,
|
|
encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
|
|
depthBuffer: false
|
|
};
|
|
|
|
var cubeUVRenderTarget = _createRenderTarget( params );
|
|
cubeUVRenderTarget.depthBuffer = texture ? false : true;
|
|
this._pingPongRenderTarget = _createRenderTarget( params );
|
|
return cubeUVRenderTarget;
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._compileMaterial = function _compileMaterial ( material ) {
|
|
|
|
var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
|
|
this._renderer.compile( tmpMesh, _flatCamera );
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._sceneToCubeUV = function _sceneToCubeUV ( scene, near, far, cubeUVRenderTarget ) {
|
|
|
|
var fov = 90;
|
|
var aspect = 1;
|
|
var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
|
|
var upSign = [ 1, - 1, 1, 1, 1, 1 ];
|
|
var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
|
|
var renderer = this._renderer;
|
|
|
|
var outputEncoding = renderer.outputEncoding;
|
|
var toneMapping = renderer.toneMapping;
|
|
var clearColor = renderer.getClearColor();
|
|
var clearAlpha = renderer.getClearAlpha();
|
|
|
|
renderer.toneMapping = NoToneMapping;
|
|
renderer.outputEncoding = LinearEncoding;
|
|
|
|
var background = scene.background;
|
|
if ( background && background.isColor ) {
|
|
|
|
background.convertSRGBToLinear();
|
|
// Convert linear to RGBE
|
|
var maxComponent = Math.max( background.r, background.g, background.b );
|
|
var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
|
|
background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
|
|
var alpha = ( fExp + 128.0 ) / 255.0;
|
|
renderer.setClearColor( background, alpha );
|
|
scene.background = null;
|
|
|
|
}
|
|
|
|
for ( var i = 0; i < 6; i ++ ) {
|
|
|
|
var col = i % 3;
|
|
if ( col == 0 ) {
|
|
|
|
cubeCamera.up.set( 0, upSign[ i ], 0 );
|
|
cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
|
|
|
|
} else if ( col == 1 ) {
|
|
|
|
cubeCamera.up.set( 0, 0, upSign[ i ] );
|
|
cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
|
|
|
|
} else {
|
|
|
|
cubeCamera.up.set( 0, upSign[ i ], 0 );
|
|
cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
|
|
|
|
}
|
|
|
|
_setViewport( cubeUVRenderTarget,
|
|
col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
|
|
renderer.setRenderTarget( cubeUVRenderTarget );
|
|
renderer.render( scene, cubeCamera );
|
|
|
|
}
|
|
|
|
renderer.toneMapping = toneMapping;
|
|
renderer.outputEncoding = outputEncoding;
|
|
renderer.setClearColor( clearColor, clearAlpha );
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._textureToCubeUV = function _textureToCubeUV ( texture, cubeUVRenderTarget ) {
|
|
|
|
var renderer = this._renderer;
|
|
|
|
if ( texture.isCubeTexture ) {
|
|
|
|
if ( this._cubemapShader == null ) {
|
|
|
|
this._cubemapShader = _getCubemapShader();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( this._equirectShader == null ) {
|
|
|
|
this._equirectShader = _getEquirectShader();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
|
|
var mesh = new Mesh( _lodPlanes[ 0 ], material );
|
|
|
|
var uniforms = material.uniforms;
|
|
|
|
uniforms[ 'envMap' ].value = texture;
|
|
|
|
if ( ! texture.isCubeTexture ) {
|
|
|
|
uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
|
|
|
|
}
|
|
|
|
uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
|
|
uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
|
|
|
|
_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
|
|
|
|
renderer.setRenderTarget( cubeUVRenderTarget );
|
|
renderer.render( mesh, _flatCamera );
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._applyPMREM = function _applyPMREM ( cubeUVRenderTarget ) {
|
|
|
|
var renderer = this._renderer;
|
|
var autoClear = renderer.autoClear;
|
|
renderer.autoClear = false;
|
|
|
|
for ( var i = 1; i < TOTAL_LODS; i ++ ) {
|
|
|
|
var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
|
|
|
|
var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
|
|
|
|
this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
|
|
|
|
}
|
|
|
|
renderer.autoClear = autoClear;
|
|
|
|
};
|
|
|
|
/**
|
|
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
|
|
* vertically and horizontally, but this breaks down on a cube. Here we apply
|
|
* the blur latitudinally (around the poles), and then longitudinally (towards
|
|
* the poles) to approximate the orthogonally-separable blur. It is least
|
|
* accurate at the poles, but still does a decent job.
|
|
*/
|
|
PMREMGenerator.prototype._blur = function _blur ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
|
|
|
|
var pingPongRenderTarget = this._pingPongRenderTarget;
|
|
|
|
this._halfBlur(
|
|
cubeUVRenderTarget,
|
|
pingPongRenderTarget,
|
|
lodIn,
|
|
lodOut,
|
|
sigma,
|
|
'latitudinal',
|
|
poleAxis );
|
|
|
|
this._halfBlur(
|
|
pingPongRenderTarget,
|
|
cubeUVRenderTarget,
|
|
lodOut,
|
|
lodOut,
|
|
sigma,
|
|
'longitudinal',
|
|
poleAxis );
|
|
|
|
};
|
|
|
|
PMREMGenerator.prototype._halfBlur = function _halfBlur ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
|
|
|
|
var renderer = this._renderer;
|
|
var blurMaterial = this._blurMaterial;
|
|
|
|
if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
|
|
|
|
console.error(
|
|
'blur direction must be either latitudinal or longitudinal!' );
|
|
|
|
}
|
|
|
|
// Number of standard deviations at which to cut off the discrete approximation.
|
|
var STANDARD_DEVIATIONS = 3;
|
|
|
|
var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
|
|
var blurUniforms = blurMaterial.uniforms;
|
|
|
|
var pixels = _sizeLods[ lodIn ] - 1;
|
|
var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
|
|
var sigmaPixels = sigmaRadians / radiansPerPixel;
|
|
var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
|
|
|
|
if ( samples > MAX_SAMPLES ) {
|
|
|
|
console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
|
|
|
|
}
|
|
|
|
var weights = [];
|
|
var sum = 0;
|
|
|
|
for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
|
|
|
|
var x$1 = i / sigmaPixels;
|
|
var weight = Math.exp( - x$1 * x$1 / 2 );
|
|
weights.push( weight );
|
|
|
|
if ( i == 0 ) {
|
|
|
|
sum += weight;
|
|
|
|
} else if ( i < samples ) {
|
|
|
|
sum += 2 * weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
|
|
|
|
weights[ i$1 ] = weights[ i$1 ] / sum;
|
|
|
|
}
|
|
|
|
blurUniforms[ 'envMap' ].value = targetIn.texture;
|
|
blurUniforms[ 'samples' ].value = samples;
|
|
blurUniforms[ 'weights' ].value = weights;
|
|
blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
|
|
|
|
if ( poleAxis ) {
|
|
|
|
blurUniforms[ 'poleAxis' ].value = poleAxis;
|
|
|
|
}
|
|
|
|
blurUniforms[ 'dTheta' ].value = radiansPerPixel;
|
|
blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
|
|
blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
|
|
var outputSize = _sizeLods[ lodOut ];
|
|
var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
|
|
var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
|
|
|
|
_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
|
|
renderer.setRenderTarget( targetOut );
|
|
renderer.render( blurMesh, _flatCamera );
|
|
|
|
};
|
|
|
|
function _isLDR( texture ) {
|
|
|
|
if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
|
|
|
|
return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
|
|
|
|
}
|
|
|
|
function _createPlanes() {
|
|
|
|
var _lodPlanes = [];
|
|
var _sizeLods = [];
|
|
var _sigmas = [];
|
|
|
|
var lod = LOD_MAX;
|
|
|
|
for ( var i = 0; i < TOTAL_LODS; i ++ ) {
|
|
|
|
var sizeLod = Math.pow( 2, lod );
|
|
_sizeLods.push( sizeLod );
|
|
var sigma = 1.0 / sizeLod;
|
|
|
|
if ( i > LOD_MAX - LOD_MIN ) {
|
|
|
|
sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
|
|
|
|
} else if ( i == 0 ) {
|
|
|
|
sigma = 0;
|
|
|
|
}
|
|
|
|
_sigmas.push( sigma );
|
|
|
|
var texelSize = 1.0 / ( sizeLod - 1 );
|
|
var min = - texelSize / 2;
|
|
var max = 1 + texelSize / 2;
|
|
var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
|
|
|
|
var cubeFaces = 6;
|
|
var vertices = 6;
|
|
var positionSize = 3;
|
|
var uvSize = 2;
|
|
var faceIndexSize = 1;
|
|
|
|
var position = new Float32Array( positionSize * vertices * cubeFaces );
|
|
var uv = new Float32Array( uvSize * vertices * cubeFaces );
|
|
var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
|
|
|
|
for ( var face = 0; face < cubeFaces; face ++ ) {
|
|
|
|
var x = ( face % 3 ) * 2 / 3 - 1;
|
|
var y = face > 2 ? 0 : - 1;
|
|
var coordinates = [
|
|
x, y, 0,
|
|
x + 2 / 3, y, 0,
|
|
x + 2 / 3, y + 1, 0,
|
|
x, y, 0,
|
|
x + 2 / 3, y + 1, 0,
|
|
x, y + 1, 0
|
|
];
|
|
position.set( coordinates, positionSize * vertices * face );
|
|
uv.set( uv1, uvSize * vertices * face );
|
|
var fill = [ face, face, face, face, face, face ];
|
|
faceIndex.set( fill, faceIndexSize * vertices * face );
|
|
|
|
}
|
|
|
|
var planes = new BufferGeometry();
|
|
planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
|
|
planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
|
|
planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
|
|
_lodPlanes.push( planes );
|
|
|
|
if ( lod > LOD_MIN ) {
|
|
|
|
lod --;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
|
|
|
|
}
|
|
|
|
function _createRenderTarget( params ) {
|
|
|
|
var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
|
|
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
|
|
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
|
|
cubeUVRenderTarget.scissorTest = true;
|
|
return cubeUVRenderTarget;
|
|
|
|
}
|
|
|
|
function _setViewport( target, x, y, width, height ) {
|
|
|
|
target.viewport.set( x, y, width, height );
|
|
target.scissor.set( x, y, width, height );
|
|
|
|
}
|
|
|
|
function _getBlurShader( maxSamples ) {
|
|
|
|
var weights = new Float32Array( maxSamples );
|
|
var poleAxis = new Vector3( 0, 1, 0 );
|
|
var shaderMaterial = new RawShaderMaterial( {
|
|
|
|
name: 'SphericalGaussianBlur',
|
|
|
|
defines: { 'n': maxSamples },
|
|
|
|
uniforms: {
|
|
'envMap': { value: null },
|
|
'samples': { value: 1 },
|
|
'weights': { value: weights },
|
|
'latitudinal': { value: false },
|
|
'dTheta': { value: 0 },
|
|
'mipInt': { value: 0 },
|
|
'poleAxis': { value: poleAxis },
|
|
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
|
|
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
|
|
},
|
|
|
|
vertexShader: _getCommonVertexShader(),
|
|
|
|
fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
|
|
|
|
blending: NoBlending,
|
|
depthTest: false,
|
|
depthWrite: false
|
|
|
|
} );
|
|
|
|
return shaderMaterial;
|
|
|
|
}
|
|
|
|
function _getEquirectShader() {
|
|
|
|
var texelSize = new Vector2( 1, 1 );
|
|
var shaderMaterial = new RawShaderMaterial( {
|
|
|
|
name: 'EquirectangularToCubeUV',
|
|
|
|
uniforms: {
|
|
'envMap': { value: null },
|
|
'texelSize': { value: texelSize },
|
|
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
|
|
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
|
|
},
|
|
|
|
vertexShader: _getCommonVertexShader(),
|
|
|
|
fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
|
|
|
|
blending: NoBlending,
|
|
depthTest: false,
|
|
depthWrite: false
|
|
|
|
} );
|
|
|
|
return shaderMaterial;
|
|
|
|
}
|
|
|
|
function _getCubemapShader() {
|
|
|
|
var shaderMaterial = new RawShaderMaterial( {
|
|
|
|
name: 'CubemapToCubeUV',
|
|
|
|
uniforms: {
|
|
'envMap': { value: null },
|
|
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
|
|
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
|
|
},
|
|
|
|
vertexShader: _getCommonVertexShader(),
|
|
|
|
fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
|
|
|
|
blending: NoBlending,
|
|
depthTest: false,
|
|
depthWrite: false
|
|
|
|
} );
|
|
|
|
return shaderMaterial;
|
|
|
|
}
|
|
|
|
function _getCommonVertexShader() {
|
|
|
|
return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
|
|
|
|
}
|
|
|
|
function _getEncodings() {
|
|
|
|
return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
|
|
|
|
}
|
|
|
|
function Face4( a, b, c, d, normal, color, materialIndex ) {
|
|
|
|
console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
|
|
return new Face3( a, b, c, normal, color, materialIndex );
|
|
|
|
}
|
|
|
|
var LineStrip = 0;
|
|
var LinePieces = 1;
|
|
var NoColors = 0;
|
|
var FaceColors = 1;
|
|
var VertexColors = 2;
|
|
|
|
function MeshFaceMaterial( materials ) {
|
|
|
|
console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
|
|
return materials;
|
|
|
|
}
|
|
|
|
function MultiMaterial( materials ) {
|
|
|
|
if ( materials === undefined ) { materials = []; }
|
|
|
|
console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
|
|
materials.isMultiMaterial = true;
|
|
materials.materials = materials;
|
|
materials.clone = function () {
|
|
|
|
return materials.slice();
|
|
|
|
};
|
|
|
|
return materials;
|
|
|
|
}
|
|
|
|
function PointCloud( geometry, material ) {
|
|
|
|
console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
|
|
return new Points( geometry, material );
|
|
|
|
}
|
|
|
|
function Particle( material ) {
|
|
|
|
console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
|
|
return new Sprite( material );
|
|
|
|
}
|
|
|
|
function ParticleSystem( geometry, material ) {
|
|
|
|
console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
|
|
return new Points( geometry, material );
|
|
|
|
}
|
|
|
|
function PointCloudMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function ParticleBasicMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function ParticleSystemMaterial( parameters ) {
|
|
|
|
console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
|
|
return new PointsMaterial( parameters );
|
|
|
|
}
|
|
|
|
function Vertex( x, y, z ) {
|
|
|
|
console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
|
|
return new Vector3( x, y, z );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function DynamicBufferAttribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
|
|
return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
|
|
|
|
}
|
|
|
|
function Int8Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
|
|
return new Int8BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint8Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
|
|
return new Uint8BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint8ClampedAttribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
|
|
return new Uint8ClampedBufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Int16Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
|
|
return new Int16BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint16Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
|
|
return new Uint16BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Int32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
|
|
return new Int32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Uint32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
|
|
return new Uint32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Float32Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
|
|
return new Float32BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
function Float64Attribute( array, itemSize ) {
|
|
|
|
console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
|
|
return new Float64BufferAttribute( array, itemSize );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Curve.create = function ( construct, getPoint ) {
|
|
|
|
console.log( 'THREE.Curve.create() has been deprecated' );
|
|
|
|
construct.prototype = Object.create( Curve.prototype );
|
|
construct.prototype.constructor = construct;
|
|
construct.prototype.getPoint = getPoint;
|
|
|
|
return construct;
|
|
|
|
};
|
|
|
|
//
|
|
|
|
Object.assign( CurvePath.prototype, {
|
|
|
|
createPointsGeometry: function ( divisions ) {
|
|
|
|
console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
|
|
|
|
// generate geometry from path points (for Line or Points objects)
|
|
|
|
var pts = this.getPoints( divisions );
|
|
return this.createGeometry( pts );
|
|
|
|
},
|
|
|
|
createSpacedPointsGeometry: function ( divisions ) {
|
|
|
|
console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
|
|
|
|
// generate geometry from equidistant sampling along the path
|
|
|
|
var pts = this.getSpacedPoints( divisions );
|
|
return this.createGeometry( pts );
|
|
|
|
},
|
|
|
|
createGeometry: function ( points ) {
|
|
|
|
console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
|
|
|
|
var geometry = new Geometry();
|
|
|
|
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
|
|
|
var point = points[ i ];
|
|
geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( Path.prototype, {
|
|
|
|
fromPoints: function ( points ) {
|
|
|
|
console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
|
|
return this.setFromPoints( points );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
function ClosedSplineCurve3( points ) {
|
|
|
|
console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
this.closed = true;
|
|
|
|
}
|
|
|
|
ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
//
|
|
|
|
function SplineCurve3( points ) {
|
|
|
|
console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
|
|
}
|
|
|
|
SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
//
|
|
|
|
function Spline( points ) {
|
|
|
|
console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
|
|
|
|
CatmullRomCurve3.call( this, points );
|
|
this.type = 'catmullrom';
|
|
|
|
}
|
|
|
|
Spline.prototype = Object.create( CatmullRomCurve3.prototype );
|
|
|
|
Object.assign( Spline.prototype, {
|
|
|
|
initFromArray: function ( /* a */ ) {
|
|
|
|
console.error( 'THREE.Spline: .initFromArray() has been removed.' );
|
|
|
|
},
|
|
getControlPointsArray: function ( /* optionalTarget */ ) {
|
|
|
|
console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
|
|
|
|
},
|
|
reparametrizeByArcLength: function ( /* samplingCoef */ ) {
|
|
|
|
console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
function AxisHelper( size ) {
|
|
|
|
console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
|
|
return new AxesHelper( size );
|
|
|
|
}
|
|
|
|
function BoundingBoxHelper( object, color ) {
|
|
|
|
console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
|
|
return new BoxHelper( object, color );
|
|
|
|
}
|
|
|
|
function EdgesHelper( object, hex ) {
|
|
|
|
console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
|
|
return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
|
|
|
|
}
|
|
|
|
GridHelper.prototype.setColors = function () {
|
|
|
|
console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
|
|
|
|
};
|
|
|
|
SkeletonHelper.prototype.update = function () {
|
|
|
|
console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
|
|
|
|
};
|
|
|
|
function WireframeHelper( object, hex ) {
|
|
|
|
console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
|
|
return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Object.assign( Loader.prototype, {
|
|
|
|
extractUrlBase: function ( url ) {
|
|
|
|
console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
|
|
return LoaderUtils.extractUrlBase( url );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Loader.Handlers = {
|
|
|
|
add: function ( /* regex, loader */ ) {
|
|
|
|
console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
|
|
|
|
},
|
|
|
|
get: function ( /* file */ ) {
|
|
|
|
console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
function XHRLoader( manager ) {
|
|
|
|
console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
|
|
return new FileLoader( manager );
|
|
|
|
}
|
|
|
|
function BinaryTextureLoader( manager ) {
|
|
|
|
console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
|
|
return new DataTextureLoader( manager );
|
|
|
|
}
|
|
|
|
Object.assign( ObjectLoader.prototype, {
|
|
|
|
setTexturePath: function ( value ) {
|
|
|
|
console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
|
|
return this.setResourcePath( value );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( Box2.prototype, {
|
|
|
|
center: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
},
|
|
empty: function () {
|
|
|
|
console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
|
|
return this.isEmpty();
|
|
|
|
},
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
size: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
|
|
return this.getSize( optionalTarget );
|
|
|
|
}
|
|
} );
|
|
|
|
Object.assign( Box3.prototype, {
|
|
|
|
center: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
},
|
|
empty: function () {
|
|
|
|
console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
|
|
return this.isEmpty();
|
|
|
|
},
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
isIntersectionSphere: function ( sphere ) {
|
|
|
|
console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
|
return this.intersectsSphere( sphere );
|
|
|
|
},
|
|
size: function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
|
|
return this.getSize( optionalTarget );
|
|
|
|
}
|
|
} );
|
|
|
|
Object.assign( Sphere.prototype, {
|
|
|
|
empty: function () {
|
|
|
|
console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
|
|
return this.isEmpty();
|
|
|
|
},
|
|
|
|
} );
|
|
|
|
Frustum.prototype.setFromMatrix = function ( m ) {
|
|
|
|
console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
|
|
return this.setFromProjectionMatrix( m );
|
|
|
|
};
|
|
|
|
Line3.prototype.center = function ( optionalTarget ) {
|
|
|
|
console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
|
|
return this.getCenter( optionalTarget );
|
|
|
|
};
|
|
|
|
Object.assign( MathUtils, {
|
|
|
|
random16: function () {
|
|
|
|
console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
|
|
return Math.random();
|
|
|
|
},
|
|
|
|
nearestPowerOfTwo: function ( value ) {
|
|
|
|
console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
|
|
return MathUtils.floorPowerOfTwo( value );
|
|
|
|
},
|
|
|
|
nextPowerOfTwo: function ( value ) {
|
|
|
|
console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
|
|
return MathUtils.ceilPowerOfTwo( value );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Matrix3.prototype, {
|
|
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
|
return this.toArray( array, offset );
|
|
|
|
},
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
|
return vector.applyMatrix3( this );
|
|
|
|
},
|
|
multiplyVector3Array: function ( /* a */ ) {
|
|
|
|
console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
|
|
|
|
},
|
|
applyToBufferAttribute: function ( attribute ) {
|
|
|
|
console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
|
|
return attribute.applyMatrix3( this );
|
|
|
|
},
|
|
applyToVector3Array: function ( /* array, offset, length */ ) {
|
|
|
|
console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Matrix4.prototype, {
|
|
|
|
extractPosition: function ( m ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
|
|
return this.copyPosition( m );
|
|
|
|
},
|
|
flattenToArrayOffset: function ( array, offset ) {
|
|
|
|
console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
|
return this.toArray( array, offset );
|
|
|
|
},
|
|
getPosition: function () {
|
|
|
|
console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
|
return new Vector3().setFromMatrixColumn( this, 3 );
|
|
|
|
},
|
|
setRotationFromQuaternion: function ( q ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
|
|
return this.makeRotationFromQuaternion( q );
|
|
|
|
},
|
|
multiplyToArray: function () {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
|
|
|
|
},
|
|
multiplyVector3: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
multiplyVector4: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
multiplyVector3Array: function ( /* a */ ) {
|
|
|
|
console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
|
|
|
|
},
|
|
rotateAxis: function ( v ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
|
v.transformDirection( this );
|
|
|
|
},
|
|
crossVector: function ( vector ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
return vector.applyMatrix4( this );
|
|
|
|
},
|
|
translate: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .translate() has been removed.' );
|
|
|
|
},
|
|
rotateX: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
|
|
|
|
},
|
|
rotateY: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
|
|
|
|
},
|
|
rotateZ: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
|
|
|
|
},
|
|
rotateByAxis: function () {
|
|
|
|
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
|
|
|
|
},
|
|
applyToBufferAttribute: function ( attribute ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
|
|
return attribute.applyMatrix4( this );
|
|
|
|
},
|
|
applyToVector3Array: function ( /* array, offset, length */ ) {
|
|
|
|
console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
|
|
|
|
},
|
|
makeFrustum: function ( left, right, bottom, top, near, far ) {
|
|
|
|
console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
|
|
return this.makePerspective( left, right, top, bottom, near, far );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Plane.prototype.isIntersectionLine = function ( line ) {
|
|
|
|
console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
|
|
return this.intersectsLine( line );
|
|
|
|
};
|
|
|
|
Quaternion.prototype.multiplyVector3 = function ( vector ) {
|
|
|
|
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
|
return vector.applyQuaternion( this );
|
|
|
|
};
|
|
|
|
Object.assign( Ray.prototype, {
|
|
|
|
isIntersectionBox: function ( box ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
|
return this.intersectsBox( box );
|
|
|
|
},
|
|
isIntersectionPlane: function ( plane ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
|
|
return this.intersectsPlane( plane );
|
|
|
|
},
|
|
isIntersectionSphere: function ( sphere ) {
|
|
|
|
console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
|
return this.intersectsSphere( sphere );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Triangle.prototype, {
|
|
|
|
area: function () {
|
|
|
|
console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
|
|
return this.getArea();
|
|
|
|
},
|
|
barycoordFromPoint: function ( point, target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
|
|
return this.getBarycoord( point, target );
|
|
|
|
},
|
|
midpoint: function ( target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
|
|
return this.getMidpoint( target );
|
|
|
|
},
|
|
normal: function ( target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
|
|
return this.getNormal( target );
|
|
|
|
},
|
|
plane: function ( target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
|
|
return this.getPlane( target );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Triangle, {
|
|
|
|
barycoordFromPoint: function ( point, a, b, c, target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
|
|
return Triangle.getBarycoord( point, a, b, c, target );
|
|
|
|
},
|
|
normal: function ( a, b, c, target ) {
|
|
|
|
console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
|
|
return Triangle.getNormal( a, b, c, target );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Shape.prototype, {
|
|
|
|
extractAllPoints: function ( divisions ) {
|
|
|
|
console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
|
|
return this.extractPoints( divisions );
|
|
|
|
},
|
|
extrude: function ( options ) {
|
|
|
|
console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
|
|
return new ExtrudeGeometry( this, options );
|
|
|
|
},
|
|
makeGeometry: function ( options ) {
|
|
|
|
console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
|
|
return new ShapeGeometry( this, options );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector2.prototype, {
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
},
|
|
distanceToManhattan: function ( v ) {
|
|
|
|
console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
|
|
return this.manhattanDistanceTo( v );
|
|
|
|
},
|
|
lengthManhattan: function () {
|
|
|
|
console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
|
|
return this.manhattanLength();
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector3.prototype, {
|
|
|
|
setEulerFromRotationMatrix: function () {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
|
|
|
|
},
|
|
setEulerFromQuaternion: function () {
|
|
|
|
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
|
|
|
|
},
|
|
getPositionFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
|
|
return this.setFromMatrixPosition( m );
|
|
|
|
},
|
|
getScaleFromMatrix: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
|
|
return this.setFromMatrixScale( m );
|
|
|
|
},
|
|
getColumnFromMatrix: function ( index, matrix ) {
|
|
|
|
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
|
|
return this.setFromMatrixColumn( matrix, index );
|
|
|
|
},
|
|
applyProjection: function ( m ) {
|
|
|
|
console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
|
|
return this.applyMatrix4( m );
|
|
|
|
},
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
},
|
|
distanceToManhattan: function ( v ) {
|
|
|
|
console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
|
|
return this.manhattanDistanceTo( v );
|
|
|
|
},
|
|
lengthManhattan: function () {
|
|
|
|
console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
|
|
return this.manhattanLength();
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Vector4.prototype, {
|
|
|
|
fromAttribute: function ( attribute, index, offset ) {
|
|
|
|
console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
|
return this.fromBufferAttribute( attribute, index, offset );
|
|
|
|
},
|
|
lengthManhattan: function () {
|
|
|
|
console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
|
|
return this.manhattanLength();
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( Geometry.prototype, {
|
|
|
|
computeTangents: function () {
|
|
|
|
console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
|
|
|
|
},
|
|
computeLineDistances: function () {
|
|
|
|
console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
|
|
|
|
},
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
|
|
return this.applyMatrix4( matrix );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Object3D.prototype, {
|
|
|
|
getChildByName: function ( name ) {
|
|
|
|
console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
|
|
return this.getObjectByName( name );
|
|
|
|
},
|
|
renderDepth: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
|
|
|
|
},
|
|
translate: function ( distance, axis ) {
|
|
|
|
console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
|
|
return this.translateOnAxis( axis, distance );
|
|
|
|
},
|
|
getWorldRotation: function () {
|
|
|
|
console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
|
|
|
|
},
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
|
|
return this.applyMatrix4( matrix );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( Object3D.prototype, {
|
|
|
|
eulerOrder: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
|
return this.rotation.order;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
|
this.rotation.order = value;
|
|
|
|
}
|
|
},
|
|
useQuaternion: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( Mesh.prototype, {
|
|
|
|
setDrawMode: function () {
|
|
|
|
console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
|
|
|
|
},
|
|
|
|
} );
|
|
|
|
Object.defineProperties( Mesh.prototype, {
|
|
|
|
drawMode: {
|
|
get: function () {
|
|
|
|
console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
|
|
return TrianglesDrawMode;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( LOD.prototype, {
|
|
|
|
objects: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
|
|
return this.levels;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
|
|
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
SkinnedMesh.prototype.initBones = function () {
|
|
|
|
console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
|
|
|
|
};
|
|
|
|
Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
|
|
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
|
|
return this.arcLengthDivisions;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
|
|
this.arcLengthDivisions = value;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
|
|
|
|
console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
|
|
"Use .setFocalLength and .filmGauge for a photographic setup." );
|
|
|
|
if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
|
|
this.setFocalLength( focalLength );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
Object.defineProperties( Light.prototype, {
|
|
onlyShadow: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .onlyShadow has been removed.' );
|
|
|
|
}
|
|
},
|
|
shadowCameraFov: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
|
|
this.shadow.camera.fov = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraLeft: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
|
|
this.shadow.camera.left = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraRight: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
|
|
this.shadow.camera.right = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraTop: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
|
|
this.shadow.camera.top = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraBottom: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
|
|
this.shadow.camera.bottom = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraNear: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
|
|
this.shadow.camera.near = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraFar: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
|
|
this.shadow.camera.far = value;
|
|
|
|
}
|
|
},
|
|
shadowCameraVisible: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
|
|
|
|
}
|
|
},
|
|
shadowBias: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
|
|
this.shadow.bias = value;
|
|
|
|
}
|
|
},
|
|
shadowDarkness: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
|
|
|
|
}
|
|
},
|
|
shadowMapWidth: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
|
|
this.shadow.mapSize.width = value;
|
|
|
|
}
|
|
},
|
|
shadowMapHeight: {
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
|
|
this.shadow.mapSize.height = value;
|
|
|
|
}
|
|
}
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( BufferAttribute.prototype, {
|
|
|
|
length: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
|
|
return this.array.length;
|
|
|
|
}
|
|
},
|
|
dynamic: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
|
|
return this.usage === DynamicDrawUsage;
|
|
|
|
},
|
|
set: function ( /* value */ ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
|
|
this.setUsage( DynamicDrawUsage );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( BufferAttribute.prototype, {
|
|
setDynamic: function ( value ) {
|
|
|
|
console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
|
|
this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
|
|
return this;
|
|
|
|
},
|
|
copyIndicesArray: function ( /* indices */ ) {
|
|
|
|
console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
|
|
|
|
},
|
|
setArray: function ( /* array */ ) {
|
|
|
|
console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
|
|
|
|
}
|
|
} );
|
|
|
|
Object.assign( BufferGeometry.prototype, {
|
|
|
|
addIndex: function ( index ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
|
|
this.setIndex( index );
|
|
|
|
},
|
|
addAttribute: function ( name, attribute ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
|
|
|
|
if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
|
|
|
|
return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
|
|
|
|
}
|
|
|
|
if ( name === 'index' ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
|
|
this.setIndex( attribute );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
return this.setAttribute( name, attribute );
|
|
|
|
},
|
|
addDrawCall: function ( start, count, indexOffset ) {
|
|
|
|
if ( indexOffset !== undefined ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
|
|
|
|
}
|
|
|
|
console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
|
|
this.addGroup( start, count );
|
|
|
|
},
|
|
clearDrawCalls: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
|
|
this.clearGroups();
|
|
|
|
},
|
|
computeTangents: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
|
|
|
|
},
|
|
computeOffsets: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
|
|
|
|
},
|
|
removeAttribute: function ( name ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
|
|
|
|
return this.deleteAttribute( name );
|
|
|
|
},
|
|
applyMatrix: function ( matrix ) {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
|
|
return this.applyMatrix4( matrix );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( BufferGeometry.prototype, {
|
|
|
|
drawcalls: {
|
|
get: function () {
|
|
|
|
console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
|
|
return this.groups;
|
|
|
|
}
|
|
},
|
|
offsets: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
|
|
return this.groups;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( InstancedBufferGeometry.prototype, {
|
|
|
|
maxInstancedCount: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
|
|
return this.instanceCount;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
|
|
this.instanceCount = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( Raycaster.prototype, {
|
|
|
|
linePrecision: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
|
|
return this.params.Line.threshold;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
|
|
this.params.Line.threshold = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( InterleavedBuffer.prototype, {
|
|
|
|
dynamic: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
|
|
return this.usage === DynamicDrawUsage;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
|
|
this.setUsage( value );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.assign( InterleavedBuffer.prototype, {
|
|
setDynamic: function ( value ) {
|
|
|
|
console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
|
|
this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
|
|
return this;
|
|
|
|
},
|
|
setArray: function ( /* array */ ) {
|
|
|
|
console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
|
|
|
|
}
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( ExtrudeBufferGeometry.prototype, {
|
|
|
|
getArrays: function () {
|
|
|
|
console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
|
|
|
|
},
|
|
|
|
addShapeList: function () {
|
|
|
|
console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
|
|
|
|
},
|
|
|
|
addShape: function () {
|
|
|
|
console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( Scene.prototype, {
|
|
|
|
dispose: function () {
|
|
|
|
console.error( 'THREE.Scene: .dispose() has been removed.' );
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( Uniform.prototype, {
|
|
|
|
dynamic: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
|
|
|
|
}
|
|
},
|
|
onUpdate: {
|
|
value: function () {
|
|
|
|
console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
|
|
return this;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( Material.prototype, {
|
|
|
|
wrapAround: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Material: .wrapAround has been removed.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Material: .wrapAround has been removed.' );
|
|
|
|
}
|
|
},
|
|
|
|
overdraw: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Material: .overdraw has been removed.' );
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Material: .overdraw has been removed.' );
|
|
|
|
}
|
|
},
|
|
|
|
wrapRGB: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.Material: .wrapRGB has been removed.' );
|
|
return new Color();
|
|
|
|
}
|
|
},
|
|
|
|
shading: {
|
|
get: function () {
|
|
|
|
console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
|
|
this.flatShading = ( value === FlatShading );
|
|
|
|
}
|
|
},
|
|
|
|
stencilMask: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
|
|
return this.stencilFuncMask;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
|
|
this.stencilFuncMask = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( MeshPhongMaterial.prototype, {
|
|
|
|
metal: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
|
|
return false;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( MeshPhysicalMaterial.prototype, {
|
|
|
|
transparency: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
|
|
return this.transmission;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
|
|
this.transmission = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( ShaderMaterial.prototype, {
|
|
|
|
derivatives: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
|
return this.extensions.derivatives;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
|
this.extensions.derivatives = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.assign( WebGLRenderer.prototype, {
|
|
|
|
clearTarget: function ( renderTarget, color, depth, stencil ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
|
|
this.setRenderTarget( renderTarget );
|
|
this.clear( color, depth, stencil );
|
|
|
|
},
|
|
animate: function ( callback ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
|
|
this.setAnimationLoop( callback );
|
|
|
|
},
|
|
getCurrentRenderTarget: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
|
|
return this.getRenderTarget();
|
|
|
|
},
|
|
getMaxAnisotropy: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
|
|
return this.capabilities.getMaxAnisotropy();
|
|
|
|
},
|
|
getPrecision: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
|
|
return this.capabilities.precision;
|
|
|
|
},
|
|
resetGLState: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
|
|
return this.state.reset();
|
|
|
|
},
|
|
supportsFloatTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
|
|
return this.extensions.get( 'OES_texture_float' );
|
|
|
|
},
|
|
supportsHalfFloatTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
|
|
return this.extensions.get( 'OES_texture_half_float' );
|
|
|
|
},
|
|
supportsStandardDerivatives: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
|
|
return this.extensions.get( 'OES_standard_derivatives' );
|
|
|
|
},
|
|
supportsCompressedTextureS3TC: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
|
|
return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
|
|
|
},
|
|
supportsCompressedTexturePVRTC: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
|
|
return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
|
|
|
},
|
|
supportsBlendMinMax: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
|
|
return this.extensions.get( 'EXT_blend_minmax' );
|
|
|
|
},
|
|
supportsVertexTextures: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
|
|
return this.capabilities.vertexTextures;
|
|
|
|
},
|
|
supportsInstancedArrays: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
|
|
return this.extensions.get( 'ANGLE_instanced_arrays' );
|
|
|
|
},
|
|
enableScissorTest: function ( boolean ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
|
|
this.setScissorTest( boolean );
|
|
|
|
},
|
|
initMaterial: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
|
|
|
|
},
|
|
addPrePlugin: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
|
|
|
|
},
|
|
addPostPlugin: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
|
|
|
|
},
|
|
updateShadowMap: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
|
|
|
|
},
|
|
setFaceCulling: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
|
|
|
|
},
|
|
allocTextureUnit: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
|
|
|
|
},
|
|
setTexture: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
|
|
|
|
},
|
|
setTexture2D: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
|
|
|
|
},
|
|
setTextureCube: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
|
|
|
|
},
|
|
getActiveMipMapLevel: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
|
|
return this.getActiveMipmapLevel();
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
Object.defineProperties( WebGLRenderer.prototype, {
|
|
|
|
shadowMapEnabled: {
|
|
get: function () {
|
|
|
|
return this.shadowMap.enabled;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
|
|
this.shadowMap.enabled = value;
|
|
|
|
}
|
|
},
|
|
shadowMapType: {
|
|
get: function () {
|
|
|
|
return this.shadowMap.type;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
|
|
this.shadowMap.type = value;
|
|
|
|
}
|
|
},
|
|
shadowMapCullFace: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
|
|
return undefined;
|
|
|
|
},
|
|
set: function ( /* value */ ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
|
|
|
|
}
|
|
},
|
|
context: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
|
|
return this.getContext();
|
|
|
|
}
|
|
},
|
|
vr: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
|
|
return this.xr;
|
|
|
|
}
|
|
},
|
|
gammaInput: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
|
|
return false;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
|
|
|
|
}
|
|
},
|
|
gammaOutput: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
|
|
return false;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
|
|
this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
|
|
|
|
}
|
|
},
|
|
toneMappingWhitePoint: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
|
|
return 1.0;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
|
|
|
|
}
|
|
},
|
|
|
|
} );
|
|
|
|
Object.defineProperties( WebGLShadowMap.prototype, {
|
|
|
|
cullFace: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
|
|
return undefined;
|
|
|
|
},
|
|
set: function ( /* cullFace */ ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
|
|
|
|
}
|
|
},
|
|
renderReverseSided: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
|
|
return undefined;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
|
|
|
|
}
|
|
},
|
|
renderSingleSided: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
|
|
return undefined;
|
|
|
|
},
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
function WebGLRenderTargetCube( width, height, options ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
|
|
return new WebGLCubeRenderTarget( width, options );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
Object.defineProperties( WebGLRenderTarget.prototype, {
|
|
|
|
wrapS: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
|
return this.texture.wrapS;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
|
this.texture.wrapS = value;
|
|
|
|
}
|
|
},
|
|
wrapT: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
|
return this.texture.wrapT;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
|
this.texture.wrapT = value;
|
|
|
|
}
|
|
},
|
|
magFilter: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
|
return this.texture.magFilter;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
|
this.texture.magFilter = value;
|
|
|
|
}
|
|
},
|
|
minFilter: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
|
return this.texture.minFilter;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
|
this.texture.minFilter = value;
|
|
|
|
}
|
|
},
|
|
anisotropy: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
|
return this.texture.anisotropy;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
|
this.texture.anisotropy = value;
|
|
|
|
}
|
|
},
|
|
offset: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
|
return this.texture.offset;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
|
this.texture.offset = value;
|
|
|
|
}
|
|
},
|
|
repeat: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
|
return this.texture.repeat;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
|
this.texture.repeat = value;
|
|
|
|
}
|
|
},
|
|
format: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
|
return this.texture.format;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
|
this.texture.format = value;
|
|
|
|
}
|
|
},
|
|
type: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
|
return this.texture.type;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
|
this.texture.type = value;
|
|
|
|
}
|
|
},
|
|
generateMipmaps: {
|
|
get: function () {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
|
return this.texture.generateMipmaps;
|
|
|
|
},
|
|
set: function ( value ) {
|
|
|
|
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
|
this.texture.generateMipmaps = value;
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
//
|
|
|
|
Object.defineProperties( Audio.prototype, {
|
|
|
|
load: {
|
|
value: function ( file ) {
|
|
|
|
console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
|
|
var scope = this;
|
|
var audioLoader = new AudioLoader();
|
|
audioLoader.load( file, function ( buffer ) {
|
|
|
|
scope.setBuffer( buffer );
|
|
|
|
} );
|
|
return this;
|
|
|
|
}
|
|
},
|
|
startTime: {
|
|
set: function () {
|
|
|
|
console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
|
|
|
|
}
|
|
}
|
|
|
|
} );
|
|
|
|
AudioAnalyser.prototype.getData = function () {
|
|
|
|
console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
|
|
return this.getFrequencyData();
|
|
|
|
};
|
|
|
|
//
|
|
|
|
CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
|
|
|
|
console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
|
|
return this.update( renderer, scene );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
var GeometryUtils = {
|
|
|
|
merge: function ( geometry1, geometry2, materialIndexOffset ) {
|
|
|
|
console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
|
|
var matrix;
|
|
|
|
if ( geometry2.isMesh ) {
|
|
|
|
geometry2.matrixAutoUpdate && geometry2.updateMatrix();
|
|
|
|
matrix = geometry2.matrix;
|
|
geometry2 = geometry2.geometry;
|
|
|
|
}
|
|
|
|
geometry1.merge( geometry2, matrix, materialIndexOffset );
|
|
|
|
},
|
|
|
|
center: function ( geometry ) {
|
|
|
|
console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
|
|
return geometry.center();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ImageUtils.crossOrigin = undefined;
|
|
|
|
ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
|
|
|
|
console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
|
|
|
|
var loader = new TextureLoader();
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
var texture = loader.load( url, onLoad, undefined, onError );
|
|
|
|
if ( mapping ) { texture.mapping = mapping; }
|
|
|
|
return texture;
|
|
|
|
};
|
|
|
|
ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
|
|
|
|
console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
|
|
|
|
var loader = new CubeTextureLoader();
|
|
loader.setCrossOrigin( this.crossOrigin );
|
|
|
|
var texture = loader.load( urls, onLoad, undefined, onError );
|
|
|
|
if ( mapping ) { texture.mapping = mapping; }
|
|
|
|
return texture;
|
|
|
|
};
|
|
|
|
ImageUtils.loadCompressedTexture = function () {
|
|
|
|
console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
|
|
|
|
};
|
|
|
|
ImageUtils.loadCompressedTextureCube = function () {
|
|
|
|
console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function CanvasRenderer() {
|
|
|
|
console.error( 'THREE.CanvasRenderer has been removed' );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function JSONLoader() {
|
|
|
|
console.error( 'THREE.JSONLoader has been removed.' );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
var SceneUtils = {
|
|
|
|
createMultiMaterialObject: function ( /* geometry, materials */ ) {
|
|
|
|
console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
|
|
|
|
},
|
|
|
|
detach: function ( /* child, parent, scene */ ) {
|
|
|
|
console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
|
|
|
|
},
|
|
|
|
attach: function ( /* child, scene, parent */ ) {
|
|
|
|
console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
//
|
|
|
|
function LensFlare() {
|
|
|
|
console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
|
|
|
|
}
|
|
|
|
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
|
|
|
|
/* eslint-disable no-undef */
|
|
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
|
|
revision: REVISION,
|
|
} } ) );
|
|
/* eslint-enable no-undef */
|
|
|
|
}
|
|
|
|
exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
|
|
exports.AddEquation = AddEquation;
|
|
exports.AddOperation = AddOperation;
|
|
exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
|
|
exports.AdditiveBlending = AdditiveBlending;
|
|
exports.AlphaFormat = AlphaFormat;
|
|
exports.AlwaysDepth = AlwaysDepth;
|
|
exports.AlwaysStencilFunc = AlwaysStencilFunc;
|
|
exports.AmbientLight = AmbientLight;
|
|
exports.AmbientLightProbe = AmbientLightProbe;
|
|
exports.AnimationClip = AnimationClip;
|
|
exports.AnimationLoader = AnimationLoader;
|
|
exports.AnimationMixer = AnimationMixer;
|
|
exports.AnimationObjectGroup = AnimationObjectGroup;
|
|
exports.AnimationUtils = AnimationUtils;
|
|
exports.ArcCurve = ArcCurve;
|
|
exports.ArrayCamera = ArrayCamera;
|
|
exports.ArrowHelper = ArrowHelper;
|
|
exports.Audio = Audio;
|
|
exports.AudioAnalyser = AudioAnalyser;
|
|
exports.AudioContext = AudioContext;
|
|
exports.AudioListener = AudioListener;
|
|
exports.AudioLoader = AudioLoader;
|
|
exports.AxesHelper = AxesHelper;
|
|
exports.AxisHelper = AxisHelper;
|
|
exports.BackSide = BackSide;
|
|
exports.BasicDepthPacking = BasicDepthPacking;
|
|
exports.BasicShadowMap = BasicShadowMap;
|
|
exports.BinaryTextureLoader = BinaryTextureLoader;
|
|
exports.Bone = Bone;
|
|
exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
|
|
exports.BoundingBoxHelper = BoundingBoxHelper;
|
|
exports.Box2 = Box2;
|
|
exports.Box3 = Box3;
|
|
exports.Box3Helper = Box3Helper;
|
|
exports.BoxBufferGeometry = BoxBufferGeometry;
|
|
exports.BoxGeometry = BoxGeometry;
|
|
exports.BoxHelper = BoxHelper;
|
|
exports.BufferAttribute = BufferAttribute;
|
|
exports.BufferGeometry = BufferGeometry;
|
|
exports.BufferGeometryLoader = BufferGeometryLoader;
|
|
exports.ByteType = ByteType;
|
|
exports.Cache = Cache;
|
|
exports.Camera = Camera;
|
|
exports.CameraHelper = CameraHelper;
|
|
exports.CanvasRenderer = CanvasRenderer;
|
|
exports.CanvasTexture = CanvasTexture;
|
|
exports.CatmullRomCurve3 = CatmullRomCurve3;
|
|
exports.CineonToneMapping = CineonToneMapping;
|
|
exports.CircleBufferGeometry = CircleBufferGeometry;
|
|
exports.CircleGeometry = CircleGeometry;
|
|
exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
|
|
exports.Clock = Clock;
|
|
exports.ClosedSplineCurve3 = ClosedSplineCurve3;
|
|
exports.Color = Color;
|
|
exports.ColorKeyframeTrack = ColorKeyframeTrack;
|
|
exports.CompressedTexture = CompressedTexture;
|
|
exports.CompressedTextureLoader = CompressedTextureLoader;
|
|
exports.ConeBufferGeometry = ConeBufferGeometry;
|
|
exports.ConeGeometry = ConeGeometry;
|
|
exports.CubeCamera = CubeCamera;
|
|
exports.CubeGeometry = BoxGeometry;
|
|
exports.CubeReflectionMapping = CubeReflectionMapping;
|
|
exports.CubeRefractionMapping = CubeRefractionMapping;
|
|
exports.CubeTexture = CubeTexture;
|
|
exports.CubeTextureLoader = CubeTextureLoader;
|
|
exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
|
|
exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
|
|
exports.CubicBezierCurve = CubicBezierCurve;
|
|
exports.CubicBezierCurve3 = CubicBezierCurve3;
|
|
exports.CubicInterpolant = CubicInterpolant;
|
|
exports.CullFaceBack = CullFaceBack;
|
|
exports.CullFaceFront = CullFaceFront;
|
|
exports.CullFaceFrontBack = CullFaceFrontBack;
|
|
exports.CullFaceNone = CullFaceNone;
|
|
exports.Curve = Curve;
|
|
exports.CurvePath = CurvePath;
|
|
exports.CustomBlending = CustomBlending;
|
|
exports.CustomToneMapping = CustomToneMapping;
|
|
exports.CylinderBufferGeometry = CylinderBufferGeometry;
|
|
exports.CylinderGeometry = CylinderGeometry;
|
|
exports.Cylindrical = Cylindrical;
|
|
exports.DataTexture = DataTexture;
|
|
exports.DataTexture2DArray = DataTexture2DArray;
|
|
exports.DataTexture3D = DataTexture3D;
|
|
exports.DataTextureLoader = DataTextureLoader;
|
|
exports.DecrementStencilOp = DecrementStencilOp;
|
|
exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
|
|
exports.DefaultLoadingManager = DefaultLoadingManager;
|
|
exports.DepthFormat = DepthFormat;
|
|
exports.DepthStencilFormat = DepthStencilFormat;
|
|
exports.DepthTexture = DepthTexture;
|
|
exports.DirectionalLight = DirectionalLight;
|
|
exports.DirectionalLightHelper = DirectionalLightHelper;
|
|
exports.DiscreteInterpolant = DiscreteInterpolant;
|
|
exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
|
|
exports.DodecahedronGeometry = DodecahedronGeometry;
|
|
exports.DoubleSide = DoubleSide;
|
|
exports.DstAlphaFactor = DstAlphaFactor;
|
|
exports.DstColorFactor = DstColorFactor;
|
|
exports.DynamicBufferAttribute = DynamicBufferAttribute;
|
|
exports.DynamicCopyUsage = DynamicCopyUsage;
|
|
exports.DynamicDrawUsage = DynamicDrawUsage;
|
|
exports.DynamicReadUsage = DynamicReadUsage;
|
|
exports.EdgesGeometry = EdgesGeometry;
|
|
exports.EdgesHelper = EdgesHelper;
|
|
exports.EllipseCurve = EllipseCurve;
|
|
exports.EqualDepth = EqualDepth;
|
|
exports.EqualStencilFunc = EqualStencilFunc;
|
|
exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
|
|
exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
|
|
exports.Euler = Euler;
|
|
exports.EventDispatcher = EventDispatcher;
|
|
exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
|
|
exports.ExtrudeGeometry = ExtrudeGeometry;
|
|
exports.Face3 = Face3;
|
|
exports.Face4 = Face4;
|
|
exports.FaceColors = FaceColors;
|
|
exports.FileLoader = FileLoader;
|
|
exports.FlatShading = FlatShading;
|
|
exports.Float32Attribute = Float32Attribute;
|
|
exports.Float32BufferAttribute = Float32BufferAttribute;
|
|
exports.Float64Attribute = Float64Attribute;
|
|
exports.Float64BufferAttribute = Float64BufferAttribute;
|
|
exports.FloatType = FloatType;
|
|
exports.Fog = Fog;
|
|
exports.FogExp2 = FogExp2;
|
|
exports.Font = Font;
|
|
exports.FontLoader = FontLoader;
|
|
exports.FrontSide = FrontSide;
|
|
exports.Frustum = Frustum;
|
|
exports.GLBufferAttribute = GLBufferAttribute;
|
|
exports.GLSL1 = GLSL1;
|
|
exports.GLSL3 = GLSL3;
|
|
exports.GammaEncoding = GammaEncoding;
|
|
exports.Geometry = Geometry;
|
|
exports.GeometryUtils = GeometryUtils;
|
|
exports.GreaterDepth = GreaterDepth;
|
|
exports.GreaterEqualDepth = GreaterEqualDepth;
|
|
exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
|
|
exports.GreaterStencilFunc = GreaterStencilFunc;
|
|
exports.GridHelper = GridHelper;
|
|
exports.Group = Group;
|
|
exports.HalfFloatType = HalfFloatType;
|
|
exports.HemisphereLight = HemisphereLight;
|
|
exports.HemisphereLightHelper = HemisphereLightHelper;
|
|
exports.HemisphereLightProbe = HemisphereLightProbe;
|
|
exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
|
|
exports.IcosahedronGeometry = IcosahedronGeometry;
|
|
exports.ImageBitmapLoader = ImageBitmapLoader;
|
|
exports.ImageLoader = ImageLoader;
|
|
exports.ImageUtils = ImageUtils;
|
|
exports.ImmediateRenderObject = ImmediateRenderObject;
|
|
exports.IncrementStencilOp = IncrementStencilOp;
|
|
exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
|
|
exports.InstancedBufferAttribute = InstancedBufferAttribute;
|
|
exports.InstancedBufferGeometry = InstancedBufferGeometry;
|
|
exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
|
|
exports.InstancedMesh = InstancedMesh;
|
|
exports.Int16Attribute = Int16Attribute;
|
|
exports.Int16BufferAttribute = Int16BufferAttribute;
|
|
exports.Int32Attribute = Int32Attribute;
|
|
exports.Int32BufferAttribute = Int32BufferAttribute;
|
|
exports.Int8Attribute = Int8Attribute;
|
|
exports.Int8BufferAttribute = Int8BufferAttribute;
|
|
exports.IntType = IntType;
|
|
exports.InterleavedBuffer = InterleavedBuffer;
|
|
exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
|
|
exports.Interpolant = Interpolant;
|
|
exports.InterpolateDiscrete = InterpolateDiscrete;
|
|
exports.InterpolateLinear = InterpolateLinear;
|
|
exports.InterpolateSmooth = InterpolateSmooth;
|
|
exports.InvertStencilOp = InvertStencilOp;
|
|
exports.JSONLoader = JSONLoader;
|
|
exports.KeepStencilOp = KeepStencilOp;
|
|
exports.KeyframeTrack = KeyframeTrack;
|
|
exports.LOD = LOD;
|
|
exports.LatheBufferGeometry = LatheBufferGeometry;
|
|
exports.LatheGeometry = LatheGeometry;
|
|
exports.Layers = Layers;
|
|
exports.LensFlare = LensFlare;
|
|
exports.LessDepth = LessDepth;
|
|
exports.LessEqualDepth = LessEqualDepth;
|
|
exports.LessEqualStencilFunc = LessEqualStencilFunc;
|
|
exports.LessStencilFunc = LessStencilFunc;
|
|
exports.Light = Light;
|
|
exports.LightProbe = LightProbe;
|
|
exports.LightShadow = LightShadow;
|
|
exports.Line = Line;
|
|
exports.Line3 = Line3;
|
|
exports.LineBasicMaterial = LineBasicMaterial;
|
|
exports.LineCurve = LineCurve;
|
|
exports.LineCurve3 = LineCurve3;
|
|
exports.LineDashedMaterial = LineDashedMaterial;
|
|
exports.LineLoop = LineLoop;
|
|
exports.LinePieces = LinePieces;
|
|
exports.LineSegments = LineSegments;
|
|
exports.LineStrip = LineStrip;
|
|
exports.LinearEncoding = LinearEncoding;
|
|
exports.LinearFilter = LinearFilter;
|
|
exports.LinearInterpolant = LinearInterpolant;
|
|
exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
|
|
exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
|
|
exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
|
|
exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
|
|
exports.LinearToneMapping = LinearToneMapping;
|
|
exports.Loader = Loader;
|
|
exports.LoaderUtils = LoaderUtils;
|
|
exports.LoadingManager = LoadingManager;
|
|
exports.LogLuvEncoding = LogLuvEncoding;
|
|
exports.LoopOnce = LoopOnce;
|
|
exports.LoopPingPong = LoopPingPong;
|
|
exports.LoopRepeat = LoopRepeat;
|
|
exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
|
|
exports.LuminanceFormat = LuminanceFormat;
|
|
exports.MOUSE = MOUSE;
|
|
exports.Material = Material;
|
|
exports.MaterialLoader = MaterialLoader;
|
|
exports.Math = MathUtils;
|
|
exports.MathUtils = MathUtils;
|
|
exports.Matrix3 = Matrix3;
|
|
exports.Matrix4 = Matrix4;
|
|
exports.MaxEquation = MaxEquation;
|
|
exports.Mesh = Mesh;
|
|
exports.MeshBasicMaterial = MeshBasicMaterial;
|
|
exports.MeshDepthMaterial = MeshDepthMaterial;
|
|
exports.MeshDistanceMaterial = MeshDistanceMaterial;
|
|
exports.MeshFaceMaterial = MeshFaceMaterial;
|
|
exports.MeshLambertMaterial = MeshLambertMaterial;
|
|
exports.MeshMatcapMaterial = MeshMatcapMaterial;
|
|
exports.MeshNormalMaterial = MeshNormalMaterial;
|
|
exports.MeshPhongMaterial = MeshPhongMaterial;
|
|
exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
|
|
exports.MeshStandardMaterial = MeshStandardMaterial;
|
|
exports.MeshToonMaterial = MeshToonMaterial;
|
|
exports.MinEquation = MinEquation;
|
|
exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
|
|
exports.MixOperation = MixOperation;
|
|
exports.MultiMaterial = MultiMaterial;
|
|
exports.MultiplyBlending = MultiplyBlending;
|
|
exports.MultiplyOperation = MultiplyOperation;
|
|
exports.NearestFilter = NearestFilter;
|
|
exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
|
|
exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
|
|
exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
|
|
exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
|
|
exports.NeverDepth = NeverDepth;
|
|
exports.NeverStencilFunc = NeverStencilFunc;
|
|
exports.NoBlending = NoBlending;
|
|
exports.NoColors = NoColors;
|
|
exports.NoToneMapping = NoToneMapping;
|
|
exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
|
|
exports.NormalBlending = NormalBlending;
|
|
exports.NotEqualDepth = NotEqualDepth;
|
|
exports.NotEqualStencilFunc = NotEqualStencilFunc;
|
|
exports.NumberKeyframeTrack = NumberKeyframeTrack;
|
|
exports.Object3D = Object3D;
|
|
exports.ObjectLoader = ObjectLoader;
|
|
exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
|
|
exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
|
|
exports.OctahedronGeometry = OctahedronGeometry;
|
|
exports.OneFactor = OneFactor;
|
|
exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
|
|
exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
|
|
exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
|
|
exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
|
|
exports.OrthographicCamera = OrthographicCamera;
|
|
exports.PCFShadowMap = PCFShadowMap;
|
|
exports.PCFSoftShadowMap = PCFSoftShadowMap;
|
|
exports.PMREMGenerator = PMREMGenerator;
|
|
exports.ParametricBufferGeometry = ParametricBufferGeometry;
|
|
exports.ParametricGeometry = ParametricGeometry;
|
|
exports.Particle = Particle;
|
|
exports.ParticleBasicMaterial = ParticleBasicMaterial;
|
|
exports.ParticleSystem = ParticleSystem;
|
|
exports.ParticleSystemMaterial = ParticleSystemMaterial;
|
|
exports.Path = Path;
|
|
exports.PerspectiveCamera = PerspectiveCamera;
|
|
exports.Plane = Plane;
|
|
exports.PlaneBufferGeometry = PlaneBufferGeometry;
|
|
exports.PlaneGeometry = PlaneGeometry;
|
|
exports.PlaneHelper = PlaneHelper;
|
|
exports.PointCloud = PointCloud;
|
|
exports.PointCloudMaterial = PointCloudMaterial;
|
|
exports.PointLight = PointLight;
|
|
exports.PointLightHelper = PointLightHelper;
|
|
exports.Points = Points;
|
|
exports.PointsMaterial = PointsMaterial;
|
|
exports.PolarGridHelper = PolarGridHelper;
|
|
exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
|
|
exports.PolyhedronGeometry = PolyhedronGeometry;
|
|
exports.PositionalAudio = PositionalAudio;
|
|
exports.PropertyBinding = PropertyBinding;
|
|
exports.PropertyMixer = PropertyMixer;
|
|
exports.QuadraticBezierCurve = QuadraticBezierCurve;
|
|
exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
|
|
exports.Quaternion = Quaternion;
|
|
exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
|
|
exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
|
|
exports.REVISION = REVISION;
|
|
exports.RGBADepthPacking = RGBADepthPacking;
|
|
exports.RGBAFormat = RGBAFormat;
|
|
exports.RGBAIntegerFormat = RGBAIntegerFormat;
|
|
exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
|
|
exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
|
|
exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
|
|
exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
|
|
exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
|
|
exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
|
|
exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
|
|
exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
|
|
exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
|
|
exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
|
|
exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
|
|
exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
|
|
exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
|
|
exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
|
|
exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
|
|
exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
|
|
exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
|
|
exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
|
|
exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
|
|
exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
|
|
exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
|
|
exports.RGBDEncoding = RGBDEncoding;
|
|
exports.RGBEEncoding = RGBEEncoding;
|
|
exports.RGBEFormat = RGBEFormat;
|
|
exports.RGBFormat = RGBFormat;
|
|
exports.RGBIntegerFormat = RGBIntegerFormat;
|
|
exports.RGBM16Encoding = RGBM16Encoding;
|
|
exports.RGBM7Encoding = RGBM7Encoding;
|
|
exports.RGB_ETC1_Format = RGB_ETC1_Format;
|
|
exports.RGB_ETC2_Format = RGB_ETC2_Format;
|
|
exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
|
|
exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
|
|
exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
|
|
exports.RGFormat = RGFormat;
|
|
exports.RGIntegerFormat = RGIntegerFormat;
|
|
exports.RawShaderMaterial = RawShaderMaterial;
|
|
exports.Ray = Ray;
|
|
exports.Raycaster = Raycaster;
|
|
exports.RectAreaLight = RectAreaLight;
|
|
exports.RedFormat = RedFormat;
|
|
exports.RedIntegerFormat = RedIntegerFormat;
|
|
exports.ReinhardToneMapping = ReinhardToneMapping;
|
|
exports.RepeatWrapping = RepeatWrapping;
|
|
exports.ReplaceStencilOp = ReplaceStencilOp;
|
|
exports.ReverseSubtractEquation = ReverseSubtractEquation;
|
|
exports.RingBufferGeometry = RingBufferGeometry;
|
|
exports.RingGeometry = RingGeometry;
|
|
exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
|
|
exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
|
|
exports.Scene = Scene;
|
|
exports.SceneUtils = SceneUtils;
|
|
exports.ShaderChunk = ShaderChunk;
|
|
exports.ShaderLib = ShaderLib;
|
|
exports.ShaderMaterial = ShaderMaterial;
|
|
exports.ShadowMaterial = ShadowMaterial;
|
|
exports.Shape = Shape;
|
|
exports.ShapeBufferGeometry = ShapeBufferGeometry;
|
|
exports.ShapeGeometry = ShapeGeometry;
|
|
exports.ShapePath = ShapePath;
|
|
exports.ShapeUtils = ShapeUtils;
|
|
exports.ShortType = ShortType;
|
|
exports.Skeleton = Skeleton;
|
|
exports.SkeletonHelper = SkeletonHelper;
|
|
exports.SkinnedMesh = SkinnedMesh;
|
|
exports.SmoothShading = SmoothShading;
|
|
exports.Sphere = Sphere;
|
|
exports.SphereBufferGeometry = SphereBufferGeometry;
|
|
exports.SphereGeometry = SphereGeometry;
|
|
exports.Spherical = Spherical;
|
|
exports.SphericalHarmonics3 = SphericalHarmonics3;
|
|
exports.Spline = Spline;
|
|
exports.SplineCurve = SplineCurve;
|
|
exports.SplineCurve3 = SplineCurve3;
|
|
exports.SpotLight = SpotLight;
|
|
exports.SpotLightHelper = SpotLightHelper;
|
|
exports.Sprite = Sprite;
|
|
exports.SpriteMaterial = SpriteMaterial;
|
|
exports.SrcAlphaFactor = SrcAlphaFactor;
|
|
exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
|
|
exports.SrcColorFactor = SrcColorFactor;
|
|
exports.StaticCopyUsage = StaticCopyUsage;
|
|
exports.StaticDrawUsage = StaticDrawUsage;
|
|
exports.StaticReadUsage = StaticReadUsage;
|
|
exports.StereoCamera = StereoCamera;
|
|
exports.StreamCopyUsage = StreamCopyUsage;
|
|
exports.StreamDrawUsage = StreamDrawUsage;
|
|
exports.StreamReadUsage = StreamReadUsage;
|
|
exports.StringKeyframeTrack = StringKeyframeTrack;
|
|
exports.SubtractEquation = SubtractEquation;
|
|
exports.SubtractiveBlending = SubtractiveBlending;
|
|
exports.TOUCH = TOUCH;
|
|
exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
|
|
exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
|
|
exports.TetrahedronGeometry = TetrahedronGeometry;
|
|
exports.TextBufferGeometry = TextBufferGeometry;
|
|
exports.TextGeometry = TextGeometry;
|
|
exports.Texture = Texture;
|
|
exports.TextureLoader = TextureLoader;
|
|
exports.TorusBufferGeometry = TorusBufferGeometry;
|
|
exports.TorusGeometry = TorusGeometry;
|
|
exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
|
|
exports.TorusKnotGeometry = TorusKnotGeometry;
|
|
exports.Triangle = Triangle;
|
|
exports.TriangleFanDrawMode = TriangleFanDrawMode;
|
|
exports.TriangleStripDrawMode = TriangleStripDrawMode;
|
|
exports.TrianglesDrawMode = TrianglesDrawMode;
|
|
exports.TubeBufferGeometry = TubeBufferGeometry;
|
|
exports.TubeGeometry = TubeGeometry;
|
|
exports.UVMapping = UVMapping;
|
|
exports.Uint16Attribute = Uint16Attribute;
|
|
exports.Uint16BufferAttribute = Uint16BufferAttribute;
|
|
exports.Uint32Attribute = Uint32Attribute;
|
|
exports.Uint32BufferAttribute = Uint32BufferAttribute;
|
|
exports.Uint8Attribute = Uint8Attribute;
|
|
exports.Uint8BufferAttribute = Uint8BufferAttribute;
|
|
exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
|
|
exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
|
|
exports.Uniform = Uniform;
|
|
exports.UniformsLib = UniformsLib;
|
|
exports.UniformsUtils = UniformsUtils;
|
|
exports.UnsignedByteType = UnsignedByteType;
|
|
exports.UnsignedInt248Type = UnsignedInt248Type;
|
|
exports.UnsignedIntType = UnsignedIntType;
|
|
exports.UnsignedShort4444Type = UnsignedShort4444Type;
|
|
exports.UnsignedShort5551Type = UnsignedShort5551Type;
|
|
exports.UnsignedShort565Type = UnsignedShort565Type;
|
|
exports.UnsignedShortType = UnsignedShortType;
|
|
exports.VSMShadowMap = VSMShadowMap;
|
|
exports.Vector2 = Vector2;
|
|
exports.Vector3 = Vector3;
|
|
exports.Vector4 = Vector4;
|
|
exports.VectorKeyframeTrack = VectorKeyframeTrack;
|
|
exports.Vertex = Vertex;
|
|
exports.VertexColors = VertexColors;
|
|
exports.VideoTexture = VideoTexture;
|
|
exports.WebGL1Renderer = WebGL1Renderer;
|
|
exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
|
|
exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
|
|
exports.WebGLRenderTarget = WebGLRenderTarget;
|
|
exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
|
|
exports.WebGLRenderer = WebGLRenderer;
|
|
exports.WebGLUtils = WebGLUtils;
|
|
exports.WireframeGeometry = WireframeGeometry;
|
|
exports.WireframeHelper = WireframeHelper;
|
|
exports.WrapAroundEnding = WrapAroundEnding;
|
|
exports.XHRLoader = XHRLoader;
|
|
exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
|
|
exports.ZeroFactor = ZeroFactor;
|
|
exports.ZeroSlopeEnding = ZeroSlopeEnding;
|
|
exports.ZeroStencilOp = ZeroStencilOp;
|
|
exports.sRGBEncoding = sRGBEncoding;
|
|
|
|
Object.defineProperty(exports, '__esModule', { value: true });
|
|
|
|
})));
|
|
|
|
|
|
/***/ })
|
|
/******/ ]);
|